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Yes, currently the presets are located inside the auxiliary folder in this mod with instructions on how to swap them. But I'm going to make separate add-ons for each preset (as suggested previously by Firkraag) soon.
Regarding the extra presets, yea it is definitely a good idea to release those presets as separate mods, particularly for those users without time or the know-how. The reason why I haven't done that yet is because it just happens that I'm still kinda traumatized after finding out that PDX's spaghetti code has cache/IO overhead issues [forum.paradoxplaza.com]. Therefore, I'm trying to make every mod with as much content as possible and only making add-ons if it is unavoidable.
Thank you for your nice comment and I hear ya.
I was using Better Planet View for a bit. However, there are some things that could be improved on in that mod, like for example BPV uses the initial 4.0 UI without the UI changes done by PDX after that (it felt like base game was better when switching). Subsequently, the moment I found out that WP's Planet View has been updated I immediately jumped to that ship, haha; yep, UI elements are larger but that seems to be a design choice that I'm more attuned with. I'm trying to tweak things that bring more enjoyment to my playthrough and by extension to anyone that uses my mods. By doing so I'm also avoiding getting burned out (although modding has already somewhat burned me out).
(continued in next comment)
May I suggest a change though on how it is structured?
You could split the building compatibility and the UI changes included in this mod in two different mods. This way we could use the building compatibility without necessarily using WP's Planet View.
Personally I prefer "Better Planet View" because it is more compact. "WP's Planet view", although it has nice backgrounds, is too "large".
Also, you might want to release the building slot presets as individual mods. This way we can use them without having to reapply them whenever you update this mod. I am not saying that you should be so granular as "Better Planet View - More Building Slots" is. Just a few presets, and perhaps instructions on how to make our own if you have time.
As to the mods, Firaxis may have had a wee bit to do with that. (Remember that some of the greatest add-on mods (Long War 1 & 2) were created for the games by the devs.)
The AML is much better, being able to be launched via Steam and then launches the game.
(I haven't used windows in 12-14 years now, and so Steam/Proton has made my life easier.)
The AML automatically checks for dependencies AND conflicts, making troubleshooting a comparative breeze. The mod community built it + the community highlander modules which rewrite a BUNCH of the game code involving mods (with 2K's blessing) to ensure that things play nice. It was like going back to the stone ages with PDX+Irony. <shrugs>.
Yea, IronyMM is great even if I still do my merges the old way with a text comparison tool, hopefully someone picks it up.
Second: DOCUMENT stuff.
Third: Repeat!
Thank you from an Old Xcom2:War of the Chosen modder.
Now, if someone could take over the IronyModManager, which by the authors' own admission is in 'maintenance mode', and update it to work more like the Advanced Mod Manager for Xcom2/WotC, that'd be greeeeaaaat. (office space guy vibe there.)
With that said, my objective with this mod is to make things easier for everyone, so... Yep, creating a guide could be a first step but simplifying the process down the line is the ultimate goal.
BPVR by itself doesn't change anything. (That I can see.) See the discord for WP's mods for some folks (myself included) having issues with the 'preset' being 9/5/5. Not knowing the things needed in the edit, we're just spitting in the wind here. The normal BPVR for expanded zones and slots NEEDS the submods to work, but bringing over a City 12/6/6 expansion just crashes the playset. Without BPVR, WP+ your mods works, but only the defaults.
Saklura's rework of the BPV+submods really saved the day with the UIOD/planet view, but I'd REALLY like to use the WP+your mods. (Way nicer on the eyes.) :-)
Quote: Note #2: The only BVPR add-on that you may find helpful is the Compatibilty Patch. You no longer need the other extra buildings/zones add-ons if you use the presets in my mod (or if you adjust variables within this mod to your liking). end quote.
For 'GIGA'/'TALL' users being able to make the edits or utilize BPVR would be helpful. (There are extensions for 24+ slots which comes in handy for ringworlds and other massive structures.)
#2 follows:
Just pushed the polish update with all of your suggestions implemented!
Keep the feedback coming, you're the only person reporting clipping issues etc atm.
That is a good question! Actually, I just updated the description because that mod could be helpful but I have no idea to what extend since I haven't tried a lot of the mods from their compatibility list. However, it is compatible with my merger mod at a quick glance.
you say we do not need any BPVR addons. What about: BPVR - Compatibility Patch?
Because right now in Irony, i see it touches stuff like disctrict_arcology_housing which this mod does not.
If you shift the city district icon row slightly to the right and put the big number count box there in the bottom left you can get a lot more free space
https://imgur.com/4lAmjm8
You don't have to do it - just thought you might find it interesting!
Description updated!
@dracklor
Knowing that my mods are enhancing your experience always puts a smile on my face.
Nice! Again let me know what changes you'd like to see.
(Don't forget about this mod description btw, some details are now out of date already! (if that's important to you.))
I'd be crazy if I didn't care about performance, it sure is a big deal and no worries I do not think this is annoying at all, it is just reasonable. I just pushed an update a moment ago with those critical changes.
Great!
Not to be too ridiculous/annoying but there was an awful stutter in the last few versions I just had to fix. So there is ANOTHER patch now. But with that done really, seriously, it's stable. Lol. (Assuming I don't get any weird crash/bug reports.)
I think the patch will be important for your mod as it cuts down a lot of the logic/processing on buildings - and you're adding a lot more buildings to the panel than I have!
I'm glad you like 'em, enjoy!
@WP
At first glance those district pictograms look sharper (also shown in the recently uploaded screenshots here), niceee. I'm going to play a bit more before I give further feedback.
Great! Hope you like the districts change. I'm open to feedback etc.
Oh wait, I just realized there is another update from earlier today, alright I'll have to check it out.
There is good news then, there is now a preset in the auxiliary folder for 99 buildings!
@WP
Hey WP!
It seems I'm four parallel universes ahead of you ! Hehe, my latest update does include your tweaks, I really liked that governor portraits are bigger and what you did to emblems and designation name boxes. Neat!
That also means I'd have to update the screenshots (coming soon!).
@Kano Tama Kosaka
It is exactly how @Only_Bookkeeper said. Then after finding the mod's folder go into the "auxiliary - sartekdem/PRESETS" folder, there is a readme file there as well for more info.
@Only_Bookkeeper
Thanks for your help!
Just dropping in to say I pushed 3 or 4 fairly meaty updates the past few days. I don't know how you want to handle things on your end but you might like to check out the new version and see what you think. (My workshop screenshots are not currently up to date to reflect the new changes so you may have to go in game to see them).
I've documented everything carefully in the change notes tab of my workshop page, too.
I probably won't have any more updates for a while. Certainly not big ones. it's a good stable version.
I made some design choices surrounding WP's Planet Viewer, so it is a hard requirement. But I have an idea, I'm going to add presets in the auxiliary folder in the next update, that way it would just be a matter of copying and replacing. What extra slots combination do you usually use?
Same issue and same solution, though.
@SpardaSon21 I'm glad you figured it out, I prefer to have the ability to change zones and building amounts directly from this mod instead of having multiple mods for each variable; in other games like Terraria or Divinity Original Sin 2 I wouldn't mind that, but Clausewitz (Stellaris Engine) has certain Cache/IO overhead issues [forum.paradoxplaza.com] where even empty mods could cause lag if there are enough of 'em. So we have to make every mod count!