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On a more feedback related note, looks like you added things that use deposits. Making an Ecumenopolis, Machine, or Hive world will clear_deposits, and so will some other modded terraforming events (I believe Real Space has a few that I have run into too). I worked around this by adding a variable to the planet that counts how many of my deposits are on it and a monthly pulse event that checks to see if the actual number that is there and the expected from the variable are the same, and if not adds them back. You may want to try something similar, that would also solve the worm turned tomb worlds problem.
From what I've played around with it's working fine with ecumenopolis and normal terraforming, I'm assuming "should_swap_deposit_on_terraforming = no" is to blame. So I didn't expect it not to work when I embraced the worm yesterday... The problem here is I went for the simplest and most lightweight approach, as it only tracks if the max amount of development is reached, because the same development can be made multiple times. To track the number of everything using flags will be a horrid nightmare, so I'll have to use actual variables as you say. This will require a lot of work to rewrite though. The monthly event check makes sense, just need to make it lightweight enough.
yes, gestalts get 12 housing and 12 jobs, instead of I think 16 jobs and 2 housing. The main logic is that subterranean housing is less desirable, so only worker pops end up living there permanently. The Science City is mostly specialists, so it wouldn't make sense to give much housing as per the argument. Gestalts don't follow this logic, thus the difference.
Administrative AI and Planetary Projects both show [SHR] Autonomous Transport Networks. I didn't get access to it until after Admin AI.
Planetary Projects has [S] Vert Farming Districts, but I do not have access to it.
Nano-Circuit Assembly and Holographic Casts both list [ U ] Subterranean Industrial City, but I do not have access to it.
Eco Simulation lists [O] Low Orbit Space-Based Farming, but I did not get it until after Orbital Development.
Edit: Weather Control System shows [S] Vert Farming District and makes it available.
If it's a problem cause the previus version or something i must or i mustn't do i would like to know
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1653766038
I can make the patch. However, I've looked at your code and the requested changes, and I think it would be better if you add the compatibility directly.
The requester wants to be able to use your decisions on my planetary habitats. In order to make a compatibility patch, I'd have to override all of your decisions that are excluded on habitable structures. This would mean that changes in your mod may not be well-reflected in the compatibility patch.
If you're interested in adding basic compatibility for Living Space to the planetary decisions, it's quite simple. Change this section:
potential = {
habitable_structure = no
to this:
potential = {
AND = {
habitable_structure = no
NOT = { has_modifier = stpg_planetary_habitat }
}
This will throw an error, but it's harmless. If you want more in-depth compatibility, you may prefer to tailor which decisions apply to which specific habitat types.
If you'd prefer I make the patch, I can do so and publish it separately.
and i dont seem to get the option to build the underground ones...
"Administrative AI and Planetary Projects both show [SHR] Autonomous Transport Networks. I didn't get access to it until after Admin AI."
Yes, both are requirements. Similarly, most developments have multiple tech requirements. I'll be adding better documentation about unlock requirements somewhere on the mod-page to make it clearer.
@alex.vagni
That's a localisation problem, I wrongly assumed localisations would default to English, which is not the case. I'll be duplicating it to fix that issue next time I get to update the mod.
@gebnar @123nicke
It'll take a while but that's simple enough, I can certainly add in-built compatibility on my end. There are some other compatibilities I want to look into so I'll probably do all these at the same time. You're always welcome to make a patch if you'd want to though, and it will be a while before I get around to address all of this. I'm all in for compatibility between mods, I'm just not actively modding as often as I'd like.
@lordfil
Yep, that's a copy-paste caused error that didn't get caught before release :)
Did you figure out the underground developments? I think most, if not all, require multiple techs to unlock.