Stellaris

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!Compatibility Patch for Civics Redux and Buildable Ancient Buildings
   
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12 Sep, 2017 @ 2:56pm
18 Dec, 2017 @ 7:50am
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!Compatibility Patch for Civics Redux and Buildable Ancient Buildings

Description
Status: Update to 1.9.1 mostly complete, please report any bugs.

The excellent mod known as Civics Redux introduces a series of Civics called Commercial Idyll, Industrial Idyll, and Technological Idyll, counterparts of the vanilla civic Agrarian Idyll. Just as that civic causes farms to generate a small amount of Unity, you can now do the same with Power Plants, Mines, or Laboratories, respectively.

Unfortunately, the way that this was implemented involved replacing the vanilla versions of those structures with custom structures, which creates an incompatibility issue with some other mods like Buildable Ancient Buildings.

This is a quick and dirty patch to make these two mods play nice together.

What this mod does

Just like in Buildable Ancient Buildings, CR's unique versions of Tier 5 Mines, Power Plants, and Labs are no longer homeworld-only structures. With the proper technology, they can be upgraded into the appropriate Tier 6 buildings from BAB (as can Betharian Power Plants). If controlled by an empire with the appropriate Idyll civic, each of these top-tier buildings will generate 0.5 Unity.

In keeping with the spirit of BAB, this mod also changes CR's Tier 5 Power Farm to be buildable on planets other than your homeworld. This structure now upgrades into a special, power-producing version of the Agri-Processing Complex.

Requirements
Stellaris (tested with v 1.8.2)
Civics Redux (tested with v 1.5.2)
Buildable Ancient Buildings


Changed Mod Files
Buildings/01_cr_buildings.txt
Buildings/civic_redux_buildings.txt
Buildings/AB_buildings.txt

Changed Vanilla Files
None
16 Comments
MikeWe 18 Dec, 2017 @ 9:30am 
@requiemofreason, thnkx for updating!
requiemofreason  [author] 18 Dec, 2017 @ 7:46am 
The update to 1.9.1 was mostly painless, but I haven't had a chance to do extensive bug-testing yet. If something between CR and BAB breaks, please let me know.
requiemofreason  [author] 15 Dec, 2017 @ 7:58am 
This mod still needs to be updated to 1.9.1. Hopefully, I'll have a chance to do so this week.
MikeWe 11 Dec, 2017 @ 2:36pm 
@requiemofreason, thank you for willing to update :). Also made it easier to make my mod compatible.
requiemofreason  [author] 3 Dec, 2017 @ 8:47pm 
@ Helios
Both of those mods have updated fairly recently. Hopefully, I'll have a chance to run some compatibility checks some time in the next couple of days.
@ HELIOS @ 1 Dec, 2017 @ 6:34am 
I cant build database building and lab 4 on non-capital worlds even with this patch. I have latest patch and acording to mod manager only conflicts aze AB civic redux and this patch
requiemofreason  [author] 5 Oct, 2017 @ 1:44pm 
I've fixed the issue with the Tier 0 mines and power plants not showing up for machine empires.

While doing so, I noticed that the latest version of CR slightly nerfs the resource output of tier 0 mines and power plants. I've left that value alone for now.
Toasty Isabrotr 5 Oct, 2017 @ 4:57am 
CR updated! Also, while the last update on here had fixed the issue with mines and power station not showing up for machine empires, this did not include the basic tier 0 version. Which I really only noticed when trying to figure out why sector AI was doing so badly in keeping up with resources.
브란 25 Sep, 2017 @ 7:09am 
Thank you very much.
requiemofreason  [author] 22 Sep, 2017 @ 5:03pm 
I've also gone ahead and make a similar update to 01_cr_buildings.txt. I'll inform Ungentlemanly Conduct so that they can update Civics Redux ASAP.