Stellaris

Stellaris

DistrictOverhaulTestBranche
259 Comments
yeah 13 Feb, 2023 @ 11:17pm 
Damn this mod is still dead. Mod was a must-have in 2020-2021 RIP
AT 21 Aug, 2022 @ 11:22pm 
@snoremega

Not sure if direct update for this mod exists, but if you lookin for closest functionality, can recommend this: More Standard Districts - https://sp.zhabite.com/sharedfiles/filedetails/?id=2650611194
snoremega 21 Aug, 2022 @ 8:51pm 
Guys, can someone please take the reigns of this mod and incorporate it into one of the many modpacks?
FallinDred 23 Jun, 2022 @ 12:45pm 
i miss this mod so much
揪你雀雀 17 May, 2022 @ 7:45am 
Can you update thank you
arieviloj 10 May, 2022 @ 5:00am 
@Spider ttly abandoned sadly
Spider 28 Apr, 2022 @ 4:29am 
Well, it has been a year since the last update. I think it’s safe to say this mod is officially abandoned.
Bailey26108 1 Jan, 2022 @ 3:11pm 
Hello there friend. Sincerest apologies for disturbing your comment section with some new issues. I hope your new year is coming along nicely so far. The test branch seems to be having an issue with 36 Building slots. And only provides the standard ammount. It's likely I've found an compatibility error somewhere but am unsure where to solve it. take a look whenever you may have the time.
Chocolate Pie Kitten 27 Dec, 2021 @ 1:16am 
empor hadrius you can keep this mod and use the patch Febhare done two post ago
DerigarsChairman 26 Dec, 2021 @ 10:38pm 
this is one of the best mods ever made, really never expected this mod to die, a verdict on whether this mod is dead or not would also be nice
core_nxt 1 Nov, 2021 @ 12:32am 
so just in case u are still reading comments, it would be nice if u could give febhare, the guy 2 comments down from mine, your blessing to continue your mod, just in case u have decided to stop updating this stellaris mod
FebHare 29 Sep, 2021 @ 11:04pm 
Hello, I uploaded a makeshift patch on this mod just now.
I am not sure all issues are fixed, at least it works without any major issue, in my mod environment.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2614976288
arieviloj 24 Sep, 2021 @ 2:44pm 
i REALLY miss this mod. Damn... Hope u are ok man.
Dr. Quackers M.D. 17 Sep, 2021 @ 3:09am 
Please update at some point brother and thanks for the mod. i will keep it in my playlist and just turn it off for now.
Megatronus V 16 Sep, 2021 @ 11:26pm 
So is this mod dead?
greensniperhat 15 Sep, 2021 @ 9:13pm 
also the fix of is_for_colonizeable into is_for_colonizable, gonna break deposits.
Spider 11 Sep, 2021 @ 4:12pm 
Just a fair warning: 3.1 is officially going to break this mod, as it changes deletes two scopes ('has_non_swapped_tradition' and 'has_swapped_tradition') used by many different mods that add districts.
Arswind 4 Sep, 2021 @ 9:10am 
pepsi?
Retheri 27 Aug, 2021 @ 10:39pm 
For some districts not appearing, go to Steam\steamapps\workshop\content\281990\2312008039\common\decisions and replace do_secondary_decisions.txt with the following:
https://justpaste.it/9kshv
This fixes the decision to build some districts being wrongly written and not recognized, with this fix it should now be possible to build workshop, production hub, entertainment and necrophage (all not useable previously). Please note the grid box "not showing" on necrophage is not a bug, if you see really hard you'll notice it just happens to have a color very close to background. Please contact the original author for a fix on that.
Retheri 27 Aug, 2021 @ 10:32pm 
As for 36 buildings, this mod contains a define.txt which overwrites 36 buildings. You could delete the line of setting the building number to 20 and it would be compatible.
Retheri 27 Aug, 2021 @ 8:29am 
Oops it seems the necrophage icon is not really corrupted, not in the technical sense. It is just really, really unreadable - and I really mean it! Try it with UI Overhaul and see for your self, it really needs another color, maybe a darkish green.
p6kocka 25 Aug, 2021 @ 12:54am 
P.S.By putting the Bigger planet view under DistrictOverhaulTestBranche in the load order has fixed the issue
p6kocka 24 Aug, 2021 @ 12:45pm 
How does it play with Bigger planet view mod pls? Because the planet view is really small here.
Retheri 24 Aug, 2021 @ 8:55am 
Necrophage also had its requirement wrongly written so it won't show up despite it isn't unlocked by tech. Also its texture has problems and the grid boxes won't show. May I release another branch to fix some of these urgent issues so the mod is more playable?
Retheri 23 Aug, 2021 @ 4:05am 
Several districts aren't loading in. The techs they were tied to got removed from the game.
SharkSam 12 Aug, 2021 @ 6:19pm 
You stated that in the original mod that planetary diversity is compatible with it but I think I'm having a compatibility error with it because for some reason it won't allow me to terraform all the planets even though it shows me I have all the requirements done
Cylindryk 4 Aug, 2021 @ 12:29pm 
Any chances for adding what exactly jobs are added by which districts in Decision menu? Please?
Also, my University disctricts don't spawn for some reason, but it's propably because of mod conflict... altough DO2Test is almost last on modlist (I think only some patches or non-game changers are lower, IIRC).
arieviloj 4 Aug, 2021 @ 9:55am 
@RevansSchatten can u send us some news?
Rilloff 22 Jul, 2021 @ 5:04pm 
Looks like development of this mod has been stopped
lightdragon100 4 Jul, 2021 @ 4:48am 
Hi ,is it possible to make this mod compatible with the 108 building slot mod?
please and thank you !
TheyCallMeVincenzo 28 Jun, 2021 @ 2:09pm 
Nevermind. I did have the mods incorrectly ordered. Follow the main mod for general ordering guidelines.
TheyCallMeVincenzo 28 Jun, 2021 @ 1:53pm 
This TestBranch was working and now when I start a new game my generator, mining, and agriculture districts disappear after a couple months. I think I moved some mods around?
Amaterana 20 Jun, 2021 @ 1:52am 
@GotWeenies I have the same problem which magically disappear after disabling the mod.
Could we get it fixed?
patrick 15 Jun, 2021 @ 11:00am 
@The KotU it happens at the game start. It also only happens to industrial districts. All other districts have the usual mineral costs.
Dr. Quackers M.D. 15 Jun, 2021 @ 8:06am 
The 36 mod only give you 20 compared to the base 16 so just not the full 36. Been trying to track this bug down for awhile so I could also be mistaken.
Dr. Quackers M.D. 15 Jun, 2021 @ 8:03am 
I think this might conflict with 36 and/or the various mods needed to make that work.
shabbyrabby 13 Jun, 2021 @ 9:47pm 
Thank you for making this, love district overhaul so much it is one of my fav mods
The KotU 12 Jun, 2021 @ 9:50pm 
@patrick, out of curiosity, are you mentioning at a fresh game start, or into the technology where you have techs talents or governors that reduce mineral cost down after some time?
FebHare 6 Jun, 2021 @ 6:04pm 
Hello, I use the DO mod series, but I afraid this mod is outdated with Stellaris 3.0.3.

