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Just looking through a few things here as I work on the original version of the mod, but I'll answer your question.
Not yet, I am working on a deposit (or possibly multiple deposits) that allow for production of all advanced strategic resources (zro, DM, LM, nanites).
This mod shouldn't change anything until you make a planetary decision (to build a structure), so at the beginning, it shouldn't have any impact on things anyway. Do you have other mods loaded?
Machine:machinintegegenz
in my game it is still no pop growing
If not, can you give me more info on the species type & origin so I can try to replicate it?
I was hesitant to modify this much from the original creator's vision, but wilderness is totally new, so maybe that has to happen anyway. I welcome ideas or pointers on how/what should be done there!
If you're still crashing, give me more detail on how to duplicate it -- I'd love to try to ensure this works for you!
As for making this work on non-natural planets, I think if that's how the original was designed, I likely need to keep that ... at least in this mod. This wasn't my creation, I just updated the original author's work. What I can do, now that I'm ever-so-slightly less of a noob, is make an add-on mod that does offer new capabilities / changes. Just might be a few days before I can get to that.
I'll also try to take a quick look at some of the conflict reports, but might be the weekend before I really get a chance to play with that much.
I am playing Orbital befriender robots with Organic Retrofitting perk (food to alloys) and when I built Subsurface Megaforges on my habitat I got nothing out of it.
It created a new job called Catalytic Drones which are somehow different from my already existing Catalytic Drones and the new job wont populate. The +25% alloys also doesnt apply to the existing Catalytic Drones either, I am guessing it goes to the new ones it made instead.
Finally, it now GIVES me minerals out of thin air as it says -2 mineral upkeep but I am using food here so now I got my foundry station generating a whole bunch of minerals lmao
habitats for example show that i cant use these if theres more than 0 population, ringworlds probabley the same, so this kinda ruins compatability with other mods like gigas for example.
no need to add any extra ones specificaly for these, all i ask for is to know why its only for normal planets and if we can get a copy pasted version of the mod that dosent do the wierd below 0 population requirement thing