Stellaris

Stellaris

! Sartek District and Economy Merger Add-on
256 Comments
A-Sartek  [author] 7 May @ 4:21pm 
@Silent0Death Yes, but it will take a while (it seems I have to start from scratch again). I'm currently allowing other mods to update and PDX hotfixes to be released before updating this mod.
Silent0Death 7 May @ 1:50am 
Best mod compatability, I hope this will continue being updated as the game updates and new interesting mods come out.
A-Sartek  [author] 12 Apr @ 11:14am 
@Everbane Hmm, I don't think that mod would work because it changes districts so it can detect Gaia worlds.

This reminds of a supported civic mod:
https://sp.zhabite.com/sharedfiles/filedetails/?id=3133767983 (Versatile Development)
Everbane 12 Apr @ 10:48am 
can/does this automatically support https://sp.zhabite.com/sharedfiles/filedetails/?id=2803791434 or are there any alternatives you would recommend?
A-Sartek  [author] 8 Apr @ 6:11pm 
@nicebagdad The compatibility list works with all of the mods listed there, but unfortunately I did not have the time to polish the merge with Funefork districts; I tried, but performance became a big deal to me and I didn't want to add lag in my multiplayer sessions. Keep in mind that this doesn't mean that District overhaul Funework adds lag, it was actually the merge that needed more testing and not enough time to try it out.

Of course all of that is discarded now and I could attempt again once we have 4.1 because I heard from a PDX guy that The Shroud DLC is quite intertwined with the new 4.0 mechanics; additionally, there is a chance that they make zones more moddable at that point since 4.0 initial release is going to be restrictive for zones and buildings.
nicebagdad 8 Apr @ 9:28am 
dear A-Sartek,
I saw in the compatibility list thread that you discussed may last year to add district overhaul-funEfork, did this ever happen or is the Compatibility list up to date? I understand that its not worth updating right now with the new update coming, just wondering for my own use.
A-Sartek  [author] 2 Apr @ 6:41am 
@everyone This mod is going to be overhauled at one point after we hit 4.0, from a District and Economy merger to a Zone and Economy merger (which by extension it has to include buildings). From what I heard, compatibility is going to be hell for habitable planets and structures; Because of that, it caused some mod authors to decide that they are not going to update their mods until we get official Zone modding support (technically is moddable but it looks like it lacks flexibility) from PDX.

A merger mod only makes sense if it has something relevant to merge. Therefore, I will have to adapt accordingly and it is going to depend on the modding panorama.
What does this mean to you? Well, you should expect updates here but they are not going to happen immediately; if you are going to keep using 3.14 for a while I recommend creating a local copy of this mod and any required dependencies. Keep in mind that this mod will always have one version, i.e. the most updated version.
A-Sartek  [author] 18 Feb @ 8:30am 
Hey @Inodiv, you probably have an outdated version of this mod because that shouldn't be an issue anymore (I've tried this mod with a mod-list of around 200~ mods); my advice is to delete Steam's download cache to prevent previous versions from downloading.

Also, please try this mod alone for testing and you'll see the districts are "organized" and no duplicate Nexus or City districts show up. If you still see an issue use pastebin to paste your error log in the Bug Thread discussion that could tell me if there are mod conflicts (which is likely to be the case).
lnodiv 17 Feb @ 2:58pm 
Also, the districts are 'out of order', with city districts and equivalents listed after all other district types.
lnodiv 17 Feb @ 2:55pm 
Playing as a Machine Intelligence Empire with this mod, I have both City and Nexus districts available on my planets.
A-Sartek  [author] 25 Dec, 2024 @ 6:29am 
@乙可雅 Yes, just load it like this:

1) ! Sartek patches
2) Any rule mod like ! Merger of rules OR ! Universal Game Rules Compatibility
璃璃音 25 Dec, 2024 @ 4:15am 
Can be used ! Universal Game Rules Compatibility alternative?
A-Sartek  [author] 9 Dec, 2024 @ 8:24pm 
Yes for now (If using Irony) but I'm updating asc merger's file soon. Also, I'm updating Expanded Stellaris Ascension Perks Delta and Main.
MasterBot 9 Dec, 2024 @ 7:52pm 
Now ai refuses to upgrade starbases beyond starhold...oh ffs. Economic category doesnt seem to be involved this time around...ill come around when i'll have some useful info. Should i override asc perk mergers ship file with this one?
A-Sartek  [author] 9 Dec, 2024 @ 7:01pm 
I've been testing the ships economic category, now there is less idle ships and AI creates space fauna, however @everyone please be mindful that AI builds space fauna just fine in modest mod lists, but I have a humongous 200+ mod list where AI does not build space fauna so there is something else at play. I don't know which mod (or a combination thereof) is causing that yet. Maybe it goes beyond the scope of this mod. I will keep you informed if I find anything.
A-Sartek  [author] 9 Dec, 2024 @ 8:43am 
Alright, but I wonder if that conflicts with Factory Ships from UAP, since these ships "produce" resources from modules...
MasterBot 9 Dec, 2024 @ 7:13am 
I found the issue,ai doesnt like "produces" in "generate_add_modifiers"
A-Sartek  [author] 2 Dec, 2024 @ 6:42pm 
@kNow Name Ahhh now that I remember, for penal colonies base Planetary Diversity - Ascension Worlds have the check for regular industrial districts but it doesn't have for prison industrial districts which doesn't makes sense since both use inline scripts for artisans and foundry jobs. So my mod adds "has_modifiers = pd_aw_*" check on purpose because it made sense.
A-Sartek  [author] 2 Dec, 2024 @ 6:30pm 
@kNow Name thank you for the report, line 1859 is now fixed, thankfully Paradox parser did not went haywire for that missing #.

