One thing for the devs who still lurk in this thread after 30 pages.
When you change all these buildings to provide jobs to districts, can you please please pretty please make that a modifier?
I know the quick and dirty way to implement the new system is this:
However, for the sake of modders everywhere, can you make something like this instead:
There are already modifiers that work this way, but what i am suggesting is a modifier class that is planet_districts_x_jobs_y_add, where X is a district and Y is a job type.
That way any mod that uses this system will not be automatically conflicting with all other mods. This way, any new building effects you want to make can be dropped into the building definition, and you won't have bugs where someone forgot to delete a line in the districts files when changing a building.
When you change all these buildings to provide jobs to districts, can you please please pretty please make that a modifier?
I know the quick and dirty way to implement the new system is this:
Code:
district_industrial = {
.... %blah blah blah
triggered_planet_modifier = {
potential = {
has_building = building_foundry_2
}
modifier = {
job_foundry_add = 1
}
}
... %more stuff
}
Code:
building_foundry_2 = {
... %some stuff
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_regular_empire = yes }
}
modifier = {
planet_districts_industrial_jobs_foundry_add = 1
}
}
... %rest of the stuff
}
That way any mod that uses this system will not be automatically conflicting with all other mods. This way, any new building effects you want to make can be dropped into the building definition, and you won't have bugs where someone forgot to delete a line in the districts files when changing a building.
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