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@The Cream Cheese Wonton Thanks. That feature keeps getting slightly tweaked and I break something in it every time I tweak it. I'll add that to the bugfix patch, which will unfortunately be another couple weeks but is indeed coming.
TBM was developed mostly on 3.x where this wasn't an issue. My hope is PDX will eventually change it since it doesn't make a huge amount of sense even in vanilla since it's the total potential of the planet one wants to see.
I have found myself adjusting to the tooltip method when I playtest and I'll post that screenshot this weekend so it's obvious. The "meta" of TBM is very much to maximize district efficiency rather than build too many, and this tends to also be a good meta in vanilla since it saves on pops. The mod also has generator scripts for each district type so even a planet with little natural potential can often get more if you find yourself in a pinch.
@[EoC] Chaos/Alsora The current planet UI shows districts / (total_slots - blocked_districts), rather than just districts/total. Unfortunately, this is hard-coded. You can see the total available slots by hovering the district grid at the top--I keep meaning to add a picture of this but haven't gotten around to it yet.
@Nanao-kun IIRC, Soil Remediation will spawn when you encounter a Quicksand Basin and Planetary Resurfacing with Impassable Mountains. Quicksand can spawn on both Continental and Ocean worlds with TBM. You should get both if you colonize a couple planets, though they may get crowded out. I'll consider tweaking the tech weights but it means overwriting those keys, which can create compatibility problems.
In my last comment(s) I have forgot to express my appreciation, so I'm doing it now: Yours might be one of the most fun mods I've had the pleasure of playing with! It's so simple yet it injects so much fun little dynamics into the game - which I find the perfect kind of design.
And on the topic of gameplay, having played some more since my last comments, I especially enjoyed it when the blockers turned into other features upon clearing, and I think it could be really sweet if this were expanded upon - in particular in the sense of making the planets feel reactive, by perhaps having some blockers trigger "ecological disasters" and thus generate other blockers. Though such feature would likely need a) an option to prevent disasters at a cost, and b) be at least somewhat communicative about the conditions and chances of such to occur.
Making it probably more suited for a submod now that I think about it.
@ Nanao-kun It should be possible to make ecus the conventional way. Blocker techs aren't changed by TBM currently, but they sometimes get swamped out. What blockers are you struggling to clear? Might be a bug, too.
@ acki02 Awesome patch. Great name/thumbnail mash-up.
Artificial features are planned! Probably not this year, but stay tuned, and thanks for the thoughts and hard work.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3572381552
I think it could create a very interesting dynamic to have some additional variety in this space, especially one that's not just a flat Habitability bonus or penalty. It could also create some further incentive to keep the blockers if one happens to skew the climate towards the species' preference, with maybe a potential new class of extreme climate worlds, which are in a habitable range only due to some fortunate blocker easing the climate.
Perhaps even some terraforming interactions could exit - a simple positive or negative scaling to cost and duration of terraforming to a new type for each matching or opposite climate feature, and perhaps an option to create artificial features as a sort-of "terraforming lite".
Unfortunately, I am having all kinds of problems with my local PD installation. From what I can see it *should* still work, but I can't rule out that I'm lacking files.
There are a bunch of bug-fixes coming down the pipe and if I can get PD working I will dig into what's causing that incompatibility.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3513691177
Feel free to chirp me here if I forget to do it again.
@Dr. Quackers M.D. Thanks. It's very unlikely TBM will work with any of those mods. I don't use any of them myself so can't confirm 100% but best to choose one mod that heavily overwrites planetary features.
@val.lim.tine Should be compatible with the most recent versions of PD, from about PD 3.13 or so.
@TheBadgerUK Thanks very much for the feedback. My priority was getting a 4.0 update out, but I'm very unhappy with the way the UX works as of 4.0 and the new planet view. Unfortunately, the district panel counter appears beyond my ability to access (I'm not a UI modder).
My hope is PDX will refine it a bit as that section isn't wildly intuitive in vanilla, either. In the mean-time, the best way to see total district numbers is to hover the area in the Urban District panel that shows all of them. It still displays the old tooltip so will show a full accounting of your available districts.