Stellaris

Stellaris

Auto Upgrade Buildings [2.1]
BenderTehRob0t 2017 年 10 月 2 日 上午 8:42
Buildable Ancient Buildings Patch
Hi Sayle. I've taken a moment to put together a patch for BAB, if you'd be willing to update your mod to include it.

Thanks for your hard work.


"building_hydroponics_farm_5" = { add_building_construction = "building_agri_processing_complex" }
"building_power_plant_5" = { add_building_construction = "building_dark_matter_power_plant" }
"betharian_power_plant" = { add_building_construction = "building_enhanced_betharian_power_plant" }
"building_mining_network_5" = { add_building_construction = "building_ancient_factory" }
"building_engineering_facility_4" = { add_building_construction = "building_planetary_database" }
"building_physics_lab_4" = { add_building_construction = "building_planetary_database" }
"building_biolab_4" = { add_building_construction = "building_planetary_database" }
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Sayle  [开发者] 2017 年 10 月 6 日 上午 4:23 
Added. Thank you for taking the time to put it together - I don't use the mod.
BenderTehRob0t 2017 年 10 月 6 日 上午 7:09 
NP, Thank YOU for adding it regardless :)
BenderTehRob0t 2017 年 10 月 7 日 上午 5:35 
Ok so that aparently is fecking up all the non-BAB games? Is it possible to add an "If flag" statement in there so it only does it if BAB adds a flag to its mod?
BenderTehRob0t 2017 年 10 月 7 日 下午 5:02 
Ok, I've spent the better part of the afternoon testing various flags and triggers that should work with your mod properly now, so as soon as the author of BAB places a flag in his mod, you'll be able to just drop in a trigger flag then the code i made originally and it should work properly.

Just wanted to apologise again for breaking your mod earlier as well. I had assumed if it couldn't find an upgrade it would leave the buildings there, not destroy them...
Sayle  [开发者] 2017 年 10 月 11 日 上午 8:50 
@Bob11 I'm using a similar process to integrate Star Trek: New Horizons - it only tries to upgrade the buildings if the global flag for the mod being active is there. But yes, do let me know if the mod author adds a general global flag showing that Buildable Ancient Buildings is active.
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