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Additionally, let's remember that the user interfaces in Sartek Economy Master and here (WP Planet View) differ from one another. Naturally, WP's Planet View is a requirement for mine, but if it has anything to do with my UI modifications, let's discuss them there instead. We don't want to overwhelm WP or confuse other users who might assume it is something related with this mod.
There is quite a bit of vertical blank spacing between all of that as dividers.
I would have put a horizontal line divider there instead of the blank spaces as a visual 'spacer', but hey, that's just my "opine"...
Where do you hang out on Discord? I've got a screencap pointing to exactly what I'm referring to that would give a wee bit more space for the queue. (If I'm being as clear as mud here. Heh.)
@WP
Dude, epic! I'll be updating ASAP just been prioritizing other stuff since patch day so far. :D
@WP I added some scripted loc names for Volcanic Worlds on my end. Tweaking that stuff really put things in perspective and gives me an idea on how much effort goes into your mod, please take your time adding the Volcanic backgrounds.
Thanks for the observations! Sadly the build queue thing would be on sarteks end, not mine. And the leader class thing perhaps someone will have to make a compatibility patch, I don't use that mod.
Normal leaders I've got set "auto upgrade", but the cores are a different 'class'. It shows the upgrade skill button, but you can't do anything with it. You have to go to the leader section in order to update the skills. (Or at least that is happening with my set.) fyi.
The build queue is (IMO) squished down in the bottom right corner. For those of us using Sartek's slot/building customization, this can be a scroll-a-thon to see what is currently in process or rearranging the build order.
Yeah Volcanic worlds need left art, bottom art, building background art, and district art for the new update!
Was weird looking at my Infernals, on a volcanic world, with a lushy green world panning behind my leader. XD
No ETA for 4.2 just yet, sorry! But it'll be early in the patch cycle! This is the first mod I'll be updating (and it's one of my only mods that actually needs an update for infernals, really).
Thanks for the compliment! I hope the art style is gritty/gungy enough for the 40k vibes! AI generators are actually fantastic at making 40k art so if you want to update things it's totally doable.
But in all seriousness, my economy merger does account for APSR, the only thing is that we need more buildings because those districts only allow APSR buildings so you always have 3 out 5 buildings even after the communication cube is found.
Link to the mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2877750087
What is ASPR?
Thanks for the compliment! There are no conflicts with any of that stuff.
I like the mod as it is good but it does have some errors and he is fixing them. Let him know what your experience has been with his mod, maybe add a screenshot with your post. My errors were were names of the cityscapes being This_is_the_cities_name (as an example), the problem being the _ underlines.
In the empire creation screen? I have no idea - this mod doesn't have anything to do with the empire creation screen, I feel like that's more a question for him than me.
(I haven't actually ran his mod myself I must admit! It just looked like a great recommendation.)
Yes I removed the UI element when I added that tooltip! It's definitely playable - but people won't read the documentation or know so I'm still gonna add back the extra element, too.
I found a work around, if I mouse over a district and read the popup, where it says for example 1/4 (the districts built, for example the Research District), it will have the text info and the final info listed will tell you what have, for example "This planet currently has 16/18 total districts built".
Honestly I didn't see it mentioned and what lead me to believe it is a bug is your screenshots. A note on your page about where to find districts might have been enough, just a section somewhere saying NOTE: Districts is can be found here...
Where can they be found? You said off screen but were is it? I will look for the patch notes. You don't me mean you removed the element right so it is unknowable? I am playing habitats and the amount I can build is limited but variable (from 6-13 districts) and it is something I need to know to work within my limits. (I am playing with More Events Mod and it has a cool origin called The E.D.E.N. Project. It is like Void Born for robots).
I don't want to sound like a fool but how is it easy to see? Without that box I am clueless. I know each area has a variable but I don't see how you can know what your limit is without that info box.
As far as I can tell you are talking about the tiny "Districts Available" element, which I moved off screen 3 patches ago. You're the second person to be upset about this now so I'll bring it back in the next patch, I guess. Personally I think it's clutter - it's easy to see how many districts you have available anyway.
@WP
(I don't know how to do that at thing - I tried, it might just work out - I will know when I post this)
Hi, I should have been clearer on what I meant. So I am using Irony Mod manger and made a patch. I combined all conflicts for the most part but left out any conflicts with your mods (Last on list) and let it win all conflicts with no edits.
When I mentioned tabs in the manager I meant like Interface\guitypes and hoped you would mention the file that might be the conflicts like planet_district_construction_entry or planet_district_entry_empty as the possible files that might be the issue. It is not those files as they only override Dynamic UI and your mod is the winner. The other is overriding Gigastructures mod See I want to pin point what mod is taking out the UI element.
What is a "district tab"?
That's so odd - I wonder what real space specifically does to moon art that causes that? Very strange.
Yeah I'll play with the transparency in the next update and see if there is a better balance! I was never too sure about the grid in the first place.
Some examples:
https://postimg.cc/vcS0pzRc
https://postimg.cc/ZvbfhsKp
The fact you think it's a "bug" when it's deliberate art makes me feel pretty sad!
Can you show me a screenshot of this behaviour, please?
I think the buildings list, as you mentioned, can be improved. I don't mind shrinking those building icons a little since they appear full-size when constructed anyway (on the various tiles on the main UI).
So that should be a big one!