Stellaris

Stellaris

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District Overhaul Test Branche Ver 3.1 Patch
   
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File Size
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5.721 MB
29 Sep, 2021 @ 10:59pm
16 Apr, 2022 @ 11:43pm
16 Change Notes ( view )

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District Overhaul Test Branche Ver 3.1 Patch

Description
Important:
On Stellrais 3.4, DistrictOverhaulTestBranche and this patch cause crash when galaxy generation. You can prevent it with other planet view mod (at least, "UI Overhaul Dynamic" prevents it). And even with it, it has VERY LARGE error.log (more than 16K lines).
So I decided not to update this patch. If you are interested in any working district mod, try "Extra Districts", my own mod. At least, it has VERY SMALL error.log.
If you prefer the DOTB, fell free to use this patch as material.
Thank you for subscribing!


It is an unofficial update patch for "DistrictOverhaulTestBranche", an districts mod made by RevansSchatten.
The base mod have a few issues with Stellaris 3.1 (like ones about traditions), so this patch fixed them (if some issues are remaining).
That said, it is a makeshift patch. I hope RevansSchatten update the base mod and end this patch's role.

Known issues:
- (balance issue) Planets tend to have more planetary deposits. Planetary deposits had an error in "potential" property so result was "No" always. I interpret it is supposed to be able to return "Yes" sometime and fixed, but it increased amount of planetary deposits.
Should I increase amount of planetary deposits? Or should I maintain it?
- Orbital Surveying Planetary Decision seems to give nothing, sometime.
It is because Research Districts can be built without research_habitat planet_flag in the test branche. So giving research_habitat planet_flag lost its point. While it is possible to modify the decision, I am considering to reactivate planet_flag prerequisite. Which is better?
- Officer job (and gestalt variant) can't add Army Starting Experience +50.
It is because jobs, districts and deposits can't handle army_modifier (and there is not "triggered" one). I must wait Stellaris update about it, I think.

List of files and items, overwritten by DistrictOverhaulTestBranche and this patch
common/colony_automation: most files
common/colony_types: most items
common/decisions: decision_arcology_project, decision_arcology_project_relic
common/define: NUM_DISTRICTS_FROM_PLANET_SIZE and NUM_DISTRICT_BOXES_TO_SHOW
common/districts: 00_urban_districts.txt, 02_rural_districts.txt and 03_habitat_districts.txt
common/megastructures: habitats.txt
interface/planet_view.gui
interface/modifier.gui:
GFX_mod_planet_jobs_specialist_produces_mult, GFX_mod_planet_jobs_worker_produces_mult
Popular Discussions View All (3)
1
22 Nov, 2021 @ 11:10pm
Balance and coherency issues on some jobs
FebHare
1
8 Oct, 2021 @ 7:24am
PINNED: Compatibility with other mods
FebHare
0
8 Oct, 2021 @ 2:19am
PINNED: Accumulated Features List
FebHare
84 Comments
初春华雪 11 May, 2022 @ 2:34am 
谢谢,Thank you
FebHare  [author] 17 Apr, 2022 @ 12:22am 
For everyone,
I created and uploaded other district mod, named "Extra Districts".
https://sp.zhabite.com/sharedfiles/filedetails/?id=2792270076

It might have fewer district types, but I set my idea about balance and new districts (and have very fewer error.log output).
FebHare  [author] 7 Apr, 2022 @ 6:28am 
@Dae Blackheart Well, Pilot job has some job weight (give or take some from normal worker jobs but significantly low than Soldier job, according to debugtooltip). I think it as a part of balance issue (Pilot job is degenerate Soldier, by substance).

I have some ideas about it (see "Balance and coherency issues on some jobs" thread) but nobody give comments. If Pilot job should remain degenerate Soldier, I will maintain its job weight to as is.
Dae Blackheart 7 Apr, 2022 @ 4:18am 
hey issue with the pilots job from the spaceport districts, pops seem to refuse to take up that job for some odd reason i can force them into it by flagging the job but this makes micromanaging them extremely tiring
FebHare  [author] 19 Mar, 2022 @ 10:33pm 
@ChrissTheBurnedOne bureaucrat job didn't be removed, just changed its role (to Unity producer).
While it is inconsistent spiritualist (can't build bureaucrat buildings) can build bureaucrat districts, there is another mod ("More Standard Districts") works better about bureaucrat district inconsistency issue. So I don't prioritized it.
ChrissTheBurnedOne 19 Mar, 2022 @ 4:00pm 
a potential suggestion, since they removed bureaucrats rendering bureaucrat districts useless, is for each bureaucrat district job to reduce empire size for the planet for like 2% per job or something like that
arieviloj 15 Mar, 2022 @ 11:22am 
Awesome tnx
FebHare  [author] 15 Mar, 2022 @ 5:47am 
@arievilo It is fine size 25 planet can have 20 free district slots.
DOTB set 1.5 (1 at vanilla) to NUM_DISTRICTS_FROM_PLANET_SIZE. Each planet size produces 1.5 district slots, so size 25 planet will have 37.5 district slots.
arieviloj 15 Mar, 2022 @ 4:27am 
20 free
FebHare  [author] 15 Mar, 2022 @ 3:51am 
@arievilo Are you talking about total 20 districts, 20 free district slots or 20 types of districts?