Stellaris

Stellaris

Build Upgraded - Direct Construction of High Tier Buildings
68 Comments
Mugi 28 Oct, 2018 @ 7:39pm 
Thanks for explaining things!
Gratak  [author] 28 Oct, 2018 @ 7:10am 
IIRC (has been a while since I've done this) I've added a non-constructable building on top of all building trees. If existing unique buildings and my direct construct buildings share a common upgrade, the "unique" modifier of Stellaris keeps working. If a mod changes the top tier building and overwrites mine, this is gonna break. You might have better luck with CGM buildings, which also has the functionality of this mod (and many others, though most are toggle-able) and adds compatibility to many mods.
Mugi 28 Oct, 2018 @ 6:20am 
It may be due to a mod conflict, but this mod is removing the planetary unique rules on certain buildings (e.g. Cryo Revitalisation Clinics). What could be causing that?
Gratak  [author] 12 Oct, 2018 @ 4:14pm 
It does not. Works as intended when I test it. You must have somehow activated the flag that activates the display of all buildings. IIRC, Hads autobuild sets it temporarily and CGM buildings should have the option to permanently enable it.
Trigger 11 Oct, 2018 @ 7:38am 
i think the mod may need a fix its showing all the lvls of buildings
Gratak  [author] 1 Jul, 2018 @ 1:16pm 
well we offer comp in cgm buildings and I got quite a bit of maintaining to do there. Not really wanting to add more here.
Zag14 1 Jul, 2018 @ 12:17pm 
sad
Gratak  [author] 1 Jul, 2018 @ 11:29am 
no
Zag14 1 Jul, 2018 @ 10:53am 
this mod compatible with glavius ai ?
Gratak  [author] 21 Apr, 2018 @ 1:14am 
Indeed xnadu. Forgot. Thanks for reminding me. Updated the link and description.
Tyler 20 Apr, 2018 @ 8:46pm 
hey sorry for not responding to your earlier msg. just got the notification. And yeah its fixed if you hadn't already figured out by now
Chastity the Celibate 20 Apr, 2018 @ 7:26pm 
You should link the new Core Game Mechanics mod, as it also integrates this mod (obviously you know that)
Gratak  [author] 1 Apr, 2018 @ 2:27am 
Actually... Could you try if the problem is solved? I've just rerun by script over the trigger file (and uploaded it) and they seem to have indeed added something with respect to traders that I hadn't noticed before.
Gratak  [author] 1 Apr, 2018 @ 2:17am 
I cannot reproduce the problem. Could you come to https://discord.gg/qJK8QgC to my channel and post a save-game with the problem and minimal mods required to create the problem?
Tyler 31 Mar, 2018 @ 6:41pm 
I think I've found a bug with this mod (tested with just this mod activated on new saves and ones in progress). I'm unable to end a deal with the commerce guilds after starting one. When I try to click the button to end the deal, nothing happens.

I saw that some other people were experience this bug here but with different mods https://www.reddit.com/r/Stellaris/comments/87gt4m/trade_enclave_seems_to_think_that_i_already_have/

