add fire_on_action to on_cleared of wm blockers, put conditional in to block double points if player has tech
figure out wtf is going on with arc sites not rendering
slow down restoration, pause progress on event stage complete, continue on OK
start player with one WMC.. two seems OP..
Create "planet info" modifier that shows world machine core storage info, also "installation date" when planet terraforming finished, "uptime" which is the difference between the installation date and current date
icons for all tech
icons for all buildings
finish writing arc site stage descriptions
add planetary modifier and use that system to produce World Machine cores; meanwhile, the modifier slows planet build time by 50% and increases costs by 15% because producing a World Machine core is a big deal.
downsize world cradle to store 5 cores per building
add gear icon to all automated buildings
make vanilla analogs for buildings
create system to manufacture pops -- add modifier to track which ones to remove after a timer ends
remake planetary administration to be WM-centric
add "standby mode" job
organoid version for WM that reduces research tower upkeep
T3 research & unity
T2 military
tech for "t3 worlds" which will then unlock the 3 techs to make the various world machine types
visual "pip" system on buildings to immediately show the building rank, lower right corner triangle, with number
Make sure all tech, buildings, jobs, events, etc, are locked behind the origin, and lock the origin behind a debug flag. Players with the AP should not get any of the World Machine origin stuff.
Add modifiers to static world machine buildings where the job output would produce someting extra if there's an overlord, a tradition tree active
Add ruler and specialist job bonuses to buildings, if those buildings normally provide a job
Support Catalytic empires
Give all maintenance drone bonuses to the capital building
write 3 techs for each T3 world
write info events that the t3 special projects are available
write events on project completion and create info project to summarize research
bugs:
deploy core decision needs tooltip to show that WM core will be used
mantle roots automatically appeared on new world machine
WM proficiency event appeared twice
core tech event didnt fire
on cradle built, properly recalc wmcs
check math on core count, core count should be 0-1 and max should be 50
on create colony with wmc, remove standard capital building and replace with auto version
on terraform to wm ... fire custom event to distinguish between regular terraform and WM terraform
add fire_on_action to on_cleared of wm blockers, put conditional in to block double points if player has techfigure out wtf is going on with arc sites not renderingCreate "planet info" modifier that shows world machine core storage info, also "installation date" when planet terraforming finished, "uptime" which is the difference between the installation date and current dateicons for all techicons for all buildingsadd planetary modifier and use that system to produce World Machine cores; meanwhile, the modifier slows planet build time by 50% and increases costs by 15% because producing a World Machine core is a big deal.downsize world cradle to store 5 cores per buildingadd gear icon to all automated buildingscreate system to manufacture pops -- add modifier to track which ones to remove after a timer endsremake planetary administration to be WM-centricadd "standby mode" jobT3 research & unitytech for "t3 worlds" which will then unlock the 3 techs to make the various world machine typeswrite 3 techs for each T3 worldbugs:
on cradle built, properly recalc wmcscheck math on core count, core count should be 0-1 and max should be 50