Stellaris

Stellaris

Extra Districts
96 Comments
Rexotec 4 hours ago 
Actually it might be a bit more nuanced - it seems to be a problem with Urban Expansion, it works for generalist city districts but not specialist ones, including subsurface or ascended housings
Rexotec 4 hours ago 
This mod seems to work with the 4.0.21 update and with BPV, but the Spaceport district seems not to show any specialisations options (although it still has the specialisation available button). If it's not meant to have specialisations that's cool, but might be worth looking into otherwise
Andsztal 19 Jun @ 11:59am 
I use a different one and couldnt make it works. Nvm, I will test mod that you specified in my next run.
Thank you for quick answer.
FebHare  [author] 19 Jun @ 5:45am 
@Andsztal I tried "~~ BPV - More Building Slots" mod, and I found ED district zones have 4 building slots.
Though tooltip says +3 building slots, I am figuring it is a rather small issue, as long as you have 4 building slots.
Andsztal 18 Jun @ 3:12pm 
Hello! I wonder if you would be able to tell me what I shoud adjust in your wonderful mod to make it work with "more building slots mod" for specializations added by you.
FebHare  [author] 13 Jun @ 5:50am 
@sailorleo Thank you for report. I fixed it.
sailorleo 13 Jun @ 2:50am 
The 4.0.18 patch appears to have broken the new districts' specialization availability. Every district is showing only "Urban Expansion" zone as an available specialization now.
FebHare  [author] 11 Jun @ 6:43am 
@JarrenBlake at least on combined districts, yes.
On housing and facility districts, I keep them as districts, at least now. On Stellaris 4.0, I am feeling I like to have more building slots.
JarrenBlake 2 Jun @ 1:33pm 
@FebHare

Do you mean just focusing on having it add more District specialization slots? If so, then I am all for it, with the 4.0 planet changes that seems to be what most Building slot related mods need to adjust to.
FebHare  [author] 30 May @ 10:03pm 
@everyone
I plan to change combine districts to district specialisations, and changed Unity combine districts to district specialisations.
How you feel about it? Other combine districts should be changed to district specialisations? Should remain as district? Should housing and facility districts be changed?
The KotU 27 May @ 8:36am 
@FebHare,

Sorry bout that, i had found the issue a bit back and forgot to respond that it was resolved when i took out conflicting mods and adjusted my load order a bit
FebHare  [author] 27 May @ 5:01am 
@kagora2, @niccodigge
Do your planets have "ED District Manager" deposit?
This deposit is the feature add these district slots. And it is added to the homeworld, on Jan 21 2200. it might take a few days to actually displayed districts have slots.
niccodigge 27 May @ 4:39am 
ok it just debugged after a year(?)
niccodigge 27 May @ 4:29am 
same problem but with the school of elevation
kagora2 26 May @ 11:31pm 
i added the mod, in my game it added the undersurface city and spaceport districts to my planet
but the districts tell me, that the planet support 0 of these Districts
do i have to research something first?
i have a spaceport in my system and also the mastery of nature
FebHare  [author] 17 May @ 10:51pm 
@The KotU I tried "Better Planet View" and "BPV - More Building Slots" but it is seems it work fine. What's wrong?
FebHare  [author] 17 May @ 10:48pm 
@Andsztal Thank you for report. I confirmed your issues.
But to be honest, I feel Anomaly Research Complex district has outlived it role. If you want to prioritize physics research on Stellaris 4.0. you can use physics buildings and physics district specialisations. The same applies to other districts.
So I might remove these research districts, rather than fix them.
The KotU 17 May @ 3:19pm 
Can i request i this can be made compatible with Better Planet View, More Slots?
Andsztal 17 May @ 4:26am 
In fact I noticed that "research distrcits" all have specialistion for mines. If it wouldnt be too troublesome, it would be nice if they could be specialized in a more immervise way.
Andsztal 15 May @ 6:33am 
Everything seems to be working fine, thank you for quick response!
FebHare  [author] 14 May @ 10:17pm 
@Andsztal
Thank you for report.

1: about district specialisation, I found vanilla districts (like mine) don't have their specialisation.
2: about new jobs, I found scrap miner (and gestalt variant) doesn't have category. These jobs are swapped from miner now, not independent jobs.
3: about PD compatch, it is not required no longer.

