Stellaris

Stellaris

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Frameworld Extra Goodies
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7.402 MB
3 Nov, 2023 @ 7:48pm
11 Mar @ 3:22pm
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Frameworld Extra Goodies

Description
Adds nine (for now) new districts to the frameworld, as well as multiple deposits and other upgrades

IMAGES MAY BE OUT OF DATE, BUT THE DESCRIPTION BELOW IS ALWAYS UPDATED

I ran out of space for the detailed feature list, FEATURE LIST is on the discussions page.

//FEATURES//
DISTRICTS
  • Storage District: Increases empire storage.
  • Embassy District: Makes small amounts of influence.
  • Astral District: Makes some astral threads.
  • Knight District: When used with Daemonic Incursion, to allow for a Knight Frameworld.
  • Planetary Mass District: Creates small amounts of planetary mass through lots of resources.
  • Stellar Plasma District: Creates small amounts of stellar plasma through lots of resources. Needs Stellar Manipulation)
  • Dark Matter District: Makes some dark matter. Disabled if ACOT is installed.
  • Living Metal District: makes some living matter.
  • Matrioshka Brain District: Expensive, but can increase Matrioshka brain uplink empire cap.
  • Nanite District: Makes nanites, needs Nanite Expansion Continued.

DECISIONS / DEPOSITS
  • Enclave Integration: Can invite vanilla and modded enclaves to setup on the frame. (Salvagers and Shroudwalkers cannot be invited, yet.)
  • Giga / Megastructure Integraion: Many giga/megastructures can be integrated into the frame via decision. See full feature list for list.
  • Resort Section: Can setup a resort on the Frame which gives resort jobs based on the number of outposts.
  • Mutagenic Spa Section: Can setup extra mutagenic spa jobs.
  • Battle Thrall Section: Can setup battle thrall jobs and army experience bonus like the Thrall world.
  • Vivarium Section: Gives 100 Vivarium capacity.
  • Moving Special Strategic Resources: Iodizium and Planetary Diversity Unique Worlds' resources can be moved to the frame for limited production.

PSUEDO-ORBITAL RING
Adds my own orbital ring variation, with unique modules and buildings specifically for the Frame.

CIVICS
Adds a working Anglers civic for the frame. Read the tooltip of the civic in game for details.

//COMPATIBILITY AND LOAD ORDER//
OPTIONAL MODS

LOAD ORDER
  1. Requires Gigastructures
  2. Optional mods here
  3. Optional (highly recommended - NEEDED IF ACOT IS INSTALLED) Voidframe
  4. (PLACE MY MOD HERE)

FAQ - READ ME
I CANT SEE SOME DISTRICTS
- Sadly, using any UI mod that looks like Bigger Planet View (or Dirty Fix), caps the number of district types to 24-26. This will cause problems for this mod, and Voidframe as well. If you want more building slots, but still want to see your districts, use my UIOD patch
SAFE TO ADD MID GAME
- Yep, but you will be missing the global flag. However, nothing else relies on this global flag so it should be good.

CONTACT ME
You can contact me either through the comments below, or in my channel in the Gigastructures Discord[discord.gg]. IT IS MUCH EASIER TO FIND ME THERE THAN IN THE COMMENTS

//CREDIT//
  • Megumin, for creating Voidframe and modifying all the ACOT district images for this mod.
  • The Gigastructures team, for creating the frameworld, and for creating the original art for several districts (embassy / storage), A special shoutout goes to TTFT, who answers all my questions!
  • Gatekeeper (PD unique worlds dev) - For allowing me to use some of his art for Planetary Diversity integration.
  • Yanz - The upgraded storage script is based on his mod.
  • Paradox Dev Team, (for making stellaris duh) for creating the original art used in many districts / deposits.
  • Guys on The Gigastructures Discord - For giving me good ideas and feedback.

I ran out of space for the detailed feature list, FEATURE LIST is on the discussions page.
164 Comments
kman11000 15 May @ 7:38pm 
That's fair. Still kinda sad though as I enjoy frameworld quite a bit (I like building tall versus wide and frameworld is peak that imo). Thanks for the info regardless. Crazy to see the level of reworks we got in general for pops/districts/jobs with 4.0
Xahkarias  [author] 15 May @ 7:25pm 
@kman11000: There's nothing concrete, but last I heard, Frame will be near the end of the todo list due to how it needs to do a lot of changes with districts and zones. Zones are also really difficult to mod currently without compatibility issues, so it 100% has to wait until PDX fix that
kman11000 15 May @ 3:58pm 
Figured it would take a bit but they are skipping frameworld in 4.0 and doing it in 4.1? I'm not in anything that gets info for their times/progress (usually use mod comments for it but Giga's is off).
Xahkarias  [author] 13 May @ 3:46pm 
Yep, gotta wait until Gigas re-adds frame for 4.1
topher.s.g 12 May @ 6:13pm 
I can only imagine any update to this will have to come after Gigas actually gets frameworlds working
kman11000 12 May @ 11:29am 
Is work already ongoing towards getting Frameworlds + their related goodies updated to 4.0? I figure it is a nightmare given how much 4.0 changed pops + jobs + districts and wish any working on it lucky in sorting through it all.
Xahkarias  [author] 20 Mar @ 6:45pm 
@GabeC1997: It should provide at the minimum a knight commander job. Hmm, are you running ACOT + associated patch mods or is this a no ACOT run?
GabeC1997 20 Mar @ 4:20pm 
Is the Frameworld Order's Keep supposed to provide any starting jobs or is this some weird bug?
Xahkarias  [author] 23 Feb @ 6:37pm 
@Graepix: Great idea, I have some funny ideas. Sadly I am quite busy for the next few months, and with 4.0 on the horizon, I'm freezing active development until then (since I'll have to rewrite everything then). But it is 100% going on my todo list
Graepix 23 Feb @ 4:16pm 
I'm probably the only person who'd ever use this feature, but would it possible to make it so that pre-sapients could be relocated to the frameworld? You can't abduct pre-sapients and frame outposts just destroy them, so there's currently no way to get non-devolved pre-sapients on the frame.