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However, found an error in the auto building logic for some of the new specialty buildings that require global resources (Helium 3, Dark Matter Rods). I observed that sectors will build the specialty buildings once you have the resource available, but they'll keep building them well beyond the _quantity_ of the resource that you have available.
In my playthough I only had 2 Dark Matter Rods, but by the end of the game, one of my (small) sectors had a shortage of more than 6 rods and .8 Helium 3.
If that's of any help, I'm playing on Mac OS 10.12.6 with the latest version of Stellaris.
Am I missing anything in the mod settings ? I'm choosing the "Default" setting for both mods.
now the Ecumenopolis worlds seem a bit weird, because they give a +20% boost on all resources, while they are supposed to only give bonuses for science and energy from their descriptions, in addition the 30% debuff for food is in practice only a 10% debuf due to the +20% boost to all resources.
Cpt. Kirk 50 minutes ago
same issue with GPM
xnadu27 58 minutes ago
@christophe.poth, I have noticed this as well.
christophe.poth 1 hour ago
Hi ExNihil !
Thanks for this wonderul mod ! really great and well done !
Just to ask it seems that with your mod activated the unique tile of the wondrous planet of guill'is palnet modifier doesn't appears anymore on the wondrous planet added by his mod...
Incompatibily perhaps ? the wondrous planet of guill'is appears in game , but the unique wonder tile is relaced by another and missing...
Hope you can help, having both mod working together would be a blast !!!!
Anyways thanks !
I might need a save from you to debug this. The code appears to be correct.
There is an issue with Mac OS 10, I dunno why - this doesn't appear to be caused by the mod per se, but rather by some bug in the vanilla exe file.
Mod updated - please check to see if this issue is resolved.
Is there a setting for this?
See my latest screenshot I uploaded to Steam.
New report , but this time not sure it's related to your mod , but just in case and because prior incompat with guilli's planet modifier ...
The precursor planetary shield added by guilli's planet modifier appears below the planet (graphic scaling issue...) guilli's changed the syqtem scale recently according to a change in real space 3.1 , but as i use real space max compatibility , it assured me that there would be no issue for RS max compat users...
So if CGM PE changes system scaling , perhaps your mod is involved in this issue ?
Anyways thanks a lot for your great work and dedicated help !
I copy/paste this in the bug reports ....
Regards