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The less thought spent on cybernetic ascension and how *it* interacts with everything, the better. And the fact that AI weights seem to have shifted massively under the hood is also not good.
I'm working on a 3.6 version of this mod and should have it ready to go soon, I just need to make sure that there won't be a bomb in the AI (and preferably planetary automation logic) that will royally screw over it's economy and then I'll release it.
After that I'll update the "extreme" version. Then maybe I'll take a look at creating a mod to nerf/buff overtuned.
so you have nothing to rebuild ;)
For this mod, technically, all a 3.0 update would be is a fresh coat of paint.
Since it seems to be working for the time being and I have other projects that I'm more interested in (and since I've had to do hard drive wipe since I uploaded this mod, I can't just open the files and change the version number to 3.0.X, I'd have to rebuild all the mod files to do so), I'll leave this as is for the moment, with a patch when it breaks, or maybe to slap that officially up to date sticker on for 3.1.
The AI spam building gene clinic was something I thought I’d fixed, but clearly not. The way building cap stops the AI spamming buildings is a to apply a build weight modifier of 0 if there’s a gene clinic or frontier hospital on the planet. If you have a mod that adds a tier beyond them (like additional vanilla buildings) that would be the reason why.
Other that is a bug.
I'm at 2443 years into a run.
However, the AI will sometimes fill a planet with gene clinics... is there a way to fix this?