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Personally, I'm nerd enough to use them for mining mainly. Because it's the logical RL use. But I ain't telling people how to run their games. I don't know if asteroids carry helium3 like moondust does for generators and I presume you can do low-g farming inside an hollowed out asteroid (but water dependency might be an issue)
If I am able to, and I don't yet know the new code so no promises, making it so you can pick freely what to build in those 7-15 districts might be possible.
It might add some needed flexability to the AI which might not understand the concept.
Asteroids would have mining/housing districts only to replicate their support of asteroid mining in general. Their only real use.
Using a mod that modified the colony debuff on research to counteract losing the Low-G Research building would be easier than importing the building.
If I have the skills, I might as well throw in barren and frozen world colonization as well.
But! What am I missing. What would people want to see a 'new' Belt mod?
I tried making a mod similar to this, but my problem was always the graphics and making them work. I don't know if tile-less asteroids makes it easier or harder to code for.
I might have a look at your code during the holidays, see if I can understand it.
Whatrever the case, I appreciate the interest.
Great mod, but I´m having an issue with the asteroid habitability trait - It doesn´t seem to work. I created a new species with this trait and wanted to colonize some asteroids, but it shows me 0% habitability.
Or do I have to unlock some kind of technology first?
@nhatson: Asteroids, technically yes, spawn rate can be reduced. I've just had poor luck manipulating it to benefit the mod.
Plus I'm not a code guy, I'm barely keeping this thing afloat.
Also, I've got a feeling that 2.2 will break this mod over its knees, and seeing as I'm barely keeping it going, I'm dropping the hot potato from this point. 2.1 is my contribution to The Belt, I said so from the beginning that I was not likely to keep this going for super long.
Going to be incorportating bits of code from CGM's planet enhanced stuff to see if I can't improve upon the current mod, because by golly this thing is flawed like all get out
Just a PSA if you were not already aware.
(source for the latter: the Domination Victory requirements - 40% of inhabited worlds)
Secondly: Don't blame the mod for your inability to check that there was a way you could fix the problems there might have been, so that sounds like a personal problem.
Thirdly: Language.