Stellaris

Stellaris

Extra Districts
Počet komentářů: 100
FebHare  [autor] před 21 hodinami 
@Rexotec I found It's a compatibility issue between "Ethics and Civics Classic". This mod modifies some zones (include zone_urban) by "ethic_rebuild_zones.txt", so their version overwrite ED version.
I think your error.log have "zone_urban already exists, using the one at file: common/zones/ethic_rebuild_zones.txt line: 5" message.

I am not I am not familiar with that mod and there might be other mods affect this issue. So I advice to create compatch for your collections.
Rexotec 23. čvn. v 21.34 
Worth noting this might be something super specific on my end and might not the fault of the mod, the empire I'm testing this on is using ecocentric ethics to buff natural blockers with ranger lodges, which might screw up planetary features somewhat. And yes, this bug is present when I have at least 1 district and have unlocked the 'Choose Specialisation' option. It will load the side tab to choose from possible specialisations, but Urban Expansion will always absent except on Generic City Districts (others are possible such as the Subsurface Mining for Subsurface Housing but if no others are possible such as with Spaceport it will simply show as blank).

If you don't find a fix for it, don't worry, just thought I'd let you know in case
Rexotec 23. čvn. v 21.34 
@FebHare a few things, I've been switching mods on and off as patches come in so I'm not running anything outdated, main big ones are Planetary Diversity, Guilli's Planet Mods, Ethics and Civics Classic, Gigastructures, and Starbase Extended. I have BPV and ED as low as possible in the load order, and as far as I'm aware there are no other mods that modify district specialisations. I've run a few tests with specific mods disabled/enabled and it's possible there's an incompatibility I've missed but I'm not sure what it would be.
FebHare  [autor] 21. čvn. v 21.07 
@Rexotec
- District specialisations need at least 1 district.
- ED housing districts like subsurface cities can have Urban Expansion district specialisation.

I couldn't reproduced your issues. What mods you are using, besides ED, UI Overhaul Dynamic and '~~ BPV - More Building Slots'?
Rexotec 20. čvn. v 18.09 
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 20. čvn. v 18.04 
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. čvn. v 11.59 
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  [autor] 19. čvn. v 5.45 
@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. čvn. v 15.12 
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  [autor] 13. čvn. v 5.50 
@sailorleo Thank you for report. I fixed it.
sailorleo 13. čvn. v 2.50 
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  [autor] 11. čvn. v 6.43 
@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. čvn. v 13.33 
@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  [autor] 30. kvě. v 22.03 
@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. kvě. v 8.36 
@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  [autor] 27. kvě. v 5.01 
@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. kvě. v 4.39 
ok it just debugged after a year(?)
niccodigge 27. kvě. v 4.29 
same problem but with the school of elevation
kagora2 26. kvě. v 23.31 
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  [autor] 17. kvě. v 22.51 
@The KotU I tried "Better Planet View" and "BPV - More Building Slots" but it is seems it work fine. What's wrong?
FebHare  [autor] 17. kvě. v 22.48 
@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. kvě. v 15.19 
Can i request i this can be made compatible with Better Planet View, More Slots?
Andsztal 17. kvě. v 4.26 
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. kvě. v 6.33 
Everything seems to be working fine, thank you for quick response!
FebHare  [autor] 14. kvě. v 22.17 
@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. kvě. v 12.54 
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. led. v 6.59 
Thanks!
FebHare  [autor] 8. led. v 5.54 
@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. led. v 5.21 
Happy new year!
Can you please add a scripted variable for compatibility? @has_ed_mod = 1
Thanks!
ryan.fraser2535 14. říj. 2024 v 8.39 
Thank you for that, keep up the great work loving this mod
FebHare  [autor] 13. říj. 2024 v 19.46 
@ 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. říj. 2024 v 14.38 
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  [autor] 17. úno. 2024 v 5.28 
@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. pro. 2023 v 0.52 
Ok thank you for the explanation! Nice mod
FebHare  [autor] 4. pro. 2023 v 3.38 
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  [autor] 4. pro. 2023 v 3.38 
@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. pro. 2023 v 6.33 
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  [autor] 1. pro. 2023 v 18.29 
@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. lis. 2023 v 13.17 
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  [autor] 22. lis. 2023 v 20.47 
@Dukkokun Thank you for report. I fixed it just now.
Dukkokun 22. lis. 2023 v 9.03 
Missing description for job_pilot
FebHare  [autor] 22. lis. 2023 v 2.05 
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  [autor] 18. lis. 2023 v 20.24 
UI Overhaul Dynamic was updated, so I updated this mod.
FebHare  [autor] 17. lis. 2023 v 19.08 
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. říj. 2023 v 7.38 
@FebHare Please. =)
FebHare  [autor] 4. říj. 2023 v 2.42 
@Hedgehog
Thank you for report. I'll fix it.
whitealbum0 3. říj. 2023 v 8.51 
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  [autor] 15. srp. 2023 v 5.12 
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  [autor] 21. čvn. 2023 v 3.58 
Some simple (or shoddy?) districts images added.
huskerfan6767 6. kvě. 2023 v 7.58 
Yeah sorry I figured it out. It was the district mod that gave a bunch of districts per planet "More Districts"