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I play Mastery of Districts without this and look like work...
Like a player with thousand of hour played but withouth technical knowledge... what do this mod for me? I dont get it
Regards,
idk if vanilla has changed things related to this, it might, I'd have to go through all the patch notes, which I won't be doing until I play again
Yeah I didn't update it for Ancient Relics as I barely played that version, and only bought the DLC after some time too. I'll have a look at it in the coming weeks.
... this is not so much a bug as a version mismatch.
When Baol Seeds are distributed to the precursor capital, all special district are removed.
Then there's the modding ethos, where crediting work is a matter of respect for the community, and where cooperation and where are of mutual interest. The plagiariser has shown a complete disrespect for what makes a modding community healthy.
It's 100% plagiarism, absolutely no doubt about it. Now I've given him the opportunity to address this, and in the process result in a better mod/patch than it currently is, but to be honest I should be able to just straight up issue a takedown of his mod.
nope, that's exactly how my code looked before the "Update: 12 Apr" "1.2
Slight code redesign.", and is basically the same code as right now, just written less efficiently.
If you notice the order of the deposits in it, including the spacing between the groupings, it is the exact same.
Take the filename "clear_deposits_replacement.txt". There's no chance in hell someone just randomly gives a file the exact same name, much less having the exact same code & writing style in it.
Then, the logic of how the mod works, he overwrites the same decisions in the same place with the same method, and does the same for the on_action_event. Even the naming of the scripted effect follows the logic of the naming I gave mine.
Then there's the idea and implementation. The solution to this problem is one I came up with and implemented as can be seen in this mod.
Nice find!
It is incompatible with it because that mod is straight up plagiarism & uncredited use of my mod. The author, instead of using this utility as intended, an utility upon which many mods can work, he straight up didn't even rename the core file. I've invited him into addressing this issue.
conflict is found:
https://steamcommunity.com/sharedfiles/filedetails/?id=1693561709
Same file names: clear_deposits_replacement.txt
tnx!
https://github.com/ThibautSF/ParadoxosModManager/releases
Well I doubt it is related to any of my mods. This one for instance has no chance of being the issue. When did this problem you're having start? If it's recent then it's unrelated to my mods, for none have had any significant update for well over a month, so I don't think I can help you here.
It's fine to use lots of mods, I do so myself, both my XCom 2 and Skyrim setups have well over 200 mods in them. However, it is critical to make sure they all play well together when setting up the modded game. So yeah, the secret for a well-functioning modded game is just that, compatibility.
PD - Planetary Diversity.
Get outside of more detail, look for possible conflicts with mods that are not directly related to planetary decisions ... laziness. A LOT of mods.
Okay, it's still not critical. For my synthetics, the penalty to habitability does not matter, minerals dig only in space, food is grown on rings.
anyway, on the workshop page, on the right side under "your files" click "subscribed items".
When did the button disappear? I haven't made any significant updates in my mods recently.
Maybe. It is also installed, but the button is gone.
Check all mods that may conflict ... there is only yours and PD.
https://i.gyazo.com/ac8d78986a8610661754f9091d851e0a.png
maybe you're thinking of this mod here? https://steamcommunity.com/sharedfiles/filedetails/?id=1698640422
alright, so I just re-tested it and it is working as it should, over here it wiped all deposits except mod-added ones
however, it wasn't updated for relic worlds added by the DLC, so it might not have been working for these, so I'm updating the mod.
however, if your problem was with a normal planet then it could be a mod conflict
I'm hesitant to continue that save until I know whether the same thing will happen to the three other worlds which are in the process of being converted into Ecumenopoleis.
doesn't matter, I'm not playing right now and don't feel like making an update just to change the number from 2.2.* to 2.3.* ^_^
likely to work just fine at least 'til 2.4
What'd the author's last comment say?
So I just looked at the code and nothing has changed. Mod is still just as relevant and will remain as a requirement for Mastery of Districts.
Other than that it's a tool to give more options in customising the clearing of deposits. For example my mod "planetary feature preservation" is a straightforward tweak of this tool.
By default does this remove the effect of removing deposits when Terraforming to Hive/Machine/Arcology worlds?
Or is it entirely a tool to customise the effect?