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Feel free to do whatever thing you like with your mod, it's your work and you're giving it to us free of charge. I just ask for accurate documentation of all of the mod's features in the description, so I can see at a glance what I'm getting into.
The changes were originally intended to affect only one or two habitability-related traits, but something must have changed how these were read in a vanilla patch some time ago and it took this long to come to my attention. I will be sure to get this working this week as intended (according to the description). Again, very sorry for the hassle and thank you for bringing it to my attention.
I just spent an hour nearly going crazy because something was changing my civics and I was absolutely sure I installed no mod to that effect. In the end I only found it because I went through every single mod folder looking for civics changes.
I never expected to find them in this one.
Hmm... I will have to look into it as Survivor is not a trait I have played with in awhile. I do not recall modifying the Survivor trait... pretty sure that is vanilla. It is possible the trait's buff was added later in an official patch and I didn't notice. Perhaps the devs sought to fix the same thing I did? :) You are right, though, it is way too high now. My original intent was to make the Post-Apoc origin kind of a "generalist" in terms of habitability (and an origin-specific alternative to the Adaptable trait). They certainly should NOT be exceeding the normal starting 80% stat of biome-specific species.
Thanks for pointing this out. I think the easiest solution would be to just lower the base habitability for Post-Apoc origins. 30 or 40% + 30% (for Survivor) does seem more reasonable. It will still let you colonize whatever, but will still give you incentive to research any future habitation tech you come across.
I notice that the Survivor trait gets extra bonusses from this mod as well. Is that intentional?
When I choose the post-apocalyptic origin you get the Survivor trait. It adds 30% to all planet types. That is additive to your homeworld type. So, in case you choose a savannah type the species has 80% + 30% habitability on savannah world, 40%+ 30% on ocean worlds, and on a Tundra type this species gets 20% + 30%. Which is a lot.
in your reference to tomb world species, you mention the species gets 60% to all planets, but I think you mean the tomb-world planet type that, for example, the Rackets start with.
Is it your intention that the Survivor traits gets modified as well?
Thank you for making this mod!
Ah yes! Thanks for the reminder. Will do that this week.
To that point... probably not?
Thank you I'll use it well
Would it be possible to update this to 2.3? I love your work.
Possibly not without a patch, they both modify the same file.
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I thought so, doh. Perhaps some ambitious soul will make a patch!
Plerion 20 Feb, 2019 @ 4:37pm
Possibly not without a patch, they both modify the same file.
20 Feb, 2019 @ 2:57pm
Does this work for the new planets in the "Planet Diversity" mod?
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"Compatibility:
Can be toggled on/off for saved games.
This will conflict with any other mod which alters 00_habitability_traits.txt"
If Starnet doesn't alter the mentioned file, I think you are safe.
Regarding your post, actually, Continental get Oceanic and Tropical as "secondaries". The types are *extremely arbitrary*, but my primary concern was game balance and making sure all types were roughly equally represented.
The above model in the description is not making any assumptions about humans, because the game is not just about humans. The scale is based on the central (scientific) concept that "water is essential to life". That is why Oceanic is firmly placed at the center of the scale. As I explained above, the scale is roughly "warmest" to "coldest" and if we consider a very generic understanding of what makes a "savannah", I can't see anywhere else to put it on the scale that wouldn't break everything else.
This is only my humble opinion of course. Again, great mod! Appreciate you sharing it!