If you happen to fix this issue in your mod, could you post the details of what you did to fix it? I suspect whatever is going on is happening across multiple mods.
Gratak  [author] 28 Mar, 2018 @ 1:20am 
Except for the hiding of the first building the two should work together though. I can recommend you using https://sp.zhabite.com/sharedfiles/filedetails/?id=803491311 to have less of a crowded building window.
Gratak  [author] 28 Mar, 2018 @ 1:17am 
Pretty sure "only" is the wrong word here. Glavius changes every single building and overwrites my buildings while doing so. Only my direct construct versions are not overwritten. And for those the hiding should work. There will be a comp patch eventually, but in this case I have to clear up some things first, sorry.
Marinho 27 Mar, 2018 @ 3:59am 
Somehow the "Hide Low Tier Buildings" part of this mod is not working for me all I did was to install Gavius AI Megamod
Chastity the Celibate 22 Mar, 2018 @ 4:05am 
Why thank you
Gratak  [author] 22 Mar, 2018 @ 3:09am 
Chastity the Celibate 21 Mar, 2018 @ 3:11pm 
Is there a Novus Orbis patch?
Gryphon 17 Mar, 2018 @ 12:58pm 
@Gratak Awesome!! Thank you both.
Gratak  [author] 17 Mar, 2018 @ 12:43pm 
@KimmiKammi: Got a fast reply and Dumuzii already did my suggested changes. So here is now the Comp Patch: http://sp.zhabite.com/sharedfiles/filedetails/?id=1334080002
Gratak  [author] 15 Mar, 2018 @ 10:00am 
I looked into it and I will do it. Though first I asked the creator of the mod to make it a bit more comp friendly (pretty simple change without disadvantage). Waiting for a reply here before I start. In it's current form, if I make a comp patch, that one would be incompatible with all my other comp patches, which is not really what I'm aiming for...
Gryphon 14 Mar, 2018 @ 1:01pm 
A patch for Ethos Unique buildings would be amazing.
Gratak  [author] 9 Mar, 2018 @ 1:59pm 
Thanks ;)
@In_The_Motion: Created a comp patch with AutoBuild: http://sp.zhabite.com/sharedfiles/filedetails/?id=1325639287
voice of enigma 9 Mar, 2018 @ 4:32am 
great mod!, thanks
Sumatris 25 Feb, 2018 @ 11:00am 
It's fixed. Thanks a bunch :-).
Gratak  [author] 25 Feb, 2018 @ 10:00am 
Ok. Should be fixed. Was actually introduced by the edict, not 2.0. Missed it because it affected only the unity buildings.
Gratak  [author] 25 Feb, 2018 @ 9:35am 
Thanks for the info. There is indeed a bug with t3 and t4 unity buildings. Workaround is to enable low tier buildings via the edict. I'm trying to fix it asap.
Sumatris 25 Feb, 2018 @ 8:09am 
Perhaps it's just me, but spiritualist temple buildings don't show up anymore since I (re)installed this awesome mod. It's not something I can't live without, but it does feel like something's missing, so I'd appreciate if you took a look at it :-).
Gratak  [author] 16 Feb, 2018 @ 4:56am 
Uploaded this approach. Would appreciate some feedback.
Gratak  [author] 16 Feb, 2018 @ 2:08am 
Ok. Had a look at the possibilities. Pretty sure I cannot create a checkbox like for ship designer "hide outdated components". But I just successfully created two edicts (with zero costs) that would switch between hiding lower tiers and displaying them. Do you think this would be useful?
Gratak  [author] 15 Feb, 2018 @ 11:52pm 
So far not. But yes, I'm aware of this and might be able to add that option in the future.
blacksunshining 15 Feb, 2018 @ 7:27am 
Enjoy the mod, but sometimes need to build lesser tiers of a building, due to budgeting. Is there a way to reveal the lesser tiers of buildings so that they may be built instead of direct to top?
falhxer 11 Feb, 2018 @ 9:16am 
good is coming out soon.
Gratak  [author] 11 Feb, 2018 @ 4:51am 
So far not. It's a bit of extra work as the scripts of autobuild are pretty lengthy and I'd have to add my direct construction buildings here. I guess I'm gonna do it for 2.0.
falhxer 9 Feb, 2018 @ 11:43am 
is there any compatibility patch with autobuild ?
Fraud 20 Jan, 2018 @ 1:07pm 
Thank you, this bugged me to no end
Gratak  [author] 18 Jan, 2018 @ 2:32am 
Ok. Here you go: http://sp.zhabite.com/sharedfiles/filedetails/?id=1273216629 . Compatibility patch with alpha mod.
Gratak  [author] 17 Jan, 2018 @ 9:53am 
currently having a look at it. gonna release a comp patch if I get permission and everything works.
Tyrantosaurex 17 Jan, 2018 @ 12:48am 
How about an Alpha Mod patch? Not sure if I should be asking you or attempting to use the included script to do it...
DemonicVoid 14 Jan, 2018 @ 1:57am 
Things will be so easier now, thank you!
Gratak  [author] 13 Jan, 2018 @ 10:56am 
@DemonicVoid: It is not compatible without a patch. While Phil is right with the script, due to the dependence of this mod on vanilla buildings, it is not trivial to create such a patch. But I just created a compatibility mod and uploaded it: http://sp.zhabite.com/sharedfiles/filedetails/?id=1268170654
Phil 10 Jan, 2018 @ 1:52pm 
@DemonicVoid - You'd have to implement it yourself. He talks about the tools in the description.

Modding Resource
This mod is created via a python script. It parses the vanilla building files and creates the "Build Upgraded" versions from them. The same can be done with buildings from mods! To enable you to do this using python 3, I have added the python script to this mod (as .txt, since .py wouldn't upload).
Kencko 7 Dec, 2017 @ 12:14pm 
Because in reality when building a nuclear power plant we must lay the foundations by building a...coal plant??? wha?
Gratak  [author] 2 Dec, 2017 @ 3:44pm 
Thanks. I totally agree with you. And I really hope they include it in Vanilla the way you say.
Zurvaan 2 Dec, 2017 @ 3:31pm 
One day, upon viewing your mod, a bespectacled viking over at Paradox Studios will slam down his leg of goat on his work desk and say "WHY DIDN'T WE DO THIS FROM THE START!?"

Lower tech buildings will fall under an interface akin to the obsolete ship parts menu, and your work will no longer be needed.

Until then and thereafter, for your forward thinking and innovation, I salute you.
Vivde 24 Nov, 2017 @ 6:01pm 
NO. OH MY GOD NO. NOOOO.