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Raportează o problemă de traducere
Did some basic troubleshooting, like rearranging mods and deactivating mods one at a time, or starting fresh and cheating my way to the perk, and I could only replicate the bug when this mod was active. Here's an odd one though, when I cheated my way to the perk with a fresh game, the small habitats got the benefits (two more building slots) but the upgraded capital one still did not. When I had first noticed the bug, my other two habitats had already been upgraded so none of them worked.
I thought it could have been a mod conflict, but this persisted even when other suspect mods (gigastructures, expanded traditions/perks, etc) were deactivated. I hope this helps!
Oh, habitats. The bane of my code management existence. Thanks for the report.
I will try to fix all this stuff when necroids launches and we roll over to a new patch.
My country is a technocracy (haven't tried without that civic) and the upgraded building gets a Science Director (the colony one does not). This makes me think maybe this was a bug with the megacorp civic you added that adds science directors to megacorps. Just a guess though.
I think another player andrew posted this on the comments section.
Thank you!
What "other mod" are you using? My guess would be there is a conflict with the pop_jobs files. They are... very poorly handled by the game engine.