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$from='C:\temp\dev'; $to='C:\temp\release'; New-Item -ItemType Directory -Force -Path $to; ForEach($item in Get-ChildItem -Force $from){if($item.Name -in @(".git",".gitignore")){continue;} New-Item -Force -ItemType SymbolicLink -Target "$from\$item" -Path "$to\$item";}
You run this once and you're done. Unless you add something at top level, then you can delete $to and run again.
For bash and linux there is `ln -s`.
`New-Item -ItemType SymbolicLink` requires admin rights.
https://en.wikipedia.org/wiki/Symbolic_link
Of course it's your call and here it's only 1.6MB out of 2.6MB, for some other mod it is 2.3GB out of total 2.8GB.
All depends on how you (ab)use git.
Instead of removing it each time, move entire "development" version of mod to another location, and then make symbolic links to "release" version (the one you're using right now). Everything you change in "development" will automatically change in "release", sans ".git". "release" is just pointers to data in "development" or "shortcuts", the real data is in "development".
I don't see a single reason why players would need 1.6MB (out of 2.6MB total) of VCS files.
If you want other people to be able to contribute to this mod, GitLab/GitHub is a better medium than Steam Workshop.
You also should check git LFS, the reason 62% of your mod size is ".git" folder is because you store binary files in plain git (it can be seen via e.g. `git rev-list --objects --all | grep .dds`).
Git was not designed for this and will bloat ad infinitum.
Git LFS was designed to augment git with the ability to handle binaries inside git efficiently.
Best regards.
2) Because of the unique building giving +2 motes, gasses and crystals, you can immediately access the edicts for them and also buy them from the market.
3) If you are a Machine Empire or I think a Lithoid you are actually able to colonize the Tomb Worlds in the system right away. Mainly the smallest one that at least in my game had +10 motes, crystals and gasses. Not sure if that is intended or was just a lucky find.
4) The Districts are just normal Ring World Distrcits, with all their jobs, meaning that Research Distracts are OP as hell. In the Shattered Ring, with the previously mentioned mod it adds a expensive blocker that reduces the jobs each District can give. And it requires either 100 years to have passed or Megastructual Engineering in order to clear.
I suggest changing it to a 5 size Ringworld like is normal, if possible adding a unique deposite that functions like the Arcane Generator of Shattered Ring, making the nearby planets uninhabitable but able to be Terraformed. And finally adding a blocker to reduce jobs. I am not 100% sure if this is possible in a System, but as is the System is CRAZY strong, and would be near impossible to win against. As it it Shattered Ring with all the upsides and none of the downsides, since it can be combined with another Origin and also still gets guaranteed habital worlds.
I will list what I believe to be the ways it is OP in a following comment since 1000 character limit.
1.) Evacuate the planet to somewhere. You have a baked-in option of evacuating everybody to an orbital habitat but I use Planetary Habitats (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1878751971) to move everybody to a domed habitat on a moon.
2.) Learn about the planet of the ancestors and lead a desperate expedition to find it.
3.) Make Kazad-dum the new capital of your empire!
IMO, it makes the Durin+ start SO much more enjoyable in that the quest is now no longer just scientific curiosity, but potentially the saving of an entire race of beings trapped in space (especially if you play with somewhere around 15% habitable planets like I do).
I was logging in to report that so far the old build of the mod was working fine for 2.6
But now we got an update!
Thanks Malthus for all of the mods you give us. they are great!
I should be ready to update in an hour or so, hang on.
I'm working on getting my mod list set back up and testing mods.
I'll post back here ASAP on if this still works.
Getting five primitives to spawn looks to be straightforward with your mod & your code. But do you know if I can set a specific species to spawn on each planet?
- a fan