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I also have been noticing that some of its features (rangers, nature preserves) are being integrated into the core game. This might impact how the mod should continue to develop (piggybacking off core mechanics is not a bad plan) and I'm curious to see how it all evolves over time.
https://steamcommunity.com/sharedfiles/filedetails/?id=2986269518
It WILL require Scripted Trigger Undercoat, so get that mod as well and put it near the top of your load order.
Also compatibility with the various Ethics and Civics mods (like the Bug Branch) would be nice since they include an ethic axis of industrialist-ecologist, which definitely seems relevant to ecology mod and how likely the AI is willing to address pollution.
good bye thx
Consider this project open source if anyone wants to update it. I'd love to continue to work on it, but I don't think that's a very realistic option for the moment.
not sure if other things bugged any updated planned?
Ikn RL is priority just let us know any news for this gem. Tnx!
It absolutely will. There's a lot of fun to be had.
But it might take a little bit. The way planets are reduced through tomb worlds using the new system made it clear that I need to update the events in the Ecology Mod to utilize the same function. I want the mod to work seamlessly with vanilla content and I think this is the best way to do it justice. It would also cut down on event spam, which I think is probably the biggest weakness Ecology Mod has. So expect a little more than just DLC compatibility with the next update.
Really excited to see what you do with them.
That sounds like an oversight I'll have to fix in the next update.
@Lesovikk
Yes, I definitely plan to integrate them into Ecology Mod. They look fun!
i love your work
The mod doesn't override any of those upkeeps. It only adds a few new jobs and the upkeeps for those jobs.