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I created and uploaded other district mod, named "Extra Districts".
https://sp.zhabite.com/sharedfiles/filedetails/?id=2792270076
It might have fewer district types, but I set my idea about balance and new districts (and have very fewer error.log output).
I have some ideas about it (see "Balance and coherency issues on some jobs" thread) but nobody give comments. If Pilot job should remain degenerate Soldier, I will maintain its job weight to as is.
While it is inconsistent spiritualist (can't build bureaucrat buildings) can build bureaucrat districts, there is another mod ("More Standard Districts") works better about bureaucrat district inconsistency issue. So I don't prioritized it.
DOTB set 1.5 (1 at vanilla) to NUM_DISTRICTS_FROM_PLANET_SIZE. Each planet size produces 1.5 district slots, so size 25 planet will have 37.5 district slots.
There was a compatibility issue on MAX_PLANET_BUILDING_SLOTS with other mods like "36 Building Slots". I think I fixed it and it works on my local environment, but some continues to report that issue isn't fixed.
So I removed MAX_PLANET_BUILDING_SLOTS define, for better compatibility. Sorry for inconvenience, but I recommend other building slots adder mods (like "36 Building Slots").
UI Overhaul -> District Overhaul -> DO Patch -> Bigger Planet View (Dirty Fox) -> 108 Building slots
And everythins works well... At least on the first look. I suggest you to use this order.
Do you use other mods? If no, I advice to check game files consistency (on Steam client, right-clicking Stellaris -> property-> Local files).
No matter what, DOTB overrides the 36 Building Slot mod.
Just like what happened before, and what led me to uninstall DOTB in its 3.1 stages, there doesn't seem to be any mod placement in the modlist that doesn't lead to DOTB overriding the planet view.
About building slots, slots themselves are overwritten by "36 Building Slots". But DOTB planet view doesn't support more building slots. I advise to load other UI mod (like "UI Overhaul Dynamic") after DOTB. I will update "Compatibility with other mods".
Thank you for reporting.
It is compatibility issue between the DOTB and Ethics and Civics Classic 3.2. Both mods have "deep_miner" job, so it is interpreted as item-based-overwriting, so auto-generated modifiers (like "job_deep_miner_add") are broken.
Since I am not familiar with E&CC, I figure you are better to fix this compatibility issue.
Thank you for reporting this issue.
modifier = {
factor = 2
owner = {
has_monthly_income = {
resource = consumer_goods
value < 10
deep_miner = {
category = specialist
condition_string = SPECIALIST_JOB_TRIGGER
building_icon = building_crystal_mines
clothes_texture_index = 3
......
this is District Overhaul Test Branche Ver 3.1 Patch
deep_miner = {
category = worker
condition_string = WORKER_JOB_TRIGGER
building_icon = building_crystal_mines
clothes_texture_index = 2
......
the District Overhaul is definitely at the bottom. When the IMM detects conflicts, it is shown that the Ethics and Civics Classic is the priority? What?
If AI empires can't (or won't) build, I figure it is other mods' issue.
Can't tell for sure if it's this mod, but I figured this might be a candidate, since it changes the planet view/district UI.
I am not familiar with NSC or ESC, so I am feeling it might be an issue of these mod's "Workshop", not DOTB Workshop District.
PS:this is Google translation.
Would you write about your issue in English?
Or did you enable DOTB but didn't enable this patch?