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I don't see anything that would cause it to be incompatible with ECS
Do you mean to convert the station decisions into situations? If so, I don't think I'm going to that. Their enactment times are less than a year, and situations are supposed to be like long things, that why I didn't do resort worlds or penal colonies either.
Unless I missed something in the mod?
As for the stations, they don't get the Archaeology Project decision at all; probably because the author wanted to do something with Real Terraforming later (but never got to it). If you're interested in making a custom decision to start your situation, the mod sets a "planetary_station" planet flag.
#Edit: On a completely unrelated note, your effort reminds me of another, now defunct situation mod, Megastructure Situations. I used to love playing with it, so accept that as a compliment. :)
Also thank you! I hope you enjoy the mod
This is from a save started with both mod enabled and after the latest updates. Both mods are properly ordered, with this one after all PD submods.
EDIT: Should be fixed now
I'm unfamiliar with this mod. I'll check to see how I can add compatibility
EDIT: compat is complete!
Any mod file with a later alphanumeric naming order will take precedent at time of load, especially for a merged mod collection as many players use.
In my experience it is usually a good practice, for compatibility in general for direct file conflicts (when your mod makes a fundamental edit, as it does), to add a zzz_ file name prefix, for example, rather than just ecs_ as yours does currently. Lithoid Supremacy uses a lithoid_ prefix, for example, so currently it takes precedent over the ecs_ prefix, despite only making an incredibly benign edit comparatively.
Secondly, more specifically, the only thing Lithoid Supremacy does is add:
is_planet_class = pc_geode
To:
potential = {
NOR = {
So it seems to be a very simple and safe compatibility edit. Hopefully this is helpful for all compatibility, not just Lithoid Supremacy, in any such other conflicts that may make similarly simple edits to these core files to your mod. Say, due to a new planet class (as in this case).
Cheers!
Yes, I figured this out when I was looking at RS Archologies. At the time I didn't want to force my override, but that is the main functionality of the mod. I can be more aggressive with my overrides and add some ~ to the beginning of the override files, That should load them even after zzz_ iirc
I've done all troubleshooting I am able to do without purging all my mods.
Also Ive compiled a list of a few mods that get their deposits cleared out via Ecu being built so i could also hand that over whenever your ready.