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So "SLOT_END", "SLOT1" and "GOVERNMENT" are variables that you define inside your mod?
I assume this poses no issues for people not using BPV?
# before:
max_buildings = 3
# after:
max_buildings = @[ (1-BPV_compatibility_load)*3 + BPV_ZONE_SLOT ]
# before:
max_buildings = 6
# after:
max_buildings = @[ (1-BPV_compatibility_load)*6 + BPV_CITY_SLOT ]
# /common/districts/your_main_city_districts.txt
# → Only for primary city districts
# → Append at district end: (preserve original zone_slots)
inline_script = {
script = districts/BPV_district_slots2
GOVERNMENT = slot_city_government
SLOT1 = slot_city_01
SLOT_END = your_slot_city_02
}
# This script duplicates END specialization until reaching user-requested counts
@Aonir
我不知道为什么,白名单工作原理就是原封不动复制他的文件,然后修改槽位数量,不改变加载位置,不改变其他逻辑
spth_generic_ag_nanite_zone
spth_generic_ag_zro_zone
spth_generic_ag_drak_matter_zone
spth_generic_ag_living_metal_forge_zone
spth_generic_ag_nanite_forge_zone
spth_generic_ag_zro_research_zone
spth_generic_ag_drak_matter_refine_zone
Got bunch of zones without localisations and icons spawned on top of the list after today's update.
This mod modifies zone_slot and is obsolete.
However, it shouldn't affect district display logic.
The only issue it causes:
Specialization menus show empty on the right-hand side when clicked
Universal Zone Patch causes specializations to appear empty.
Save file corruption will make specializations unclickable.
Districts being overridden or disabled by other mods results in specializations not displaying.
"obsolete - completely outdated"
I read this and deactivated this mod in my modlist, but that caused my 3rd and 4th zone (I'm using one of your other mods for this) to become invisible on my current save. Reactivating this mod made them appear again - with all the buildings remaining.
So not sure what kind of interaction is causing this, but I'm going to keep using this mod for my current save anyway - I'd appreciate if you did not archive this mod or something in the meantime ^^
before 4.0.17, it's district -> zone_slot -> zone, if you want add a new custom zone to district_city, you have to overwrite vanilla (inline_scripts in fact, that's where relationships of slots and zones are). it will be in mess if every modder overwrite it (they will overwrite each other), and that's what Universal Zone Patch do (overwrite them all, with including them all).
however, after 4.0.17, it's district -> zone_slot -> zone_set <- zone, if you want add a new custom zone to district_city, all you need is just add “zone_sets = { urban }” in your zone. no overwrite, no patch require.
This mod is obsolete — completely outdated.
Version 4.0.17 natively supports zone compatibility
On the side note - do you think it is okay to play without that mod? I thought that "Universal Zone Patch" is an essential to your and similar mods rn
Which mods do you have installed?
Compatibility only activates when the corresponding mod is enabled.
Additionally:
Resubscribing or checking compatibility doesn't guarantee updates
Use Force Refresh in the launcher (more reliable)
Even then, mods must traverse Steam's global caching servers → causes 1-2 day delays (primary lag source)
Honestly, I have no idea how to fix this bug without disabling your mods (but I want to play with them so bad) ;__;
蠢驴在 zone_urban_energy 里的 included_building_sets 写了 generator urban fallen_empire_generator automation 。
zone_urban_minerals 里也是 mining urban fallen_empire_mining automation 。
但到了 zone_urban_food 就成了 farming hydroponics urban automation 。
与其说 zone_urban_food 里不该没有 fallen_empire_farming , 不如说很难解释原版支持特化明明没有建筑槽为什么还要加 included_building_sets
I update the mod description with every release. When compatible mods are updated, this mod will synchronize its updates accordingly.
If you know how to force an update check, please let me know – it would help resolve this persistent issue.
@Ironman20075
I did push an update for my mod "Architects of Eden". It now has one scripted_variable.
Thanks for mentioning :)
PDX hasn't fully implemented this system – modifiers for building slots have absolutely no effect.
The current implementation is essentially a half-finished framework.
Thanks, that's what I've been trying (and its what is said in the description of the main mod).
It doesnt work though and I have no idea why.
Installing the "Compact View" mod seems to bring out all the districts again as visible - albeit a little wonky in terms of UI box outlinings.
UI Overhaul Dynamic
Better Planet View
~~ BPV - More Building Slots
~ BPV - More Building Slots - City Slots
~ BPV - More Building Slots - Zone Building Slots
🞄 BPV - More Building Slots - City Zone
BPV - More Building Slots - Compatibility
Other mods
When I go into Decisions on planet view and click the "show unavailable districts" on one planet, the unavailable ones show up and replace the 3 districts that were there previously (some of the new ones also sort of overlap).
Essentially, only 3 districts are "displaying" and I don't understand what's causing it.
Is there a specific load order I should be trying? For example:
UI Overhaul
(UI overhaul submods and compat mods)
BPV
(BPV submods)
Extra Districts?
BPV compatability?
I've tried placing Extra Districts below Compatability (this mod) but that doesnt seem to be working.
What could be causing the issue? BPV main mod? One of the submods? Extra Districts?
Is it enough for you if i set up a new scripted_variable file with an entry like "@mydistrict_costs_Eden = 1234" , and put this into my new distrcits as their cost? Or does this need to be put aswell into vanilla districts where i changed the convert_to section? basicly, does every new district have to use at minimum. 1 scripted_variable, even the vanilla overwrites, or only my own districts?
And thanks so far, your compatibilty mod sounds great!
PD没有添加任何区域和特化,不应该会冲突
@jankosi @Kosmosis