Stellaris

Stellaris

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! Sartek District and Economy Merger Add-on
   
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1.412 MB
20 Oct, 2022 @ 5:13pm
24 Jan @ 9:43am
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! Sartek District and Economy Merger Add-on

In 2 collections by A-Sartek
A-Sartek's Stellaris mods
55 items
Ultimate Terran Playset
98 items
Description
Stellaris 3.14.* /// This is a complementary mod for ! Sartek Tradition - Ascension Perk Merger it further increases compatibility and technically it could be used on its own but is highly recommended that you use both of them together. This is also a community driven project, any feedback and reports from users with many different mod lists is taken in consideration for compatibility purposes. Thank you everyone!

The main mod can be found by clicking here.

Why is this mod not integrated in the main mod?
This was originally a mod that I created for my own use, at first it was not worth calling it add-on, however the more I was modding the main mod I noticed that this could be a nice addition, the only downside is that this is not integrated to the main mod in order to not risk conflict with other mods that alter districts or economic categories, it does not do some extreme changes but in order to add new effects to vanilla districts some mods have to add a whole block of code for specific housing, industrial, habitats, city worlds or economic categories. That is why this mod exists.

What does this mod do?
Merge effects from various mods that alter vanilla districts as well as economic categories, this makes things more cohesive, especially for the mods listed in the following discussion thread:

Compatibility List

Why does this mod require !Merger of Rules?
Because my mod use custom scripted triggers from this mod to optimize/merge everything. If it is not present a lot of artificial districts from other mods would not even show up for construction.

Mod load order:
Always below ! Sartek Tradition - Ascension Perk Merger and the main mod goes below everything else except rules mods like ! Merger of Rules or with double "!" or triple "!" at the beginning of their names (example: !!! Universal resource patch).

Anything else that I need to know?
Yes! My mod also accomplishes the following:
  • It makes Lunar Prospecting decisions appear in a few more artificial habitats from mods like for example Gigas' flat worlds!
  • Traditions from Simple Traditions now apply effects correctly to vanilla districts.
  • Traditions from Plentiful Traditions now apply effects correctly to vanilla districts.
  • You are able to unlock more buildings just like it works with Unlock More Building Slots.
  • Increased compatibility for Subterranean Network, Matrioshka Housing and Vanilla urban district compatibility when using Extended Gestalts: Forgotten Queens.
  • Fixes ESAP's The Great Echo/The Beautiful Bureaucracy ascension perks Unity bonus per drone / per specialist when used in conjunction with Gigastructures.
  • Makes hives use food in addition to minerals in order to build districts (Balanced in 2/3 ratio, the amount of resources is still 300 total).
  • Makes AI economies stronger based on Starnet Mod, that way they don't succumb out of nowhere.

Prospective Updates:

Thank you to Inny the Merger for Merger of rules and for helping me out with the economic categories document!

If you want me to review a mod relevant for district/eco merging let me know in the comments I might actually find a new favorite mod along the way.

[discord.gg]

[ko-fi.com]
Popular Discussions View All (3)
10
7 Nov, 2024 @ 3:08am
PINNED: Compatibility List (WIP)
A-Sartek
5
13 Sep, 2024 @ 2:44pm
Bug Thread
A-Sartek
0
23 Mar, 2024 @ 10:13am
Tracking Script Interactions
A-Sartek
256 Comments
A-Sartek  [author] 7 May @ 4:21pm 
@Silent0Death Yes, but it will take a while (it seems I have to start from scratch again). I'm currently allowing other mods to update and PDX hotfixes to be released before updating this mod.
Silent0Death 7 May @ 1:50am 
Best mod compatability, I hope this will continue being updated as the game updates and new interesting mods come out.
A-Sartek  [author] 12 Apr @ 11:14am 
@Everbane Hmm, I don't think that mod would work because it changes districts so it can detect Gaia worlds.

This reminds of a supported civic mod:
https://sp.zhabite.com/sharedfiles/filedetails/?id=3133767983 (Versatile Development)
Everbane 12 Apr @ 10:48am 
can/does this automatically support https://sp.zhabite.com/sharedfiles/filedetails/?id=2803791434 or are there any alternatives you would recommend?
A-Sartek  [author] 8 Apr @ 6:11pm 
@nicebagdad The compatibility list works with all of the mods listed there, but unfortunately I did not have the time to polish the merge with Funefork districts; I tried, but performance became a big deal to me and I didn't want to add lag in my multiplayer sessions. Keep in mind that this doesn't mean that District overhaul Funework adds lag, it was actually the merge that needed more testing and not enough time to try it out.

Of course all of that is discarded now and I could attempt again once we have 4.1 because I heard from a PDX guy that The Shroud DLC is quite intertwined with the new 4.0 mechanics; additionally, there is a chance that they make zones more moddable at that point since 4.0 initial release is going to be restrictive for zones and buildings.
nicebagdad 8 Apr @ 9:28am 
dear A-Sartek,
I saw in the compatibility list thread that you discussed may last year to add district overhaul-funEfork, did this ever happen or is the Compatibility list up to date? I understand that its not worth updating right now with the new update coming, just wondering for my own use.
A-Sartek  [author] 2 Apr @ 6:41am 
@everyone This mod is going to be overhauled at one point after we hit 4.0, from a District and Economy merger to a Zone and Economy merger (which by extension it has to include buildings). From what I heard, compatibility is going to be hell for habitable planets and structures; Because of that, it caused some mod authors to decide that they are not going to update their mods until we get official Zone modding support (technically is moddable but it looks like it lacks flexibility) from PDX.

A merger mod only makes sense if it has something relevant to merge. Therefore, I will have to adapt accordingly and it is going to depend on the modding panorama.
What does this mean to you? Well, you should expect updates here but they are not going to happen immediately; if you are going to keep using 3.14 for a while I recommend creating a local copy of this mod and any required dependencies. Keep in mind that this mod will always have one version, i.e. the most updated version.
A-Sartek  [author] 18 Feb @ 8:30am 
Hey @Inodiv, you probably have an outdated version of this mod because that shouldn't be an issue anymore (I've tried this mod with a mod-list of around 200~ mods); my advice is to delete Steam's download cache to prevent previous versions from downloading.

Also, please try this mod alone for testing and you'll see the districts are "organized" and no duplicate Nexus or City districts show up. If you still see an issue use pastebin to paste your error log in the Bug Thread discussion that could tell me if there are mod conflicts (which is likely to be the case).
lnodiv 17 Feb @ 2:58pm 
Also, the districts are 'out of order', with city districts and equivalents listed after all other district types.
lnodiv 17 Feb @ 2:55pm 
Playing as a Machine Intelligence Empire with this mod, I have both City and Nexus districts available on my planets.