Stellaris

Stellaris

Extra Buildings - Upgrades
75 Comments
Maschinenmensch 3 Dec, 2023 @ 2:32am 
Nice
Thane-Stus  [author] 19 Mar, 2020 @ 10:30pm 
@Bouchmuad Yeah I plan to have it continue on, maybe a further +1 on the tier 3 so itll be 3/6/10 instead of the normal 2/5/8.
Update coming this weekend.
Boµchmµad😴 19 Mar, 2020 @ 10:08pm 
Need to correct the void born bonus for the additionnal farmer in the hydroponic for tier 1 And it will be nice to still have it with the additionnal tier.
Thane-Stus  [author] 11 Mar, 2020 @ 9:56pm 
@Energywelder Yes that bit prevents the AI from making these unless theyre running a deficit

The AI tends to do really dumb shit if you just let them build whatever, so I adapted Glavius' AI stuff to make it work with the buildings from this mod. The way I did it will result in the AI not really building many things from this mod.
Energywelder 11 Mar, 2020 @ 6:56pm 
@Thane-stus

I was poking around the coding for the mod and in all the buildings for AI weights there's blocks like

modifier = {
factor = 0
owner = {
has_monthly_income = {
resource = food
value > 1
}
}

(example from a food building)
Doesn't this mean that as long as the AI isn't running a deficit, it will never build any of the buildings?
Tibus 6 Nov, 2019 @ 11:33pm 
It just seems odd at times i visit planets to build a new building as slots become available and then notice a admin building and think " im sure i have built that already...lol
Tibus 6 Nov, 2019 @ 11:31pm 
Thanks buddy, I have sent a message to Orrie to see what his thoughts are on it also but im almost ready to start a new game so a fresh start could be the best solution. thinking about it i am not 100% sure i did start this game with his mods loaded at the start.
Thane-Stus  [author] 6 Nov, 2019 @ 11:24pm 
@Tibus Might just be stellaris being weird, try moving all the extra building mods you have above the Building Slot mod and see if that fixes it.
Tibus 6 Nov, 2019 @ 11:17pm 
Hey buddy, yes i have Infinite building slots by Orrie loaded but i loaded it at the start of this saved game. yours i only just loaded so was wondering if this was the issue.
Thane-Stus  [author] 6 Nov, 2019 @ 11:03pm 
@Tibus Did you add a mod that increases building slots? If you add one of those to a save created without one it will cause any buildings put in those slots to be destroyed.
This thread explains it better: https://sp.zhabite.com/workshop/filedetails/discussion/1587178040/3561682880005816532/
Tibus 6 Nov, 2019 @ 10:58pm 
Hi Thane, thanks for the mod good job. A question i'm not sure even if it is anything as i have a couple mods loaded but when i loaded your mod and another that adds buildings it un-built buildings i already had built in game and i got tons of unemployed admin and merchant workers. The buildings that were affected were the admin merchant centre research institute and ministry of industry. Seems like it doesn't like the high end jobs. I could build them again and unemployed workers got back to work but now i visit cities and im sure i have built buildings and it shows them needing to be built again. Have you noticed anything like this before or could these mods that add buildings or jobs be the cause?
Executioner 24 Oct, 2019 @ 9:46am 
update for 2.4?
Sniggledorf Fumpledink 16 Oct, 2019 @ 2:39pm 
update?
Vygotsky86 10 Aug, 2019 @ 9:05am 
@Thane-Stus Thank you, it works correctly!
Vygotsky86 10 Aug, 2019 @ 2:50am 
@Thane-Stus can you make compatibility patch for Master of the planet - Main mod, because Hydroponics Farms cannot be upgraded?
Thane-Stus  [author] 25 Jul, 2019 @ 11:27pm 
@я НЕ саппорт пида Sure, ill put it in the next update.
Уберите Из Мута 25 Jul, 2019 @ 10:44pm 
make localisation for all other lenguages to Eng pls, cos now playing on rus client i see only code instead of description
Executioner 4 Jun, 2019 @ 1:37pm 
can u update ur mod for Version 2.3 ?
Thane-Stus  [author] 10 Feb, 2019 @ 10:36am 
@Rakonat I thought about doing that but decided to just do it with motes because thats what the mineral processing thing uses, probably change it in the next patch
Rakonat 10 Feb, 2019 @ 10:14am 
@Thane-Stus perhaps change Deep Core Mine T2/3 to using Rare Crystals instead of Motes to diversify strategic resource use? As a lore reason, Crystals are used for Crystalline Sensors and Focusing Crystals, so they could be used as part of ground penetrating radar to find ores and focusing lenses for laser drills?
Thane-Stus  [author] 28 Jan, 2019 @ 1:02pm 
@salzi also a list of all the mods youre using please.
Thane-Stus  [author] 28 Jan, 2019 @ 1:02pm 
@salzi could you send me the save file, I might be able to find some way to save it. If youve discord you can add me there and send it Thane-Stus#0893
salzi 28 Jan, 2019 @ 1:01pm 
Yes, it's while loading the save file. If i go back about 20 years it works, but a lot of stuff happened in the meantime which I would hate to lose.
Thane-Stus  [author] 28 Jan, 2019 @ 12:58pm 
@salzi Just to make sure its crashing during save game load correct? I can't seem to reproduce a crash, have you tried loading a slightly earlier save?
salzi 28 Jan, 2019 @ 12:56pm 
So I tried using only the Main extra buildings Mod + the linked one and it still crashes. Also using the linked + the Main + the other 2 still crashes the game while loading.
Thane-Stus  [author] 28 Jan, 2019 @ 12:46pm 
@Salzi Can you test and see if using this + the main Extra Buildings mod fixes your issue https://sp.zhabite.com/sharedfiles/filedetails/?id=1638423199
Thane-Stus  [author] 28 Jan, 2019 @ 12:36pm 
@salzi sorry about that hadnt thought about it breaking save games, gimme a few mins and ill put up a legacy version that should fix it.
salzi 28 Jan, 2019 @ 12:28pm 
So I used this mod, today it updated and now my safe game is broken. I tried adding the Extra Buildings - Strategic Resources, but this did not fix my save. Is there any way of obtaining the pre-update version?
Thane-Stus  [author] 28 Jan, 2019 @ 11:06am 
The upgraded strategic resource buildings have been split into a different mod
Extra Buildings - Strategic Resources
Thane-Stus  [author] 24 Jan, 2019 @ 11:49am 
@Booperius Since a few people have requested it I'll split out the strategic resource buildings into a separate mod later today or tomorrow, I'll release it with a third tier of buildings that give 5 jobs then too. Also don't know how i missed the Geothermal thing, that'll be fixed soon too.
Booperius 24 Jan, 2019 @ 10:07am 
Would it be possible to convince you to make a standalone mod for your strategtic resource building upgrades and also add a third even higher tier that adds 5 jobs). Geothermal is a single word, it doesn't need a hyphen.

