i have an idea for a mod in this. and its about remaking the Operations center.
The current operations center is just a security center that acts as an entrance to the park. maybe it can be made into a building that costs alot of money, but can be placed around the map to serve as a operation hub.
the idea would actually come from concept art for the Ranger Station! Maybe it can resemble this with the research, fossil center, and expedition modules of the visitor center (mod would requre RTJP and Secrets of dr wu to work.) it would also generate 60 Power, making it able to serve as its own power station as well! (pylons wouldnt be able to attatch to it, just a way to power itself like in the JWFK.
With all of this in mind, it could also be in the 1.17 Feature Demo. *id like the 1.17 Feature demo to also be a standalone option for players who want say, expedition charter or better dinosaur behaviors, but dont want to get JPEO or Ultimate Mixed Eras. Just a suggestion*
Let me know what you think, what edits should be made, and if the 1.17 Feature demo should be its own Optional Download with non JPEO or UME
Yes! It'll be a bit clearer once you download the mod, because the zip file contains the same folder structure as your game. So, the zip file looks like this: "<zip_file>\ovldata\JPEOEP03" Just drop the entire "JPEOEP03" folder inside your "ovldata."
I noticed your help file says Requires Return to Jurassic Park Drag and drop the contents of "ovldata" into your ovl data folder under "(...)\Jurassic World Evolution\Win64\ovldata" So that "Jurassic World Evolution\Win64\ovldata" folder contains a folder named "JPEOEP04." but the folder is JPEOEP03. So which is it? (hey at least I am reading it.)
I mean, an injectable version would remove all building changes added by mixed eras while this version doesn't do that, but I can add that if you like...
What I mean is, it doesn't need it. Says so in the description - it's separate files you install. This way they only replace these three buildings. If I add these changes as injectable into existing files then it'll conflict with other mods. This way, it's compatible. People just don't read the description.
Thanks! That's good to know, it was a bit random when I was testing it, but I was testing different versions of the mod so it could have been that causing the issue.
You are truly one of the most innovative modders out there. I know expanded islands and better terrain tools have been getting all the hype lately (and they are incredible don't get me wrong), but the stuff you've been coming out with like the charter overhaul and pathing system have made the game so much better for me personally. Keep up the fantastic work, I can't wait to see what you have in store for us next
Aww thank you, it really means a lot to hear that! And thanks for checking out my other mods, I'm glad you enjoyed them :) There's some big updates coming to JPEO, ExChar and the pathing mod soon! Just need to test them a bit longer. Especially ExChar, because 1.0 was... A bit too hard on the money, haha.
I would love to! Visibility is the only "view" currently defined as part of a building's script so that, along with the final version of this mod, will have to wait until we can edit those. But I would love to add this eventually!
Great concept. My only input is simply a reversal. The science building would , in my opinion, make a more logical power generator. I imagine a young Tony Stark type developing green forms of power that help create additional Power output with science( Perhaps using all he methane from the dinosaurs' waste) , while the Entertainment building would make far more sense as an additional shelter. As the big, central focal point building, visitors would naturally flock to it, much like a Visitor's center.
That makes sense as well! I was looking at it more from the angle of the ultimate goal of the mod where:
Security, being based on the FK bunker, provides Shelter and Power (as it's meant to keep functioning after the park has collapsed)
Innovation provides Visibility and Fun.
Science providing Storm Protection (as that is where sensitive testing is conducted) and buffs to nearby hatcheries and the like.
So it's more of a simplification of that, giving Power to Innovation as it wouldn't otherwise have much to do. It kinda works because it lets you power nearby buildings, fences, viewing galleries etc and make it the centre of the park without pylons spoiling the view. I think the Science centre being a source of power would work better if it was an actual generator you can connect pylons to - but we already have those
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The current operations center is just a security center that acts as an entrance to the park. maybe it can be made into a building that costs alot of money, but can be placed around the map to serve as a operation hub.
the idea would actually come from concept art for the Ranger Station! Maybe it can resemble this with the research, fossil center, and expedition modules of the visitor center (mod would requre RTJP and Secrets of dr wu to work.) it would also generate 60 Power, making it able to serve as its own power station as well! (pylons wouldnt be able to attatch to it, just a way to power itself like in the JWFK.
*id like the 1.17 Feature demo to also be a standalone option for players who want say, expedition charter or better dinosaur behaviors, but dont want to get JPEO or Ultimate Mixed Eras. Just a suggestion*
Let me know what you think, what edits should be made, and if the 1.17 Feature demo should be its own Optional Download with non JPEO or UME
edit: just wondering because I'm not sure
"<zip_file>\ovldata\JPEOEP03"
Just drop the entire "JPEOEP03" folder inside your "ovldata."
Drag and drop the contents of "ovldata" into your ovl data folder under
"(...)\Jurassic World Evolution\Win64\ovldata"
So that "Jurassic World Evolution\Win64\ovldata" folder contains a folder named "JPEOEP04."
but the folder is JPEOEP03. So which is it? (hey at least I am reading it.)
If I add these changes as injectable into existing files then it'll conflict with other mods. This way, it's compatible.
People just don't read the description.
- Security, being based on the FK bunker, provides Shelter and Power (as it's meant to keep functioning after the park has collapsed)
- Innovation provides Visibility and Fun.
- Science providing Storm Protection (as that is where sensitive testing is conducted) and buffs to nearby hatcheries and the like.
So it's more of a simplification of that, giving Power to Innovation as it wouldn't otherwise have much to do. It kinda works because it lets you power nearby buildings, fences, viewing galleries etc and make it the centre of the park without pylons spoiling the view.I think the Science centre being a source of power would work better if it was an actual generator you can connect pylons to - but we already have those