If practical though, maybe make it so that before the first fungal pop the clean mins boost from these facilities does not apply? Otherwise people who get early tree farms may miss out on the "planet rising" part of the story.
Negative consequences of the change: Factions with free forest facilities will basically never have eco problems, despite most of them being fairly teraforming/anti-planet.
I imagine checking whether the facility is "real" (built, needs maintenance) or "virtual" (produced by faction power/SP, no maintenance) would be fairly complex, and it's a much more minor issue than the bug.
Okay, well I'll be very happy to have this fixed, the extras are all unimportant in comparison and unless they were much easier than I'd expected not worthwhile.
Also for clarity: I meant not apply any eco facility effects until after the first pop, but apply all eco facility effects after the first pop (even for eco facilities built before the pop).
And the last bit is interesting, the game handles faction power facilities like normal facilities then? Is this true for preq required and normal ones? That's surprising since faction power ones are no maintenance, so I'd have imagined they were handled similarly.
Okay, I think that may be better, because no extra clean mins till first pop seems like an intended feature.Okay, well I'll be very happy to have this fixed, the extras are all unimportant in comparison and unless they were much easier than I'd expected not worthwhile.
Also for clarity: I meant not apply any eco facility effects until after the first pop, but apply all eco facility effects after the first pop (even for eco facilities built before the pop).
Ah, now that I can do fairly easily. Until your first pop, your clean minerals is only 16 (or whatever you set it to in alphax), afterward it'll take into account facilities.
I see. I wonder whether finding the code which checks whether a facility requires maintenance would help, the check from there could possibly be copied over? It's entirely fair if you don't want to mess around with that for the sake of a few custom factions though, and doing it that way would prevent factions with free centrauri preserves working as intended... so don't bother unless you really feel like it :).QuoteAnd the last bit is interesting, the game handles faction power facilities like normal facilities then? Is this true for preq required and normal ones? That's surprising since faction power ones are no maintenance, so I'd have imagined they were handled similarly.
I tested it for the University's network nodes (not a prereq required one), so I'd presume it applies to all cases (except for project-based ones, which it actually treats differently, probably so that you can lose it when you lose the project.) But faction-power facilities are by default treated like built ones, though of course various specific rules treat them differently.
Okay, I think that may be better, because no extra clean mins till first pop seems like an intended feature.Okay, well I'll be very happy to have this fixed, the extras are all unimportant in comparison and unless they were much easier than I'd expected not worthwhile.
Also for clarity: I meant not apply any eco facility effects until after the first pop, but apply all eco facility effects after the first pop (even for eco facilities built before the pop).
Ah, now that I can do fairly easily. Until your first pop, your clean minerals is only 16 (or whatever you set it to in alphax), afterward it'll take into account facilities.I see. I wonder whether finding the code which checks whether a facility requires maintenance would help, the check from there could possibly be copied over? It's entirely fair if you don't want to mess around with that for the sake of a few custom factions though, and doing it that way would prevent factions with free centrauri preserves working as intended... so don't bother unless you really feel like it :).QuoteAnd the last bit is interesting, the game handles faction power facilities like normal facilities then? Is this true for preq required and normal ones? That's surprising since faction power ones are no maintenance, so I'd have imagined they were handled similarly.
I tested it for the University's network nodes (not a prereq required one), so I'd presume it applies to all cases (except for project-based ones, which it actually treats differently, probably so that you can lose it when you lose the project.) But faction-power facilities are by default treated like built ones, though of course various specific rules treat them differently.