Stellaris

Stellaris

!!District Overhaul
803 kommenttia
kav1990 4.1. klo 15.34 
Letting everyone know not to run this outdated mod; it crashed on 3.14.
//MX` 5.11.2022 klo 13.40 
Using this instead of DO v.2 or the test branch for 3.0 . Seems this gives there asteroid mining jobs for ringworlds which is cool for one system tall builds that I am specializing in. Totally want something like this implemented.
Cake >w0 3.12.2021 klo 16.12 
F
Blue001 10.8.2020 klo 12.39 
Oh, just noticed this version is no longer being updated. Phooey. So if I switch mods, I am assuming Ill need to start over?
Blue001 10.8.2020 klo 12.34 
So, because most of my planets have shelters and no city districts, I can't get any bonuses from the tradition that increases clerks from city district.

Same goes for a bunch modifiers, traditions, effects that give boosts the mining and power generation districts.

Is there a way you can make these 'alternate' mines, shelters and generator districts count as the thing they are replacing?
Vurae 15.6.2020 klo 7.07 
I have question about district. When I play new game, my district on capital planet vanised and they can't get back, someone knows whats the problem?
MasterGamer 6.6.2020 klo 10.19 
According to Narvindar, Universal Resource is compitable, just need Universal Resource loaded after this mod.
Cúchulainn 23.5.2020 klo 12.38 
Wait this is incompatible with Universal Resource Patch?
Nocte 21.5.2020 klo 5.16 
@scott4dges,District Overhaul 2 is a good mod but it's full of bugs now.
scott4dges 20.5.2020 klo 10.24 
@King_of_Ocean AFAIK the author won't be updating this version. His District Overhaul 2 mod (linked at the top of the mod description) is the current (and totally awesome) version of the mod. DO2 is indeed compatible with 2.7.x.
Nocte 20.5.2020 klo 7.23 
Still working on 2.7.2:cozybethesda:
Ambi 20.3.2020 klo 12.43 
ah okay I have universal resource patch and used district overhaul 1, but why the bottom on the list? I thought the !!! already show it show be on the top
RevansSchatten  [tekijä] 20.3.2020 klo 3.33 
This is a load order error, make sure District Overhaul is at the bottom of the list and you don't use another "version" of district overhaul or the universal resource patch.
Ambi 20.3.2020 klo 2.55 
When using the month, after the first month all normal districts get deleted and I have like 50 unemployed people, any guess why this happens?
RevansSchatten  [tekijä] 18.3.2020 klo 8.58 
Yust a heads up, District Overhaul 2 is now released. This version will now longe be continued.
RevansSchatten  [tekijä] 18.3.2020 klo 0.58 
District Overhaul 2 will release in the next couple of days for Stellaris 2.6
Sjru 🐲 17.3.2020 klo 20.45 
Will this be updated?
Nevysin 14.3.2020 klo 11.54 
Moved load order around a little and working fine now.
scott4dges 13.3.2020 klo 8.46 
@无可奉告 Yes, this works perfectly in 2.5 Stellaris
无可奉告 13.3.2020 klo 7.56 
Is this capable for 2.5?
Kencko 13.3.2020 klo 3.58 
Sorry late reply Nevysin, was my bad I had !!!Universal Districts Patch installed aswell.
Nevysin 7.3.2020 klo 18.09 
!Kencko, are you using UI Overhaul Dynamic, that was recently updated and wonder if that is it. Same issue here.
Kencko 6.3.2020 klo 6.11 
Some of the planets have district indicators but no slots for the indicator, also some have slots for new but none for vanilla districts
TrevTheMan 29.2.2020 klo 18.38 
you are the best thank you so much
scott4dges 29.2.2020 klo 17.54 
Double-check that the DO mod is the very last mod in your order on the Paradox mod launcher. The districts-disappearing-after-a-month issue is usually that. It should be below any AI mods or anything that changes districts. Basically, keep it LAST and you shouldn't have a problem.
TrevTheMan 29.2.2020 klo 16.15 
for some reason every time i start a new game my capital planet only starts with 2 mines,plants,farms then after a in game month they go away and go into housing district and i go into the negative on minerals and energy i really love this mod and that happening on single player is not that bad i can just give my self some minerals and energy but its horrible when me and my friend play and we are screwed for so long
jht_89 16.2.2020 klo 4.58 
@RevansSchatten: Perfect, that was much easier than I had worried it would be.

RevansSchatten  [tekijä] 16.2.2020 klo 4.35 
Each planet district has a scripted trigger, I think they are called has_district_XY, if you modify the scripted trigger, there should be:
Or = {
is_planet_class = pc_gaia
}

Then simply copy paste the is_planet_class and change the planet class if, directly below the other is planet class.

Alternativly you can use the beta, where the shroud worlds should have the vanilla districts, but will get some more content very soon, as I am nearly finished with the base DO2 mod and will move into compatibilities soon.
jht_89 16.2.2020 klo 3.46 
and following on from that, how would I go about adding on the appropriate districts to a planet where they aren't present?