I fixed issue #1 and #2. Please retry without PD compatch!
Andsztal 14 May @ 12:54pm 
Hello! I would like to ask if your wonderfull mode is working with latest patch? It seems to disable district specialisation and news jobs are not given category so pops dont work them. All those problem are present at least with PD and PD compatch.
Inny 8 Jan @ 6:59am 
Thanks!
FebHare  [author] 8 Jan @ 5:54am 
@Inny [The Merger]
I added a scripted variable for mod detection, but different name (@is_ED_enabled).
I am using is_ED_enabled scripted trigger already (it returns TRUE always), so I use same name for better consistency.
Inny 7 Jan @ 5:21am 
Happy new year!
Can you please add a scripted variable for compatibility? @has_ed_mod = 1
Thanks!
ryan.fraser2535 14 Oct, 2024 @ 8:39am 
Thank you for that, keep up the great work loving this mod
FebHare  [author] 13 Oct, 2024 @ 7:46pm 
@ ryan.fraser2535
Actually, these depleting only reduce max district of that type of district, not overall max district. If you have 3 Hunting Districts and new max district slots of Hunting Districts became 2, 1 (exceeded the upper limit) Hunting District will be converted Farming District. If new number of Farming Districts exceeded the upper limit, the extra Farming District will be destroyed, so overall max district slot will be opened.
ryan.fraser2535 13 Oct, 2024 @ 2:38pm 
New to this one but so far its amazing, one question I do have is for the districts such as rare mines or any that deplete over time after they have been used up do you get those district spaces back i.e after depleting the food from my 3 hunting districts, am I then able to reuse those same 3 district slots for another district?
FebHare  [author] 17 Feb, 2024 @ 5:28am 
@everyone
I am considering about a nerf on Shelter's habitability bonus.
Current: each job provides 360 score and Max bonus is +30%.
Plan 1: bonus will be 2 / 3. In other words, each job provides 240 score and Max bonus is +20%.
Plan 2: only the basic score will be halved. In other words, each job provides only 180 score but Max bonus remains +30%.

Is it will be more balanced? Or should I nerfed more (or less)?
Marcurius 5 Dec, 2023 @ 12:52am 
Ok thank you for the explanation! Nice mod
FebHare  [author] 4 Dec, 2023 @ 3:38am 
And only pops of shelter-eligible species are counted. So if 2 of this planet's 30 Pop are robots, the bonus will be 25.71% (2 * 360 / 28).

> The result (Max at 30) will be Habitability, Species Minimum Habitability.
If a planet has 1 Maintenance Worker and there are 5 Pops, the bonus (1 * 360 / 5 = 72) will be capped at 30%.

> And if there are any Species Habitability Cap penalties, it will be canceled out.
Some feature decrease Species Habitability Cap from 100%. Shelters can cancel out it.
FebHare  [author] 4 Dec, 2023 @ 3:38am 
@Marcurius Well, I must admit its mechanism is complicate. So I will try to re-describe.

> "Shelter" (for non-Exterminator, requires less-100% Habitability for some species (excludes purged, assimilated and presapient ones), gives some housing and Shelter Maintenance Worker (or Drone) job.
Some species can't dwell in shelters or don't need them. Only when the planet has pops of shelter-eligible species, shelter will be unlocked. Exterminators can't have these species, so can't have at all.

> Each job provides 360 score, and divide the sum by number of Pops (excludes purged, assimilated and presapient ones) on the planet.
In basic case, each Each job provides 360 score and this score is divided by number of Pops. The result will be Habitability and Species Minimum Habitability bonus.
If a planet has 2 Maintenance Workers and there are 30 Pops, this planet will have 24% (2 * 360 / 30) Habitability Bonus and Species Minimum Habitability Bonus.
Marcurius 3 Dec, 2023 @ 6:33am 
Could you describe what "Shelter" does in another way? I find it difficult to understand what it does:

