Stellaris

Stellaris

District Overhaul Test Branche Ver 3.1 Patch
84 Comments
初春华雪 11 May, 2022 @ 2:34am 
谢谢,Thank you
FebHare  [author] 17 Apr, 2022 @ 12:22am 
For everyone,
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).
FebHare  [author] 7 Apr, 2022 @ 6:28am 
@Dae Blackheart Well, Pilot job has some job weight (give or take some from normal worker jobs but significantly low than Soldier job, according to debugtooltip). I think it as a part of balance issue (Pilot job is degenerate Soldier, by substance).

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.
Dae Blackheart 7 Apr, 2022 @ 4:18am 
hey issue with the pilots job from the spaceport districts, pops seem to refuse to take up that job for some odd reason i can force them into it by flagging the job but this makes micromanaging them extremely tiring
FebHare  [author] 19 Mar, 2022 @ 10:33pm 
@ChrissTheBurnedOne bureaucrat job didn't be removed, just changed its role (to Unity producer).
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.
ChrissTheBurnedOne 19 Mar, 2022 @ 4:00pm 
a potential suggestion, since they removed bureaucrats rendering bureaucrat districts useless, is for each bureaucrat district job to reduce empire size for the planet for like 2% per job or something like that
arieviloj 15 Mar, 2022 @ 11:22am 
Awesome tnx
FebHare  [author] 15 Mar, 2022 @ 5:47am 
@arievilo It is fine size 25 planet can have 20 free district slots.
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.
arieviloj 15 Mar, 2022 @ 4:27am 
20 free
FebHare  [author] 15 Mar, 2022 @ 3:51am 
@arievilo Are you talking about total 20 districts, 20 free district slots or 20 types of districts?
arieviloj 14 Mar, 2022 @ 9:21am 
Is it intentional planets with 25 size 84 pop cap and 20 districts? Or was I lucky?
MasterSJT 12 Mar, 2022 @ 8:29pm 
Ah this fixed my issue where they wouldn't take the new jobs, Thank you
SheAway 24 Feb, 2022 @ 5:41am 
@FebHare I have sent you a friend invitation and I have some questions and suggestions.
FebHare  [author] 24 Feb, 2022 @ 5:06am 
@SheAway What districts are you talking about?
SheAway 24 Feb, 2022 @ 4:54am 
hey, modder! Some mod districts in Ringworld and Ecumenopolis do not provide the same amount of housing as the number of jobs.
FebHare  [author] 24 Feb, 2022 @ 3:27am 
tentative updated. 3.3 districts have some AI-related changes, I incorporated them in vanilla districts, but not in DO districts and not sure I should do so.
Uctecht 31 Jan, 2022 @ 9:23am 
@FebHare I've been playing Stellaris modded for so long that I didn't even consider the hiding of that line reverting to vanilla limits, haha. That sounds about right, thanks for the answer!
FebHare  [author] 31 Jan, 2022 @ 1:48am 
@Uctecht Thank you for reporting. Did max building slots (include locked ones) decrease from 20 to 12? Then I think my removing MAX_PLANET_BUILDING_SLOTS caused it.

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").
Uctecht 30 Jan, 2022 @ 5:56pm 
My understanding of Paradox modding is rudimentary at best so apologies if I seem out of my depth, but the last update to this mod seems to have broken tech that unlock building slots on an already existing save. Bare in mind that I play with 80+ mods, so a compatibility issue is quite possible as well. I re-enabled the "MAX_PLANET_BUILDING_SLOTS" line and everything seems to be working fine now. But in truth I have no clue what I'm doing, so would this break more stuff or cause some future issues to the save file down the line? Thanks.
Feerone 22 Jan, 2022 @ 6:40am 
I have tried to use this order of mods:
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.
James Stone 1 Jan, 2022 @ 5:55am 
I'll try testing it out when I have free time, but I'll try out @Amaterana's solution first to see if that works
Amaterana 30 Dec, 2021 @ 3:09am 
Maybe try to use "Bigger Planet View - Building Box Dirty Fix" mod. It works for me. That's the order: DOTB - Patch - UI - Dirty Box - 36 Building Slots
FebHare  [author] 29 Dec, 2021 @ 9:10pm 
@James Stone On my environment, exactly same order (DOTB - Patch -> UI -> 36 Building Slots) shows 36 building slot frames.
Do you use other mods? If no, I advice to check game files consistency (on Steam client, right-clicking Stellaris -> property-> Local files).
James Stone 29 Dec, 2021 @ 5:51am 
I've tried that already. I've tried 36 Building Slot -> DOTB -> Patch -> UI and DOTB - Patch -> UI -> 36 Building Slots
No matter what, DOTB overrides the 36 Building Slot mod.
FebHare  [author] 29 Dec, 2021 @ 3:52am 
@James Stone Sorry, my explanation was imprecision. Could you retry with order of "DOTB, this patch and UI Dynamic"? "the 36 Building Slot" may be anywhere.
James Stone 29 Dec, 2021 @ 3:33am 
I regret to inform that even by placing UI Dynamic Overhaul, its patches and the 36 Building Slot mod after DOTB, DOTB's planet view still overrides UI Dynamic and presents only 20 building slots.

