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Otherwise this mod should be very resilient because it only have new decisions, jobs, events and districts without touching vanilla in any sense.
I did intend for these specialized districts to appear on Machine Worlds and Hive Worlds because so far they are only a stronger version of standard planet and I thought they need a bit more love.
The decisions will not appear on an Ecumenopolis for obvious reason, but the specialized districts are from modifiers so it would be easy to cheese things out, which is also partly intentional on my side.
In any case, this mod is about buffing normal planets so it is what it is.
Thanks for the report, always welcome any bug-reporting since this used to be quite an extensive mod and I could have missed one or two thing.
But... I have 2 other questions :
-Is it normal that the planet keep the 6 basic vanilla districs required after becoming specialized and still got 6 new basic specialized districts?
-This one may be a little more technic : I can change a specialized planet in a arcology/hive world/etc... and it keep the designation (I can now build the spe-districts on a arcology :p).
Once again, yes, the drones work, thanks ^^
all the basic jobs (agri-drones, mining drones, etc...) still work,
but not the specialized ones (Farm inspeting drones, fecund farming drones, etc...).
We are not using any portaits/species mods, and we tried with only it and still the same...
Any idea why it' don't work with gestal ?
The former is from a mod I made, the latter already existed in the original mod.
Now the decision should change BOTH planet_model and planetview.
As a consequence, you would see the cities being on the background but this is the most I could do for some immersion.
Once again, I would like to remind this mod does not change planet_class or whatever so, just specialized districts come with specific modifiers so never to worry about compatibility.
Again, this does not change planet_class or whatever, only adding modifiers and specialized districts that will appear on a planet with those modifiers.
What left of the original mod are notification events, its relic, an ascension perk, a building and the districts (which also underwent some changes to be closer to Ecunemopolis and got new icons because the old icons are blurry). The projects only added a modifier and changed your planet_entity but kept your planet_class (I figured how to change planetary background now, but has yet to implement the change).
To provide context, Master of the Planet is originally a mod allows you to initiate various projects on a planet to transform them into Ecumenopolis-like planets but for specific purpose (such as an entire planet dedicates to energy/mineral/food/unity/etc).
There were some modifiers, events, many planets, a lot of vanilla overwrites and many more contents were cut because how unnecessary they are in compatibility.
You might want to check Master of the Planet to see what this mod is about, albeit this is a very reduced version to ensure maximum compatibility.