Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Same goes for a bunch modifiers, traditions, effects that give boosts the mining and power generation districts.
Is there a way you can make these 'alternate' mines, shelters and generator districts count as the thing they are replacing?
Or = {
is_planet_class = pc_gaia
}
Then simply copy paste the is_planet_class and change the planet class if, directly below the other is planet class.
Alternativly you can use the beta, where the shroud worlds should have the vanilla districts, but will get some more content very soon, as I am nearly finished with the base DO2 mod and will move into compatibilities soon.
I've tried adding some of the special deposits from this mod, and while they are listed in the deposit section of the UI, no additional districts appear in that section of the UI.
I've tried using the add_district command, which does result in the appropriate district type (I used the vanilla agri district as a test) being added to the UI, it also creates a district of that type, and when that district is demolished, the district type vanishes from the UI.
Could you give me any insight as to how to set the available district types on a given planet after game start, and how to get them to stick around in the UI without needing to have a district of that type built?
Broadly speaking, what is the methodology used to determine what districts get added to a given planet/planet class?
1: I don't know if it's intended, or uniform to all the districts, but the Spaceport's Pilot jobs seem to take higher priority than prioritized mining jobs. I have no idea why, though I guess I could just lower the job count for pilots until I need them, but that's a lotta micromanaging!
2. The Nature Reserve district lists it's job as "mod_job_do_park_ranger_add" I dunno if that's a conflict with the Job Descriptions mod or something else, but figured I'd report it!