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.
FebHare  [author] 28 Dec, 2021 @ 6:42am 
@James Stone I Changed Deep Miner job (job_deep_miner) to Deep Miner (DO) (job_deep_miner_do). While I can't remove the DOTB's file, I figure loading E&CC after will work.
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.
James Stone 28 Dec, 2021 @ 6:02am 
By the way, where are the 36 Building Slots mod supposed to go? I've tried to put it as it's listed in District Overhaul 2, but the DOTB always overwrittes it.
James Stone 28 Dec, 2021 @ 5:29am 
@FebHare wouldn't a quick and easy solution be to change the name from Deep Miner to Deep Core Miner or something of the sort?
FebHare  [author] 18 Dec, 2021 @ 12:38am 
@cydad111 You should say you use other mods FIRST.
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.
cydad111 17 Dec, 2021 @ 11:18pm 
I check the 3_secondary_districts.TXT.THIS IS "Market Analysis Algorithms" vanilla technology.unlocked by "Construct Workshop District" decision.BUT it is a consumer_goods , not engineering_research.
modifier = {
factor = 2
owner = {
has_monthly_income = {
resource = consumer_goods
value < 10
cydad111 17 Dec, 2021 @ 10:42pm 
OH- -I know- -Ethics and Civics Classic 3.2 have deep miner.but they have
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?
FebHare  [author] 17 Dec, 2021 @ 9:06am 
@cydad111 No. "DistrictOverhaulTestBranche" is required also.
cydad111 17 Dec, 2021 @ 2:50am 
Can this mod be used separately?
FebHare  [author] 15 Dec, 2021 @ 5:17pm 
@SasakiMichie Do your issue happens, with only the DOTB and this patch? I am figuring your issue is other mod's one (or a compatibility issue).
SasakiMichie 15 Dec, 2021 @ 1:17pm 
Do you know hot to fix the base game energy district and the food district not being able to be built at all, like when it spawns all the distracts in the game, after i wait for them to spawn in, i go to my home world or any other planet and the energy and food district cant be built at all and non gen on the plants and i think even the minearls one dose the same
FebHare  [author] 15 Dec, 2021 @ 6:45am 
@cydad111 I checked, but Deep Mines do have jobs and job descriptions say nothing about Engineering output.
cydad111 15 Dec, 2021 @ 4:48am 
deep mine Very stupid,this not work and No jobs after construction,This is very interesting, because the description of this profession also produces engineering points.
FebHare  [author] 10 Dec, 2021 @ 8:24pm 
@CactusJuice I checked, but I can build corporate branch buildings. And neither DOTB nor this patch touch on buildings.
If AI empires can't (or won't) build, I figure it is other mods' issue.
TequilaSe'lai 10 Dec, 2021 @ 10:32am 
Not sure if it's this mod or something else, but I'm having an issue where megacorps aren't building branch office buildings. They still found the branch, but don't construct any of the buildings.

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.
FebHare  [author] 9 Dec, 2021 @ 5:28pm 
@cydad111 Workshop districts is unlocked by "Construct Workshop District" decision, and it is unlocked by "Market Analysis Algorithms" vanilla technology. And its non-gestalt job reduces Consumer Goods upkeep but doesn't produce it (gestalt job reduces overall upkeep but produces nothing). Moreover, Workshop-related ones (decision, district and job) don't create planetary blockers or features.
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.
Dr Fish 9 Dec, 2021 @ 2:01pm 
Thanks for this, it solved a problem that I was having in that things like the geothermal technician and workers like that would never be staffed even though there was mass unemployed pops.
cydad111 9 Dec, 2021 @ 7:11am 
And I have played the previous version. After I figured out a lot of conflicts and sequences...this MOD is just work,now I tried it in the game...The icon inside shows the project. The actual effect is to make luxury goods.
cydad111 9 Dec, 2021 @ 6:03am 
This block may be called a garbage dump or a scrap dump
cydad111 9 Dec, 2021 @ 6:01am 
OK- -The in-game workshop is set as a block for the reduction and manufacturing of luxury goods (and it is obtained by research). I am not sure that this is the technology in NSC or ESC--or the District Overhaul 2 setting--I have seen The area with project points added is a garbage dump only once. The icon is one of the event pictures of a certain waste ground squirrel man incident.
PS:this is Google translation.
FebHare  [author] 9 Dec, 2021 @ 3:28am 
@cydad111 Hello. unfortunately, I can't read Chinese. Even with Google translation, I can't comprehend your issue clearly. Just 'It might be about Scrapyard Districts'.
Would you write about your issue in English?
cydad111 9 Dec, 2021 @ 1:48am 
为什么很难出现工程技术的区块呢?其他区块都有- -然后我唯一看到的一个区块大概就是...废料场- -唯一一个看得到的加工程点数的.
FebHare  [author] 28 Nov, 2021 @ 9:44pm 
@Abaddrian What districts are removed and what districts are intact? At least, Ozvelpoonrelok's second issue (all farm districts disappear after the first monthly tick) is fixed already.
Or did you enable DOTB but didn't enable this patch?
The Average Ivy Enjoyer 28 Nov, 2021 @ 6:49am 
So, just to clarify, I had suspicion the reason I had next to zero districts popping up on my size 30 ocean world was because the 'beta 3.1' District Overhaul mod was having some issues with the latest update, is this the case and hence this patch-mod fixes it? This mod is the only one I have that does major changes to Districts, so I figured it'd be the case.
FebHare  [author] 24 Nov, 2021 @ 8:44pm 
@Ozvelpoonrelok Thanks again for reporting. I fixed it.