安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
This should completely solve any mod conflicts, since it would not need to overwrite any vanilla file, as only modifiers are applied.
If other mod has the same district files in their folder, one mod will overwrite the other mod.
My mod is good for most big mods, but not if they change anything with districts.
Although notably, this mod copied the entire district folder instead of only changing a few values. This might cause issues with other mods that modifies districts.
Additional Vanilla Buildings - Unofficial
can you change this? That would be great
Should even work for modded planets. But yes, my mod gets overwritten pretty fast, cause it's just a vanilla file. So basically ANY mod could overwrite it.
I can also 100% confirm that Additional Vanilla buildings - Unofficial is not compatible with this mod anymore.
Also @Clairelenia thank you for pointing out the load order it helped majorly when I was trying to fix my load order. Thank you so much, Also great mod 10/10
The second being Additional Vanilla Buildings - Unofficial, which as far as I can tell worked well up until it was updated last month.
Hope this helps those still having trouble, also I'm not giving up yet on plentiful traditions since it was a main stay in my mod list for years.
1: patches
2: small mods/tweaks (like this mod)
3: huge, big change mods (PD, Giga etc)
4: UI overhauls
The last mods will overwrite the upper ones. If you for example have my mod on 4, and UI overhaul is at 3, my mod won't work.
Or if u have PD on 4 and UI overhaul at 3, you will have complications.
You are using an UI overhaul mod? If so, this has to be the very last mod furthest down. Otherwise every other mod, like mine, won't work.
UI mods and big, massive game changing mods have to be further down. I am modding Stellaris for 5+ years, i know what i am talking about :)
I'm still playing on my 3.10.1 run and atleast the edicts and the city districts still give the extra building slots.
Not sure about ecumenopolis because i haven't built one yet, but i did find a ringworld, or rather shattered ringworld, which only gives 2 building slots per city district, but i assume it's because it is still shattered.
Thanks for the work btw, this is one of my must-haves!