For the "has_modifiers = pd_aw_*" those are directly from Planetary Diversity, one of the submods if I'm not mistaken so I'm leaving that as is unless Gatekeeper changes that.
kNow Name 2 Dec, 2024 @ 7:29am 
Also I don't believe you need the three has_modifiers = pd_aw_* in the allow NOR for district_prison_industrial
kNow Name 2 Dec, 2024 @ 7:19am 
For urban_districts at 1859 you forgot to # the PD Tree of Life text.
A-Sartek  [author] 29 Nov, 2024 @ 4:55am 
@[CN]突击队队员
谢谢 thanks for the report, but modifier_category = pop is under planet_jobs, it is a strange conflict but let me see what I can do.
[CN]突击队队员 29 Nov, 2024 @ 12:56am 
[23:28:18][trigger.cpp:487]: invalid scope for trigger. got [planet], expected {pop}. file: common/economic_categories/~~~~zz_sartek_common_categories.txt line: 2787
[CN]突击队队员 29 Nov, 2024 @ 12:55am 
[23:28:18][trigger.cpp:487]: invalid scope for trigger. got [planet], expected {country, pop, leader, species, dlc_recommendation}. file: common/economic_categories/~~~~zz_sartek_common_categories.txt line: 2800 2801
[CN]突击队队员 29 Nov, 2024 @ 12:55am 
[23:28:18][trigger.cpp:487]: invalid scope for trigger. got [planet], expected {country, pop, leader, species, dlc_recommendation}. file: common/economic_categories/~~~~zz_sartek_common_categories.txt line: 3830 3831
[CN]突击队队员 29 Nov, 2024 @ 12:54am 
[23:28:18][trigger.cpp:487]: invalid scope for trigger. got [planet], expected {pop}. file: common/economic_categories/~~~~zz_sartek_common_categories.txt line:
2902-2904
3021
3023
3026
3097
3098
3159
MasterBot 23 Nov, 2024 @ 8:20am 
The ai was building shipyards just fine...maybe slower/less than id build myself but thats whatever. It was a complete inability to build fauna ships. I recently got an idea where it wouldnt be your mod,but im too lazy atm to test it....
A-Sartek  [author] 21 Nov, 2024 @ 10:37am 
@Masterbot Following up on what you mentioned a few days ago, in version 3.14.1592 recent notes (that patch is about to release some time next week it seems), it mentions that there is a fix for AI not building shipyards, which potentially is what you were talking about. That kinda puts me at ease, since it is not related to an issue with this mod.
A-Sartek  [author] 18 Nov, 2024 @ 8:51am 
@Masterbot I was reviewing the script... there shouldn't be a reason for AI not to use the ships, at least from an economic category standpoint, however there is a few things to consider, for example there is a trigger called -is_scope_valid = yes- for Fauna shipyards which is also called under a trigger called -is_design_space_fauna- in conjunction with -is_space_fauna-, so in a heavy modded playthrough there could be systems no longer viable because of different scopes, as an example, maybe the AI won't build a space fauna shipyard in Faust from Gigastructures since Faust (planet) is in the middle and Helios (sun) is orbiting around it, kinda cool to see something like that, is a reference to how humanity thought the Earth was positioned in the cosmos. I digress.

