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@JKingJ - I had just updated it to align with the new triggers, but didn't test if more was needed. After seeing how the new PD works, I'm unsurprised it's broken. I'll look into getting it fixed within the next few weeks.
Starting on a cavern world and missing a bunch of starting districts leading to almost half of my pops being unemployed.
It seems the mod is having some problem with Planetary Diversity, if one of the new planet types added by PD is selected as homeworld, the this mod replace and overwrite their starting districts that consists of 2 mining, 2 farm and 2 generator, resulting in a jobless start that also faces massive resource deficit. I tested with PD collection, this mod, UI Overhaul and their corresponding comp patch. All planet type existed in Vanilla will work just fine, however planet type such as Dry Cavern does not.
This seems to be the return of previously mentioned problem (I was the same one who mention it in the comment last year), but specifically for PD planet type. I understand you may not have the time and energy to do a compatibility patch, in that case I think it would be better to leave a description in the mod page.
```
owner = {
OR = {
has_origin = origin_necrophage
has_technology = tech_advanced_metallurgy_1
has_technology = tech_engineering_2
has_technology = tech_basic_science_lab_2
has_technology = tech_alloys_2
has_technology = tech_luxuries_2
has_technology = tech_interstellar_economics
has_technology = tech_centralized_command
has_technology = tech_combat_training
has_technology = tech_global_production_strategy
has_technology = tech_colonial_bureaucracy
has_technology = tech_hydroponics
has_technology = tech_hyper_entertainment_forum
}
}
```