Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
Feels like maybe replacing it with an Edict or Special Project that handles the Smart Habitability part would make sense. Maybe manages the Smart Modification too? I mean, to some extent just adding a trait called 'Bioengineered' that costs 2, has all the benefits of Intelligent/Industrious etc. simultaneously, but adds a Society research upkeep would work? If that can be done?
But interesting mod otherwise :) .
https://mega.nz/#!0pV2HAba!O9S5GxxSXWbl-nw3qyeo_KKE3YuD2HA9sQluKmGsDqE
I think you can just extract the 2 files to C:\Users\(account name)\Documents\Paradox Interactive\Stellaris\mod
also i have very little experience with modding so i advise backing up your save before trying it. I don't think the mod can damage a save but best to play it safe.
looking at the below bit of code particularly "limit = { NOT = { has_ascension_perk = ap_synthetic_age } }" If I add a check for a 2nd perk from a mod and run the code without the perk's mod active would the code refund the research the same as if the mod was installed and the user did not have it unlocked?
if = {
limit = { has_trait = smartmod_trait_robot }
modify_species = { remove_trait = smartmod_trait_robot }
owner = {
# 120 total
add_engineering_research = 80
if = {
limit = { NOT = { has_ascension_perk = ap_synthetic_age } }
add_engineering_research = 40 #120 * 33%
}
}
}
I think this is every building in Core Game Mechanics: Buildings, CGM: Planets Enhanced, EUTAB - Ethos Unique Techs and Buildings, and planet diversity. The last two sections were for extending smart habitability to the starting worlds of planet diversity.
A Toaster talking to a Brick Wall. xD
1. Modify your pops with Limited robomodding + Efficient Processors.
2. Modify your remaining robots by removing EP and adding Logic Engines.
thanks
Slynx: How do you think it would be *incompatible*?
>Sometimes you keep the smart trait, such as when you already have the correct habitability.
That's a bug, I'll look into it.
you pay for the trait in species - create template.
when the species - apply template completes, the smart trait triggers, and is replaced by the relevant tile traits.
There is no smart trait left to change when you move a worker.
Sometimes you keep the smart trait, such as when you already have the correct habitability. Resettling when you have the smart habitability trait does not trigger it immediately or next month, i don't know if it ever triggers.
disclaimer: i haven't modded machines, or even looked closely at the screenshots.