Stellaris

Stellaris

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Feature Preserver
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7 月 27 日 上午 10:46
12 月 7 日 下午 5:02
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Feature Preserver

描述
MUST USE FIREPRINCES FIXES MOD AS A DEPENDANCY PLEASE DOWNLOAD HERE HERE

***** To anyone already subbed, make sure you start new game *****




Welcome to Feature Preserver v2.1!
This mod does exactly what it says: Preserves your vanilla and modded features/deposits post-Ecumenopolis conversion and terraforming by setting custom flags on them.




Main Features

🌍 Terraforming

- Terraforming into Machine Worlds, Hive Worlds, and Nano Worlds no longer removes rare deposits and features!
Each terraform option ( Machine, Hive Nanite) have their own unique set of deposits which can be carried over (which makes sense)




🏙️ Arcology Project

- Converting or restoring an Ecumenopolis will also no longer remove rare deposits and features! FPs fixes mod allows me to only block deposits that make absolutely no sense ( Goodbye, harvester fields)
- Note: Earth Deposits are kept behind for a little flavour, plan to update these soon to be useable on ecu.



✅ Compatibility


Mods list are supported where Ive manually chosen which deposits get passed on to an Ecumenopolis or a Machine world as and when appropriate; Let me know if you believe a certain deposit should pass on through with good reason and ill consider adding it into the list.

Guillis Planet Modifiers
Planetary Mega Engineering

Mods not listed are processed through an effect that uses the basic 'deposit_cat_rare'. So they work, but theres no specialselection process so you might find a food related deposit on an Ecu. I don't have the time to manually search a deposits effects on every mod.




📝Load Order
Anywhere, Must be loaded UNDER FPs Fixes.




💬 Feedback & Contact

If you notice missing features or deposits, suggest improvements, or you want to make your mod compatible, please ask!




Thanks for checking out the mod!
热门讨论 查看全部(2)
4
12 月 3 日 下午 6:12
置顶: Bug Reports
Red Skull
0
12 月 2 日 下午 5:15
置顶: Planned Compatibility Updates
Red Skull
88 条留言
Wairui 12 月 9 日 下午 5:50 
Okay, thank you so much for taking the time to fix my nooby thinking. I guess since your mod adds new scripted stuff, the load order doesn't matter. Cool.
Red Skull  [作者] 12 月 9 日 上午 4:37 
@Wairui Incorrect, This mod doesn't have any overwrites, it simply adds some scripted effects/triggers to apply to an event called on game start.
The event is designed to synergise with a certain part of the games Terraforming event (action.68)
However due to Developer oversight this hasn't been fully implemented, Due to this It is required to have Fire Princes General Fixes which fixes the bug.

Any mod that has its own custom deposits, will benefit from Feature Preserver.

Hopefully that helps you understand a little better.
Wairui 12 月 8 日 上午 11:00 
Ah, I think I understand... I can still use 'Guilli's Planet Modifiers and Features' and after it, have your mod loaded which overwrites Guilli's Ecumenopolis and Machine world files. It seems I'll get the best of both mods. :-)
Red Skull  [作者] 12 月 8 日 上午 4:45 
@Wairui Yes, They are just supported as in Ive manually chosen which deposits get passed on to an Ecumenopolis or a Machine world as and when appropriate
Wairui 12 月 7 日 下午 6:11 
To confirm, 'Feature Preserver' and 'Guilli's Planet Modifiers and Features' do not work with each other?
Red Skull  [作者] 12 月 7 日 下午 5:07 
Update 4.2.5 - Changed code, Updated compatibility, Now globally compatible with any mods unique features!
Red Skull  [作者] 12 月 6 日 上午 9:35 
Hi everyone, fixed a typo, Machine worlds and Hive worlds work now. I just tested. Again slow to adding mod compat. Please report bugs in the discussion.
MaxiundMicky 12 月 6 日 上午 9:01 
I was terraforming to a machine world with certain features already on it, but all got removed on terraform, even with both dependency and this enabled from the beginning hmm. It used to work, idk why not anymore
Red Skull  [作者] 12 月 3 日 上午 11:22 
@Otaku qlo Thatll be why, best to start a new game, Apologies
Otaku qlo 12 月 2 日 下午 7:09 
I was terraforming on a machine world. Just to clarify, I started the game without the General Fixes mod and added it mid-game, but that didn’t fix the issue either.