I've tried adding some of the special deposits from this mod, and while they are listed in the deposit section of the UI, no additional districts appear in that section of the UI.

I've tried using the add_district command, which does result in the appropriate district type (I used the vanilla agri district as a test) being added to the UI, it also creates a district of that type, and when that district is demolished, the district type vanishes from the UI.

Could you give me any insight as to how to set the available district types on a given planet after game start, and how to get them to stick around in the UI without needing to have a district of that type built?
jht_89 16.2.2020 klo 3.27 
@RevansSchatten I know this mod isn't being actively worked on any further, but I've noticed that when using the PD Shroud World mod that the Shroud World doesn't have any districts except for a small number of city districts.

Broadly speaking, what is the methodology used to determine what districts get added to a given planet/planet class?
Gopher 7.2.2020 klo 13.28 
So, two issues I have noticed.
1: I don't know if it's intended, or uniform to all the districts, but the Spaceport's Pilot jobs seem to take higher priority than prioritized mining jobs. I have no idea why, though I guess I could just lower the job count for pilots until I need them, but that's a lotta micromanaging!
2. The Nature Reserve district lists it's job as "mod_job_do_park_ranger_add" I dunno if that's a conflict with the Job Descriptions mod or something else, but figured I'd report it!
Gopher 1.2.2020 klo 10.26 
Thank you, and sorry for bothering you with my dumb!
RevansSchatten  [tekijä] 31.1.2020 klo 22.59 
Ok, so. If you use the 2.5 paradox vanilla launcher then Do has to be below any mod that changes districts (including AI mods).
Gopher 31.1.2020 klo 11.46 
So, will your AI mod take priority over Starnets if put into the load order below Starnet? or is it above? I swear, sometimes I have it right in my head, then i get lost...
RevansSchatten  [tekijä] 30.1.2020 klo 23.01 
Yes and no. You of course can use Starnet but the AI for the districts isn't affected. I had a fully implemented Starnet AI compatibility the then had major issues as the ai simply wouldn't build some districts. As I am not a fan of Dependency mods I have buildt my own ai system for DO2, which showed some good results from my tests.
Gopher 28.1.2020 klo 13.31 
Is this compatible with Starnet AI? It's the AI mod I switched over too after Glavius went into retirement
RevansSchatten  [tekijä] 18.1.2020 klo 22.13 
As many mods have been updated over the time it was getting hard to keep up. With the upcoming District Overhaul 2 I will add compatibility for as many mods as possible (limited by the amount of mods I know, that have anything to do with districts)
aggravatedInsanity 18.1.2020 klo 14.07 
Is there any chance to get a version of this that is just compatibility with mods? Universal Districts was my go to, but that seems to have been discontinued. I like the extra districts, but sometimes I'd like to just run the normal ones while still having the compatibility this adds between mods.
RevansSchatten  [tekijä] 16.1.2020 klo 11.11 
Yeah, that comes from ASPR, if you check out the beta version, for it I have cooperated with the author of ASPR to get a in depth compatibility.
SolidSpaceDisk 16.1.2020 klo 8.32 
dunno where the ancient planet comes from but I got some search and ASPR maybe have it and the world doesn't have any district aside city(planet block implies it has all 4 basic districts) so maybe it needs a patch?
Valrossar 16.1.2020 klo 2.20 
Not sure if this helps anyone but I had the same issue and it turns out I derped and had District Diversity installed which isn't needed at all with this mod or the beta. Try that if you have it? Out of 75 mods that's the only thing that caused an issue with me.
jeradjohnso 15.1.2020 klo 0.47 
My feedback for the mod author--please give some sort of install advice regarding the load order to avoid conflicts. I have 100+ mods loaded and I've been trying to get this working all night. My districts keep disappearing
troopersmith1 9.1.2020 klo 10.45 
Its recommended that you use the DO2 beta branch, as this version is no longer receiving updates.
Mr Lowe 9.1.2020 klo 9.44 
Same issue as zac115. At start of month two, all districts dissapear except for city - even with this mod at very last in load order
zac115 7.1.2020 klo 3.45 
does this mod need to below the ui mod? when i use this mod all my Districts get pushed over to City District and take away all the other ones.
jweller12 2.1.2020 klo 11.47 
does this work starnet? starnet has universal districts patch as a requirement.
Ridesdragons 25.12.2019 klo 4.07 
@Imagine Wagons read the description of this mod. it's at the bottom.
Imagine Wagons 25.12.2019 klo 3.21 
Is this the same as District Diversity? Are you suppose to use both?
PlayOnWords 24.12.2019 klo 11.56 
It will work, but you are recommended to use District Overhaul 2.0 with new playthroughs
1-800-I-KILLA-U 24.12.2019 klo 9.38 
Will this work for +2.5?