Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
In Ancient Cache of Technologies it's possible to build a "Giga Fortress" which adds 50-100 housing, depending on its upgrades. Besides this being a significant amount, ACoT is a pretty popular mod afaik.
Plentiful traditions adds several buildings with housing. Perhaps someone who fiddles with it can point to specifics
Ad Astra https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=913015463
Gigastructures mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1121692237/
Some of these seem to be overwriting vanilla districts, so maybe this should go in a patch mod instead.
From the file "00_arcology_ringworld_districts": 125 housing from district_arcology_ringworld_housing.
30 housing each from district_arcology_ringworld_arms_industry, district_arcology_ringworld_civilian_industry, and district_arcology_ringworld_leisure.
From the file "-00_bw districts": insula_ktisma 150 housing, insula_physma 100 housing
From the file "00_giga_districts": 1 housing each from district_star_minerals and district_star_energy
2 housing each from district_shipyard_energy, district_shipyard_alloys, district_planetary_computer, district_penrose_lab, district_farming_penrose, district_alloy_ringworld, district_interstellar_ringworld_generator, district_interstellar_lab, district_elysium_preserve, district_elysium_leisure, and district_elysium_energy.
(I don't think the district_ringworld_arcology ones are even relevant in the current version of the mod but just in case) 15 housing from district_ringworld_arcology_housing
5 housing each from district_ringworld_arcology_arms_industry, district_ringworld_arcology_civilian_industry, and district_ringworld_arcology_leisure
From the file "00_machine_hive_ringworld_districts": 20 housing each from district_rw_mining_uncapped, district_rw_generator_uncapped, and district_rw_science_uncapped district_rw_farming_uncapped adds 20 housing, plus 10 with Agrarian Idyll, and another ten with the associated technology
60 housing from district_rw_hive_uncapped, plus 10 with each housing technology, and plus ten with the prosperity tradition that adds housing to hive districts
50 housing from district_rw_nexus_uncapped, with the same modifiers from tech and traditions as the hive version.
From the file "04_ringworld_districts": 50 housing from district_rw_city, plus 10 from housing tradition and first housing tech, plus ten from second housing tech unless you have agrarian idyll, and minus ten from agrarian Idyll.
20 housing from district_rw_commercial, district_rw_generator, and district_rw_science.
district_rw_hive, district_rw_nexus, and district_rw_farming match their uncapped counterparts found above.
I'll probably be back with more from other mods, whenever I can muster the will to do so, so please be sure to correct any mistakes I made so I don't repeat them in my next post.
I'm everything I listed here is a district, and I'm pretty sure nothing exceeds 30 for a single colony so that should work.
This mod adds a ♥♥♥♥ load of new districts, as well as technologies and ascension perks that increase the housing and jobs you get from districts, including vanilla districts.
sorry that i'm not giving you the values and district names outright but that mod contains too much as that i could do it myself in a reasonable time frame.
Thats kinda my point. Imagine what kind of reasonable timeframe it would take for me to familiarize myself with a mod, search its files for details, and then add them in to my own. My Policy is going to remain: If you really want compatibility for a particular mod, Make it easy for me.
adds 25 housing and is uncapped
tech_do_housing_1
adds 1 housing to any district that adds 10 or less housing
2 for districts that add 11 - 20
4 for anything above 20
tech_do_housing_2
tech_do_housing_3
tech_do_housing_4
tech_do_housing_5
^^^they do all the same as the first tech and they all apply only to city districts or city district replacements
Infuriatingly, no. You can check for free housing, but not total. I wish you could, that would make compatibility significantly easier.
Those housing techs effect vanilla districts too? Are vanilla districts changed?
also if you can check for free housing can't you check for used housing too, would seem logical but i guess thats a no too?
Four different buildings, similarly coded, though.
building_residential_spire
building_hive_spire
building_drone_spire
building_communal_spire
45 housing
60 housing
55 housing
50 housing
Can be built in as many open building slots as possible
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1843305631