1: some district have more jobs if the planet has some buildings(e.g. energy district have more if the planet has energy nexus), in Stellaris 3.0.0 to 3.0.2 and this test branch. But they don't in Stellaris 3.0.3.
2: districts have "ai_weight" property. AFAIK, it is removed at Stellaris 3.0.0.

I play games with this mod and Starnet mod, along with many other mods. And while I am not sure the cause, AI countries tend to collapse economically. I will try new game without this mod, to see whether my issue happen without this mod.
patrick 5 Jun, 2021 @ 6:06am 
This mod removes the mineral cost for industrial districts in my games.
Spirit 2 Jun, 2021 @ 7:44pm 
edit : with adding the missing districts i mean the ones that guillies planetary modifier add
Spirit 2 Jun, 2021 @ 7:33pm 
this mod interferes with ui overhaul dynamic and its sub mods and shrinks the planetary view to a small mess that looks like vanilla , please make it compatible so it just add the missing districts and nothing more
Liseq 29 May, 2021 @ 3:14am 
Is this compatible with Planetary Diversity?
一只能 27 May, 2021 @ 2:22pm 
@Nargon Thanks for the reply. As for my reference to the "garden" is a district that produce livability and cohesion(the logo is a bunch of grapes). Name maybe different cause I am using this mod and its Chinese translation mod.
Anyway thank you again.
Spider 27 May, 2021 @ 5:38am 
Just a heads up, Zenith of Fallen Empires brought back their Utopian World mechanic, which means that Zenith can add new districts again:

https://sp.zhabite.com/sharedfiles/filedetails/?id=2499124566
Nargon 26 May, 2021 @ 7:16am 
I wrote about Deep core mines error about 2 weeks ago. Now i know It is a compatibility issue with mod "Ethics and Civics Classic 3.0". both of them use "deep core miners". If you remove ethics mod, then the deep core district works.
But what do you mean with "garden"? In my case every "food" district works (Fungi farms, Oasis farms, Lush caves, Nature farms, Ocean farms)
一只能 26 May, 2021 @ 2:48am 
And population can not work in "garden"
一只能 25 May, 2021 @ 1:01pm 
Hi, it seems that some district do not offer jobs. Such as "deep core mine" can not create "deep core engineers"
Spider 20 May, 2021 @ 9:08am 
Planetary Diversity got another update with a bunch of new planets/arcologies.