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I have also gotten other vanilla sets like reptilian etc to show up.
The code used to make your homeworld a city planet is the same as what's in the arcology project.
Does you error log say anything potentially useful? You'd have to start a game, then check the log after your homeworld has been generated.
Without doing a huge deep dive into the Elves mod, its hard to diagnose.
Also I assume your other planets are working fine?
The trouble I'm running into is that when I start a game with it, all of the habitable worlds I find are very similar: 7-9 City districts, 2-4 generator , 1-2 mining, and 3-6 agriculture. I test ran several quick start games just to see if it was a one time thing but each of the games where I started with this origin only found habitable world with this layout. About 50% of the less habitable worlds also followed this layout. Any way to fix?
I'm not trying to deflect, it's just the mod files are so small that i literally cannot see anything that touches generation like that.
Are you potentially using other mods?
I know there are some modpacks that change how ideal planet classes are assigned to handle expanded selections of planets.
A quick test game seems to be correctly functioning, although i use very few mods. (Only my own.)
This mod does not actually invoke the command to change ideal planet class, it only changes the starting colony - think post-apocalyptic rather than life seeded.
That's the problem, i don't want my next colony planet to be a ecumenopolis, it's out of RP.
In case it was unclear - the code that defines both origins changes the *starting colony* - your homeworld - to an ecumenopolis.*
Your guaranteed habitable worlds are generated based on the ideal planet class. Changing this is a different command that isn't present here.
I can roll new games using these origins and my guaranteed habitable worlds will still be Arctic or Tropical or whatever. (You can use debugtooltip to prove that they in fact are the guaranteed colonies and not random chance.)
I have had people bring up that their colonies show up as ecumenopoleis in the past but it isn't this mod that does it.
*actually it changes it to a placeholder class which then it set by a game start event to an ecumenopolis, but that's not perceptible to players.