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Jeeez, This is embarrassing. I'll change it. Thanks for letting me know. :)
Also Thrifty is not among the organic traits that are choose-able, but I don't know if trading machine actually works off trade value yet or not for that to matter.
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The Organic Skin civic seems glitched in that I spawn with 1 of my machine species WITHOUT the species trait, and every other one of my species with it, so I could technically species mod myself out of having the food upkeep.
"Bio-Mechanical Hybrid works fine except only the positive traits show up and only a -10% and -20% pop upkeep appear for negative trait choices"
This is intended.
"The Organic Skin civic seems glitched in that I spawn with 1 of my machine species WITHOUT the species trait, and every other one of my species with it"
Can I see some screenshots about this?
By the way, only the Founder Species has the 'Organic Skin' trait, if there is a species that is NOT the Founder Species, it will not have the trait.
I'll try and get a screenshot, but essentially I started with the normal amount of pops, but 1 pop was an exact copy of my machine race but without the organic skin species trait.
Only 1 pop of the Founder Species doesn't have that trait? That's obviously odd... I'm testing my codes now.
@augustkekule
You need the Mechanical Worlds Ascension Perk to terraform a planet into a Mechanical World. Or, it isn't possible even if you have the required Ascension Perk... I need to see some screenshots. And also, what is planet type of the planet you are trying to terraform? (Modded planet types are not supported.)
Can I see that error log with full detail?
Something like:
[19:01:58][government_restrictions_solver.cpp:1316]: change_government at file: events/xvcv_mdlc_events.txt line: 1527: Result origin is not valid
(This is just an example)
Thank you, in advance.
[14:14:20][economic_category.cpp:615]: Economic Category: planet_jobs_machinedlcmod_clerk. Generated 'add' modifiers for table 'produces' is never used from script.
[14:14:20][economic_category.cpp:631]: Economic Category: planet_jobs_machinedlcmod_clerk. Generated 'mult' modifiers for table 'produces' is never used from script.
[14:14:20][economic_category.cpp:615]: Economic Category: planet_jobs_machinedlcmod_clerk. Generated 'add' modifiers for table 'upkeep' is never used from script.
[14:14:20][economic_category.cpp:631]: Economic Category: planet_jobs_machinedlcmod_clerk. Generated 'mult' modifiers for table 'upkeep' is never used from script.
[14:14:01][economic_category.cpp:388]: Missing economic category Localization Key: planet_jobs_machinedlcmod_clerk
Same goes for a lot of other jobs like enforcers and bureaucrats but they seem to work fine.
Wait a moment, are you using the old mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1762062219
This mod doesn't provide such job (machinedlcmod_clerk) anymore, unlike the old mod above. I'm gonna test without any mod except this one. I will tell you when I find more.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1688887083
Or maybe you use this one? Anyway, I now assume a mod in your modlist overwrites the vanilla's job or trigger files. (And none of my mod overwrite any of them.)