"Shelter" (for non-Exterminator, requires less-100% Habitability for some species (excludes purged, assimilated and presapient ones), gives some housing and Shelter Maintenance Worker (or Drone) job. Each job provides 360 score, and divide the sum by number of Pops (excludes purged, assimilated and presapient ones) on the planet. The result (Max at 30) will be Habitability, Species Minimum Habitability. And if there are any Species Habitability Cap penalties, it will be canceled out.
FebHare  [author] 1 Dec, 2023 @ 6:29pm 
@Cy Yes, I increased "NUM_DISTRICTS_FROM_PLANET_SIZE" define, from 1 to 1.5.
In vanilla, a planet with size 16 has 16 district slots (NUM_DISTRICTS_FROM_PLANET_SIZE = 1. 16 * 1 = 16).
On ED, this planet has 24 district slots (NUM_DISTRICTS_FROM_PLANET_SIZE = 1.5. 16 * 1.5 = 24).
Arcturus 30 Nov, 2023 @ 1:17pm 
When you say you changed the define for number of districts from planet size, is this implying that you've increased the number? How much by?
FebHare  [author] 22 Nov, 2023 @ 8:47pm 
@Dukkokun Thank you for report. I fixed it just now.
Dukkokun 22 Nov, 2023 @ 9:03am 
Missing description for job_pilot
FebHare  [author] 22 Nov, 2023 @ 2:05am 
Note: in Stellaris 3.10.1, spaceport-related starbase building modifiers from pilots don't work.
This issue was reported already.

Stellaris - v3.10.1 (9758) Starbase Modules and Buildings not applying triggered station modifiers
https://forum.paradoxplaza.com/forum/threads/stellaris-v3-10-1-9758-starbase-modules-and-buildings-not-applying-triggered-station-modifiers.1612367/
FebHare  [author] 18 Nov, 2023 @ 8:24pm 
UI Overhaul Dynamic was updated, so I updated this mod.
FebHare  [author] 17 Nov, 2023 @ 7:08pm 
At the moment, UI Overhaul Dynamic is NOT updated to Stellaris 3.10 yet, so that mod causes crash on game start.
ED without UIOD does work, but some districts will be hidden.

I must wait UIOD update, I think.
whitealbum0 4 Oct, 2023 @ 7:38am 
@FebHare Please. =)
FebHare  [author] 4 Oct, 2023 @ 2:42am 
@Hedgehog
Thank you for report. I'll fix it.
whitealbum0 3 Oct, 2023 @ 8:51am 
You have an error in the line in the English translation:

district_ED_aquatic_city_desc:0 "[GetED_district_aquatic_housing] Districts, built under ocean or massive lakes. Not drained water, It is not drained, making it comfortable for $trait_aquatic$ species but uninhabitable for others.\n\nNote: Each 20 $trait_aquatic$ POPs (exclude §Y$pop_category_purge$§!, Y$pop_cat_assimilation$§! or §Y$pop_category_pre_sapients$§! $tab_species_rights_button$. And exclude POP with §Y$job_servant$§!, §Y$job_livestock$§!, §Y$job_livestock_zoo_animal$§! or §Y$job_livestock_zoo_beast$§! job also), 1 district slot is unlocked (Max at a quarter or $@ED_shelter_bonus_max|Y*0$, rounded down)."

The error is this _____Y$pop_cat_assimilation$§!_____ !!!!

but it has to be §Y$pop_cat_assimilation$§!

I understand so?!
FebHare  [author] 15 Aug, 2023 @ 5:12am 
I felt Shelters and Aquatic Housings take too much processing time, because they execute count_owned_pop trigger constantly. So I plan to change these check only annually.
FebHare  [author] 21 Jun, 2023 @ 3:58am 
Some simple (or shoddy?) districts images added.
huskerfan6767 6 May, 2023 @ 7:58am 
Yeah sorry I figured it out. It was the district mod that gave a bunch of districts per planet "More Districts"
FebHare  [author] 6 May, 2023 @ 7:44am 
@huskerfan6767 No, this mod doesn't have such a feature.
huskerfan6767 6 May, 2023 @ 6:56am 
Is it this mod that is limiting buildings to 32?
FebHare  [author] 24 Mar, 2023 @ 3:51am 
@Pikachu Sorry, I have no idea. It is Because I haven't try Real Space.
Pikachu 23 Mar, 2023 @ 11:25pm 
I love this mod an I have a question how is the compatibility with Real Space - New Frontiers mod?
I love the realism that Real Space mods provides and the touch they have given to the planets with New Frontiers.