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Rapporter et oversættelsesproblem
As for the static modifiers, I'll take a look. My intention was to have PD replace then but I might have named the file wrong.
common\economic_categories\planet_jobs needs to have PD's planet_pops_biosynth merged in (it's in the Unique Worlds submod)
and similarly, the unique effects/icon of common/static_modifiers/technoorganic and common/static_modifiers/technorganic2 are being overwritten by a dummy entry from Subtle Polish.
Anyway, it's *very* nice to be able to use PD together with the sanest tweak mods in the Workshop.
I'm more motivated when people help make things easier for me, e.g. you scouting out the main conflicts. Mostly because then I know there's at least one person out there looking for a feature. My normal decision process is mostly what appeals to me as a gameplay tweak or technical challenge, so it's nice to prioritize requests as a different source of ideas.
Fortunately it's much fewer things than the base mod, and all but two of them seemed auto-mergeable w/o any serious trouble.
https://pastebin.com/RZLTQbHL
@Pietas I don't play with PD myself so I've only added it to a few mods when requested. Your list will help me add it in all the other places. It'll take a bit to implement and test, but I have added it to my To Do list.
So, here's the list of stuff I found, as while I'm sure you already know I thought there was a chance it might be helpful. It's a really small amount of stuff compared to the size of the mod.
https://pastebin.com/rBbA9F3j
As a general rule of thumb, load order is not relevant for my mods (I do very few full-file overwrites).
The main difference between subscribing to this mod versus all of the individual ones is that this one is updated last when a new Stellaris patch comes out. That's because I have to have updated all the other mods in order to merge them into this one.
As for updating this mod - I've been playing some Overlord myself but I should have time to do the merges (applying the changes from the component mods) early next week.
A lot of the code does execute during galaxy setup, so it is possible it is crashing in 3.4 "Cepheus." Does it crash with only this mod enabled?