Stellaris

Stellaris

VF's Buildings [Legacy 2.*]
27 Comments
VFacure  [author] 16 Sep, 2020 @ 2:47pm 
@Pika35412 Legacy still works too, but I recommend the newest version

@ZtatiC You're welcome!
CrimsonShadow 16 Sep, 2020 @ 1:32pm 
Does this mod work on the latest version and if not any plans to update?
ZtatiC 14 Sep, 2020 @ 5:00pm 
Just: thank you.
the_sam_ryan_1985 1 Jan, 2020 @ 6:21pm 
Awesome, I was afraid something was wrong and very glad to hear that a great mod was enhanced even further. Thank you so much for making it and keeping it working!
VFacure  [author] 26 Dec, 2019 @ 4:20pm 
@the_sam_ryan_1985 I've added so many new stuff that I wanted to give it another shot in the front page, so more people can enjoy it. What changed? Well, two new buildings, many tweaks, graphics, two dozen techs, AI improvements, reworked localisation, lithoids compatibility and more things planned around the corner.

Thanks for the kind words! I plan on maintaining it and keep improving it for a lot of time, too!
the_sam_ryan_1985 26 Dec, 2019 @ 12:36pm 
What happened to the mod that changed it? One of the best mods ever, thank you for the hard work in creating it and maintaining it.
VFacure  [author] 17 Nov, 2019 @ 6:25am 
@willpill35 Well man, do I have some great news for you: refer to the third paragraph after the list of jobs here in the description. They already do. It doesn't mention that Purification Hubs boost Prospectors and Energy Nexii boost Tunnellers in the UI, but they do.

That's because these jobs are, respectively, in the Miner and Technician categories, so everything that boosts these two jobs boost my jobs. I have some updates planned that boost all other non-resource jobs by having them behave as Administrators, too.
Yuya 16 Nov, 2019 @ 8:58pm 
Just recently found this mod but I love it. One suggestion though would be to make the Energy nexus and Mineral purification Hub from the base game boost strait mineral income and energy income instead of just from technicians and miners that way they have a boost to your buildings as well. The base versions would still only affect miners and technicians but the upgraded would affect everything possibly. Or possibly make them also generate miner and technician jobs when the pops get to a certain point or a building that requires both of those that does that if you want to not edit the vanilla buildings.
VFacure  [author] 16 Nov, 2019 @ 9:56am 
@InterKid Thanks friend! I appreciate the appreciation!
ekoparker 16 Nov, 2019 @ 8:03am 
Hey man, I just want to say good job! Your mods are amazing; keep up the good work!
Kepos 28 Oct, 2019 @ 2:52pm 
Just started a quick new game with Lithoids on 2.5.1. beta-branch. It seems the Beta Tunnel Complex isn't providing the supposed energy. Workers are in, but no recent surplus.
VFacure  [author] 27 Oct, 2019 @ 11:08am 
@jtucson I've checked what you're talking about and it's not my mod that's conflicting with Lithoid Crystal Plants, you probably have another one that does installed.

Anyway, special Lithoid mechanics are in order.
VFacure  [author] 27 Oct, 2019 @ 10:38am 
@jtucson I'll have to play a little bit of the new update to see what changes are in order. No worries, it'll be updated.
jtucson 27 Oct, 2019 @ 10:34am 
Hi there will there be an update for 2.5.x? This is a great mod and it has been working well until the crystal harvest buildings have come up.
VFacure  [author] 19 Oct, 2019 @ 6:17am 
@jeffg10-TheDanceMaster well, the old launcher used to zip the files, so you could only play with it all together. It doesn't anymore and so they arrive on your computers loose, so not all of them might be there if you aren't patient.

Again, launcher shenanigans. Good finding, makes the whole situation clearer.
jeffg10-TheDanceMaster 18 Oct, 2019 @ 7:12pm 
i've found this problem can also be caused by not giving the mod enough time to properly download if you're on a slow network too
VFacure  [author] 16 Oct, 2019 @ 5:56am 
@teigen.sethi It's typical Paradox Launcher shenanigans. Try to unsubscribe and subscribe to this and restart the launcher, see if it helps;
Dearth of Gravitas 16 Oct, 2019 @ 5:15am 
the launcher is not allowing me to enable the mod because it belevies there is something wrong with the downloaded files. Any solutions to this?
lazarusplus 15 Oct, 2019 @ 8:49pm 
thanks for your response i think you are right a save right after start looked fine from a new game. will see if it happens again and what the conditions were if it does.
VFacure  [author] 15 Oct, 2019 @ 2:53pm 
@lazarus.plus I'd have to idea of what happened to you had this not happened to me before. From my experience it's a save-game that got corrupted. Personally when it happened to me I just reverted to a previous auto-save and it worked.

I haven't done anything vaguely related to existing buildings this update, btw
lazarusplus 15 Oct, 2019 @ 1:34pm 
could be mod load order but a save load today all the buildings were gone, replaced with the autocthon image and they did nothing. worked fine last night. not sure what happened.
Kepos 14 Oct, 2019 @ 9:58am 
Thx for your support!
Scottish Monk 14 Oct, 2019 @ 8:51am 
what happend to hoi 4 sandbox??
VFacure  [author] 12 Oct, 2019 @ 5:37am 
@Kepos I've looked onto it to it and it seems my first theory is wrong. I've no idea why but that mod claims to be and work-in-progress while mine has the same coding it has had for a while and nobody ever said anything about breaking planet view mods (personally I play with a few good bunch of them) so I suspect it has something to do with the other end of the line.
VFacure  [author] 12 Oct, 2019 @ 5:25am 
@Sorypsi I've changed the mod's prefixes on this update so they're two "separate" mods. You can play both versions together and they won't clash, but this means you can build two of the same buildings if you have both installed. This was made so you can finish your saves on Legacy version and only then switch over to this one, the one I'll be updating from now on.
Kepos 12 Oct, 2019 @ 5:21am 
Interesting mod, unfortunately, I got a compatibility issue with Thaumatarge's Planet View 2 where the 45 planet slots disappear back to the common 16.

I used Planet View without an issue, then added your mod and after loading the savegame I only have 16 planet slots. Would you mind to have a look at it too?
Neverminder 11 Oct, 2019 @ 10:06pm 
so this can't be used at all with 2.3? or is just the cosmetic red tag in the launcher to worry about? i accidently had both installed because the file names looked different. the game just decided to add two separate instances of each building in my 2.3.3 version