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报告翻译问题








- Note that in vanilla there are no upgrades for exotic gas refineries.
- Also note that this is a holdover from when alchemists turned a ♥♥♥♥ ton of resources + arcane tech into all of the exotic materials (gas, motes, crystals)
my starting commercial zone isnt changed into an arcane commercial zone
megacorp
arcane heritage, gospel of the masses and 2 modded civics
Sounds like this happened on an old mod version: I explicitly did the stuff for non-megacorps (and none of them have starting commercial zones unless I remembered wrong).
Now, It does it for all possible buildings so new game starts should work as intended (even for Megacorps)
ill wait for the mana harvester update then test it again.
thanks for the hard work!
Idk if it works or not game is still loading
Edit: OK it works. Removing and replacing buildings 1 by 1 mucks with specialist jobs apparently. I might have to see if I can do some super jank pseudo-thread locking for that one conversion event to work properly.
Edit 2: JK Just removing buildings mucks with job placement. I don't think paradox added in a grace period so that when pops are suddenly unemployed their old jobs are immediately taken, and then voila we have unemployed pops. Not a thing I can fix, i don't think.
not something you can fix.
Am I supposed to not have magical rare planetary features anymore? On my old save I would always get some cool rare planetary features on my homeplanet. When I start a new save now, I don't get any rare planetary featuers. Is this intended?
also, you should get a pop up asking how common you want magical planets to be..
Might be some other mods conflicting. The original problems were brought about by Planetary Diversity's spawn engine overwriting all deposits on non-vanilla planet class homeworlds, so I delayed the deposit generation until a day after you select how many things you want through the popup.