Related Issues (20)
- Add autorepair of destroyed buildings
- Script ignores tiles with unity resource on them when determining best tile HOT 1
- Create a possibility for modders to create the API files themselves: HOT 1
- decide which megastructure node building to create in the effect!
- problem with food mult on machine empires. constant two? Leads to food->energy converter near capital. even without food which is probably a bug in the new api
- recompute (possible tile only?) weights when building destroyed (even if no bonus building)
- remove flags when building is created! (e.g. fortress)
- effects api inclusion: add to auto effects and create the empty effects (including the two special building ones)
- remove "planet = { any_tile = {" for special buildings from trigger (if it checks the same as the tile check) HOT 1
- Make sure no buildings are accidentally replaced!
- Add "NOT = { owner = { has_country_flag = cgm_disable_vanilla_building_AI } } " to the ai_allow of all buildings we create an api for
- Add redevelopment of planets
- prevent double detection of buildings (e.g. adjacency twice with vanilla capital submod) HOT 1
- https://steamcommunity.com/sharedfiles/filedetails/?id=1317493750 HOT 1
- check why mem has a non-existent blocker that kills the script (there might be others) HOT 2
- Gratak, why do I see both Mining Network and Mining Complex? One produces more than the other. HOT 1
- BU removes primitive upgrade atm!
- Allow upgrade only HOT 1
- CGM Buildings - inverted show_tech_unlock_if for Slave Processing Facility
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