The root issue could be related to mods that touch ship classes if space fauna scripts are not considered to begin with, maybe the -is_space_fauna- trigger would be no; well bottom line is: further testing is required.
MasterBot 17 Nov, 2024 @ 8:50pm 
Everything you said is correct,it works perfectly fine for players,and your code has priority,just not for ai.
A-Sartek  [author] 17 Nov, 2024 @ 6:29pm 
Hmm the fauna shipyards are there in my script (allegedly working fine), but maybe Ariphaos or gpm have higher priority (hopefully not) for their overrides, I'm going to check that and let you know.
MasterBot 17 Nov, 2024 @ 6:02pm 
Some kind of error in common\economic_categories\ships is preventing ai from ever using new faunahips. Same error might be present in ~ariphaos patch and !!universal modifier patch but idk if they actually do so im not gonna bother their devs
A-Sartek  [author] 10 Nov, 2024 @ 5:52pm 
New update is in, so anyone that uses: Advanced Vanilla Buildings - Unofficial . Enjoy :lilimok:
A-Sartek  [author] 10 Nov, 2024 @ 8:37am 
@kahvipensas Yea, is in the list of prospective updates and I've already planned reviewing that mod today.
kahvipensas 10 Nov, 2024 @ 1:16am 
Sartek, are you planning on including compatibility for Advanced Vanilla Buildings, as was suggested by KaneDraco last month? I'm finally at the point where I can get my modset working, and was wondering if I should try to cobble something together to make things work? AVB uses inlines for adding housing and jobs to some districts.
Pope Francis 7 Nov, 2024 @ 6:36am 
@ArutamSartek Ah I see now it was just a ui issue and that they were still there. Thank you so much for your time I was worried they were not working at all.
A-Sartek  [author] 6 Nov, 2024 @ 8:36pm 
@Pope Francis Good news! At first I thought you were referring to the ability to see and build industrial districts in the UI (in controlled/colonized planets), but you were actually referring to how it looks like when a planet wasn't colonized yet but fully surveyed; after some further testing, it seems the amount of industrial districts were "hidden" but the district category was showing up, once a colony was established you could see the amount of industrial districts permitted.

The issue was that at some point in time (after some crazy merge time, lol) I added "exists = owner" in the "allow" block causing or rather only allowing you to see the number of districts allowed once the planet was officially colonized/obtains an owner.

Such a small detail but good catch and I appreciate the report, you did say you were bothering but I don't really think that was the case. Checking the amount of districts could be vital when planning how to specialize a planet.
A-Sartek  [author] 6 Nov, 2024 @ 3:20pm 
@Pope Francis Are you able to build Industrial districts?
Pope Francis 6 Nov, 2024 @ 6:44am 
@ArutamSartek I was testing it out with the Commonwealth of man. I would load into the game and search for the first planet I could find. Every time I would survey the planet the industrial districts would have a large space below the picture and then an orange box with a - inside of it.
A-Sartek  [author] 6 Nov, 2024 @ 6:12am 
@Pope Francis This is quite odd, hmm what civilization are you using? Give me as many details as possible, does it happen for regular empires or/and Gestalts? Origin? Civics?
Pope Francis 6 Nov, 2024 @ 2:46am 
@ArutamSartek Unfortunately I have done both of the steps you have suggested and my districts are still not showing up. I am not sure what the issue is I have no other mods on other than what I need for this mod and the one you have suggested. As soon as I disabled this mod they came back. Sorry if I am causing you any trouble I have used this mod in the past and it was great. Not sure why I am having these issues now.
A-Sartek  [author] 5 Nov, 2024 @ 4:49pm 
@Pope Francis I have an idea, try using this mod above ! Sartek District and Economy Merger Add-on: https://sp.zhabite.com/sharedfiles/filedetails/?id=2517213262

You see, there is inline placeholders for Bug Branch Ethics mod across many districts including industrial districts, I just want to check if your issue is solved by having "the missing mod" that would fill up that (usually) empty space, because is not required to have that mod active at all for everything else to work. If you find something let me know.
A-Sartek  [author] 5 Nov, 2024 @ 4:37pm 
@Pope Francis: I was just testing a second ago since that could be a big deal, but I was not able to replicate the issue, even switching merger of rules on and off would not make a difference, industrial districts are still there.

My recommendation is erase folder 2877750087 (this mod) and resub and download it again, maybe there is a file (such as scripted triggers) that are not present (Steam sometimes just refuses to download stuff).
Pope Francis 5 Nov, 2024 @ 3:24pm 
Sorry to bother you but for some reason this mod causes my planets to have no industrial districts. I have done multiple tests including just using this mod alone with its requirements and have tracked my issue down to this mod. I am not sure what would be causing this issue.
A-Sartek  [author] 31 Oct, 2024 @ 8:38am 
I just reviewed Planetary Diversity - Unique Worlds and it seems techno-organic events are commented out so no need for any changes here, this patch/add-on should be compatible with Planetary Diversity - Unique Worlds
A-Sartek  [author] 21 Oct, 2024 @ 6:55am 
@KaneDraco that is a good idea! I've been away for a bit, but I'll be able to work on that (and other suggestions) next week if not earlier.
KaneDraco 18 Oct, 2024 @ 1:56pm 
Could you look at adding compatibility for "Advanced Vanilla Buildings - Unofficial" https://sp.zhabite.com/sharedfiles/filedetails/?id=2916082557 It has a ton of new tech to add housing, jobs, etc that would be nice to get in districts for Gigastructures and others
A-Sartek  [author] 11 Sep, 2024 @ 3:21pm 
This mod is now fully updated to 3.13! :cool_seagull:
A-Sartek  [author] 3 Aug, 2024 @ 5:37am 
@Shizuri, Yea I did merge the effects from Ascension Worlds 3.12 quite a while ago, just keep in mind that "PD Unique Worlds" is not taken into account just yet but that is obviously because I have nothing to work with, Gatekeeper has not updated their mod.
Shizuri 2 Aug, 2024 @ 9:51pm 
has this been checked for PD ascension worlds yet?