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At least it's visible now, albeit with a padlock sign over it. Any ideas, anyone?
"
:::: 4.4: PlanetaryResourceTypes.yaml
desirability: 0.05 (Default) or F
"
I'm looking at the PlanetaryResourceTypes.yaml in the MOD folder and not seeing this line anywhere, but maybe I misunderstood how this works.
Note that food bonuses or penalties would be visible in the food output and thus be a more apparent bonus.
From my recollection, there are indeed a few specials that were configured incorrectly and gave a bonus while a penalty would be more appropriate. So you'd need to edit the right xml file ke mod to fix that.
*Correct order for mods is now as listed (Thanks to Spud)
1) 5X - The Ultimate balance Mod
2) Unofficial Code Patch
3) Diverse Specials and Massive Planets
4) 5X/UCP Compatibility
5) 5X Custom Assets
HOW do I install after I have subscribed?
It's pretty easy to see even in the YAML. For example, "planetary_resource_microbial_life", whose description says it boosts pop, has populationGrowthPercentualBonus = 0.1, and "planetary_resource_phazon" whose description claims to reduce pop growth, has populationGrowthPercentualBonus = 0.35. These are both positive, they both boost pop. Probably the intent was to set pop growth TO 35% of normal, not increase it by 35%, i.e. it should be -0.65 instead.
So essentially, instead of being interesting tradeoffs, these resources are massively OP. The numbers are probably supposed to be negative, like they are for Biomorphic Fungi or Zerg Infestation.
1. cant use the tech tree - wich is probelmatic to long trem planning
2. it show you sometimestech youve already learend again
I tried with different load order but it doesn't seem to work for me. Any help? Thanks a lot!
your problem must be something on your end
Also is it safe to do that with a current savegame?
I got the missing Macro Economics bug
Also, dunno if its related but I keep being offered Missile bases tech by other races even though I have it already.
5X
UCP
DSMP
5XCPC
STT
On a recent playthrough, I colonized a planet with Chemical Storms, which levies a penalty to both food and hammer production. I had an Automated Factory in the building queue but didn't have funds to spare; it sat there for several turns, while the planet had -4 net production. Now that I have increased net production to +2, the Automated Factory requires 226 turns before completion, while more advanced buildings (like Robo-Miners) have their normal durations.
Got
-volcanic cooling
-pollution upgrade
-more perks
-stronger fortifications
I've tried turning off this mod and leaving the balance mod on and the tech tree looks normal. The issue only seems to occur when both mods are running together.