Either way, this is one of the best mods I've found for this sort of thing.
TortoTheConqueror 23 Jan, 2019 @ 11:27am 
Cool!
Thane-Stus  [author] 23 Jan, 2019 @ 11:15am 
@Torto The Conqueror On 2.2.4 they do, in my testing prior to 2.2.4 they didnt upgrade the mines often but they do now.
H11DN-D4NG3R 23 Jan, 2019 @ 6:39am 
Yes
TortoTheConqueror 23 Jan, 2019 @ 6:37am 
Does the ai use these?
Thane-Stus  [author] 21 Jan, 2019 @ 1:37am 
@♤ |_Pandora_| ♤ If you wanna provide russian translations you can just send me a friend request, otherwise best I can do is something from google translate.
♤ |_Pandora_| ♤ 20 Jan, 2019 @ 11:46pm 
Pss. Russian mod? :0
Thane-Stus  [author] 18 Jan, 2019 @ 3:55pm 
@Lovs2smuge Probably just stellaris not loading it properly or something, it does strange things sometimes, glad its working now though
Lovs2smuge 18 Jan, 2019 @ 3:34pm 
Ok, having reloaded the save a second time without changing anything it seems they are working again, I'm not sure what exactly was wrong the first time.
Lovs2smuge 18 Jan, 2019 @ 3:29pm 
And just to add, I checked both the building and the pops themselves, they produce no Exotic Gases, no matter how many pops are in the Gas Refiner jobs.
Lovs2smuge 18 Jan, 2019 @ 3:28pm 
Thanks for the quick reply, I will test it again.

I have pops in there, all my refineries were upgraded to the advanced ones, and the Advanced Crystal Plants and Chemical Plants work fine.

With the Refineries there are no values on the tooltip, it just saves Gas Refiners convert Minerals into Exotic Gases. All the other buildings tell you the job outputs and inputs.

I will see if I can sort the problem.
Thane-Stus  [author] 18 Jan, 2019 @ 3:14pm 
@lovs2smuge Both of them work for me in my saves, both in 2.2.3 and 2.2.4, so you might have another mod thats breaking it.
Thane-Stus  [author] 18 Jan, 2019 @ 3:10pm 
@lovs2smuge Is it the level 2 or level 1 refineries?
H11DN-D4NG3R 18 Jan, 2019 @ 3:08pm 
@Lovs are you sure it haves pops in it :?
Lovs2smuge 18 Jan, 2019 @ 2:55pm 
2.2.4 seems to have broken the Gas refineries, loaded up the save and they no longer give any gases, can likely fix it myself, but just thought to let you know.
H11DN-D4NG3R 7 Jan, 2019 @ 7:50am 
Nope.
Executioner 7 Jan, 2019 @ 7:49am 
does these Buildigs have strategicresources upkeep ?
gizmoguy117 24 Dec, 2018 @ 6:49am 
a good idea you might want to put up is a advanced strategic resourse production standalone.
just a thought. good work on the mod anyway perfect for tall empires.
Guedez 21 Dec, 2018 @ 2:49pm 
Make the upgraded versions also cost special resources like all other upgraded buildings do. Otherwise it's too OP