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I decided to make the Culture Worker re-introduction into its won mod, which will also be going up shortly on my workshop.
I think I'll also re-introduce Culture Workers to Ecu and Hab districts.
Still, I'm glad you're willing to look into this matter, because exploration and discovery is supposed to be fun, and discovering Beth Stone or Alien Pets just isn't fun.
As for the Zoo - I'm thinking of adding back the Culture Worker they used to have, then boosting Culture Worker output by +25% (they are a rare job - but it would make the planet a more compelling place for building them). Maybe add a bonus Culture Worker per X pops too.
Healthcare Workers are ok as-is, I think. They boost organic Pop assembly and habitability, which are useful for some empires.
I'll release a new mod since they will go nicely as a standalone pair of buildings.
Gene Clinics are frequently claimed by "meta" players to be a bad use of Pops. I think they're almost good enough but not quite. I think if each Job added (2, or 4 for the upgraded version) +1% Happiness to the planet, then they'd be spot on and very worth constructing.
Betharian deposits are underwhelming. I used go to "Yay, Beth!" back before v2.2 with the 5x5 tile grid, because Betharian stone was useful, but now they almost never occur on a planet with many Geneator District slots anyway. Vanilla adds +4 Jobs, +10 Energy. I suggest changing that to +6 Jobs and +2.5% Energy from Technician Jobs, and still +10 Energy.
Alien Zoos could add Happiness, but then they won't work for Gestalts, except Rogue Servitors. Maybe have each Zoo add +1 Stability? It ain't much, but it'll cause that "yay!" reaction, since they're no longer 100% similar to a Holo-Theatre.
Short version - it's all good and won't have any issues, except the two new PD modifiers won't be taken into account by my changes - but they'll still spawn. You just might get something like Hostile and Docile wildlife on the same planet.
I am not well versed in modding so sorry if this is a stupid question :)
What that means to you is that a couple tweaks related to docile_wildlife and burrowing_wildlife not appearing alongside other modifiers won't apply. This is a pretty minimal issue.
Load order only matters for files with the exact same name.
carbon_world, mineral_rich, ultra_rich, mineral_poor, asteroid_belt.
Because Guilli's file loads first, its versions will be used. Guilli has changed the modifiers to grant more minerals and more mining districts (or fewer, for mineral_poor), versus my changes to expand the bonuses to the entire miner job category and mining stations but keep the same % and mining districts as the base game. If you want my version to take precedence, jut rename with file in this mod's common/static_modifiers to have its name begin with !!
All the other alterations in this mod seem compatible without change. Notably, planets will be able to roll multiple modifiers during galaxy generation - unclear how Guilli applies his modifiers (if any) during galaxy generation.