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Thanks in advance
Having read over the changes, I am fine with what Paradox did to rebalance them. This mod will remain here for the 2.2.4 Live build, but I don't see a reason to continue into 2.2.5 with it.
Their rebalance is more generous than mine in some areas (Replicators giving +1 Engineering, Coordinators doing +1 to all 3 Sciences), the flat district production bonuses, and while they don't do anything with manufactured exotic resources, they do touch on Alloys in mostly the same way, while also addressing pop concerns we all had too.
I am generally happy with it all and all, and look forward to actually playing it.
That sounds like a conflict. World Type doesn't matter, only District Type, and I have made sure even the uncapped Generator and Mining Districts in the 02_rural_districts.txt are matching properly to 3 jobs per instead of 2. Check if any other mods you have mess with that file.
That would be the case, if any mod with higher alphabetical listing changes them (starts with a letter earlier than M). That is how load order works for Stellaris (sadly). It cannot be player-controlled.
I just spent the last few hours doing my own, so... it's up already!
I hope they decide to provide some insight into what Machine Empires will get to actually be different soon.
@rainy67 - Kind of outside scope, as it was never anything that Machine Empires had pre-2.2 either. I am not looking to add things for the sake of them. Just trying to get things in line with what was the reported plan of the empire-type.
This could be changed, however, by adding a 5% amenity production bonus modifier to efficient processors, and if hidden_modifier works in trait scope, then you could even hide the inclusion of the bonus from its description whilst retaining its effect.
I would imagine that to be outside of this mod's scope, however.
The issue you have is specifically with Admin Cap Rework. Both that mod and mine chaneg the 01_gestalt_jobs.txt file. Can't have 2 mods doing the same file. It's sadly how Paradox has made modding work (we can't just add new files, can only add replacers for existing).
I really don't want to have to disable this mod. It makes QOL so much better for ME, and IMO is everything (maybe a few balance tweaks) that PDX should have included for ME in the Le Guin update. I won't unsubscribe because this mod is fucking rad (and in the current game I have enough income to just buy the stupid motes), but I thought I'd give you a heads up on the bug.