Stellaris
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Buildings and Districts Overhaul and Expansion
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9.565 MB
2023년 3월 12일 오전 1시 56분
2023년 5월 6일 오전 11시 41분
업데이트 노트 58개 (보기)

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Buildings and Districts Overhaul and Expansion

설명
Overview
For version 3.7.
No DLCs required, although compatible (and some modified, but not necessary for the mod to function)
UI Overhaul Dynamic is required, or else districts may not show up on the planet UI.

Attention!
The mod has undergone a bit of a restructuring. As such, it is a more important time than ever to report any suspected bugs you may encounter.


And this is very important!
You have to download the mod dependency for full functionality.

Most recent update

Integrated and overhauled Exotic Deposits and Resources.

Le Content

Features
  • Disable anything you don't like (besides civics and origins)
  • Lots of new Buildings, Districts, Jobs and Deposits
  • No more fancy deposit generation like in DO2 (or the Testbrach). Instead, deposits spawn just like in vanilla
  • New District types: Primary Districts, which give resources like motes, gases or minor artifacts if you have the right deposit
  • New District types: Secondary Districts. You can choose which district you want. These give unique jobs and powerful modifiers to your planets. Once you've chosen your desired district you can build three of it
  • Secondary Districts are unlocked through an Ascension Perk and vanilla research
  • Ways to turn your excess food into something more useful
  • Special garden worlds that give huge bonuses
  • Special resources that can be harvested and used in special buildings

New Districts

See the relevant discussion.

New Buildings

See the relevant discussion.

New Civics
  • Agricultural Cooperatives - Unlocks Communal Garden Worlds
  • Biological Industries - Unlocks Industrial Garden Worlds
  • Church of the Tree Unlocks Pale Garden Worlds and Tree Temple Building
  • Biotechnologies Conglomerate
  • Gaia Theory
These civics will be updated as I'm not satisfied with them rn.

New Resources and the associated buildings

See the relevant discussion

New Mechanics

See the relevant discussion.

Other stuff
  • An Ascension Perk to create Underground City Districts on any natural planets
  • An Ascension Perk to be able to build External Hab Stations
  • A housing policy, which buffs either city or rural districts but nerfs the other

Compat, credits, etc.

Mods with in-built compatibility:

For these you need to activate their respective edicts (Improved Districts and High Density Arcologies)
If you use the Irony Mod Manager and its custom patch, you will need to go into the conflict solver and let this mod overwrite all others

Any other mods that modifies districts, deposits or colony designations will conflict.
Mods that not modify any of those don't need compatibility patches.

Supported Languages
  • English
  • French - found here - credits to FrazierFR (this was made for DO3, so expect some missing loc)
If you do the localisation for other languages you can either upload it yourself or let me incorporate it into this mod.

Credits:

To do/Plans
  • Options to disable features you don't like done
  • Spice up the civics
  • Planetary Heat mechanic (some buildings produce heat etc, if too hot or too cold -> habitability drops)
  • Planetary Waste mechanic (although 'Ecology' already exist, so maybe not)
  • Water as a resource
  • Doing something unique with the extra designations/colony types I'm working on and reworking existing ones this will be a standalone mod
  • More districts and a lot more buildings
  • Updating 'The Belt' done
  • Updating and integrating my archive cult civic on another thought, this will be better for the other mod I'm planning
  • common/colony_automation and ai_budget
  • Compatibilities: Planetary Diversity done
  • Compatibilities: Guilli's Modifiers (you can play it, it's just that the modifiers give vanilla districts instead of the modded ones)

If you have any ideas for future content, please share them here.
If you encounter any bugs report them here.
인기 토론 모두 보기(7)
31
2024년 10월 29일 오전 5시 40분
고정됨: Bugs
Lord and savior, DaddyGaylord
11
2024년 2월 24일 오전 3시 58분
고정됨: Summary of the new districts
Lord and savior, DaddyGaylord
7
2024년 7월 10일 오전 6시 39분
고정됨: Exotic Resources and their Buildings/Exotic Phenomena
Lord and savior, DaddyGaylord
댓글 157
sem.maxim 2024년 12월 27일 오전 1시 04분 
No, this mod not work. Special buildings (such as "Gallium Mine") not extract special resources.
Drachilein 2024년 12월 10일 오전 3시 13분 
does this still work?
Shatari 2024년 9월 13일 오후 7시 43분 
No problem.
An update on the mining jobs: This mod basically reverts the changes from the latest update outright, from what I can tell. If I have to choose, though, I'll take the more interesting districts over easier mining any day.
Teamson 2024년 9월 13일 오후 2시 14분 
@Shatari youre the MVP for keeping us posted over here!!!
Shatari 2024년 9월 13일 오후 1시 06분 
For anyone wondering, this still works with 3.13. The different alternative mining jobs probably don't benefit from the new exotic resource mechanics, though.
Teamson 2024년 8월 18일 오후 2시 11분 
please, we need this!
Bubulejka 2024년 6월 2일 오후 10시 49분 
@atticorafasciata_Lastochka работает
atticorafasciata_Lastochka 2024년 5월 30일 오전 2시 12분 
работает на 3,12?
Ramiell 2024년 3월 14일 오전 12시 29분 
infrastructure districts keep appearing and replacing other districts
ChrissTheBurnedOne 2024년 1월 12일 오전 6시 41분 
is it on purpose that most planets don't start with industrial district?