Stellaris
! Sartek District and Economy Merger Add-on
257 件のコメント
A-Sartek  [作成者] 6月2日 8時51分 
Things are starting to stabilize and I've noticed even multiplayer desyncs have been reduced significantly in the latest Stellaris patch (v4.0.14), except for that desync that happens when a player leaves. However, I'm going to wait a bit more before updating this mod, since I have to start from scratch there is more brainstorming that needs to be done, particularly because I want all my mods to be as performance friendly as possible. Thanks again for your patience.
A-Sartek  [作成者] 5月7日 16時21分 
@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 5月7日 1時50分 
Best mod compatability, I hope this will continue being updated as the game updates and new interesting mods come out.
A-Sartek  [作成者] 4月12日 11時14分 
@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 4月12日 10時48分 
can/does this automatically support https://sp.zhabite.com/sharedfiles/filedetails/?id=2803791434 or are there any alternatives you would recommend?
A-Sartek  [作成者] 4月8日 18時11分 
@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 4月8日 9時28分 
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  [作成者] 4月2日 6時41分 
@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  [作成者] 2月18日 8時30分 
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 2月17日 14時58分 
Also, the districts are 'out of order', with city districts and equivalents listed after all other district types.
lnodiv 2月17日 14時55分 
Playing as a Machine Intelligence Empire with this mod, I have both City and Nexus districts available on my planets.
A-Sartek  [作成者] 2024年12月25日 6時29分 
@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 2024年12月25日 4時15分 
Can be used ! Universal Game Rules Compatibility alternative?
A-Sartek  [作成者] 2024年12月9日 20時24分 
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 2024年12月9日 19時52分 
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  [作成者] 2024年12月9日 19時01分 
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  [作成者] 2024年12月9日 8時43分 
Alright, but I wonder if that conflicts with Factory Ships from UAP, since these ships "produce" resources from modules...
MasterBot 2024年12月9日 7時13分 
I found the issue,ai doesnt like "produces" in "generate_add_modifiers"
A-Sartek  [作成者] 2024年12月2日 18時42分 
@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  [作成者] 2024年12月2日 18時30分 
@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 2024年12月2日 7時29分 
Also I don't believe you need the three has_modifiers = pd_aw_* in the allow NOR for district_prison_industrial
kNow Name 2024年12月2日 7時19分 
For urban_districts at 1859 you forgot to # the PD Tree of Life text.
A-Sartek  [作成者] 2024年11月29日 4時55分 
@[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 2024年11月29日 0時56分 
[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 2024年11月29日 0時55分 
[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 2024年11月29日 0時55分 
[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 2024年11月29日 0時54分 
[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 2024年11月23日 8時20分 
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  [作成者] 2024年11月21日 10時37分 
@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  [作成者] 2024年11月18日 8時51分 
@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 2024年11月17日 20時50分 
Everything you said is correct,it works perfectly fine for players,and your code has priority,just not for ai.
A-Sartek  [作成者] 2024年11月17日 18時29分 
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 2024年11月17日 18時02分 
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  [作成者] 2024年11月10日 17時52分 
New update is in, so anyone that uses: Advanced Vanilla Buildings - Unofficial . Enjoy :lilimok:
A-Sartek  [作成者] 2024年11月10日 8時37分 
@kahvipensas Yea, is in the list of prospective updates and I've already planned reviewing that mod today.
kahvipensas 2024年11月10日 1時16分 
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 2024年11月7日 6時36分 
@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  [作成者] 2024年11月6日 20時36分 
@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  [作成者] 2024年11月6日 15時20分 
@Pope Francis Are you able to build Industrial districts?
Pope Francis 2024年11月6日 6時44分 
@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  [作成者] 2024年11月6日 6時12分 
@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 2024年11月6日 2時46分 
@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  [作成者] 2024年11月5日 16時49分 
@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  [作成者] 2024年11月5日 16時37分 
@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 2024年11月5日 15時24分 
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  [作成者] 2024年10月31日 8時38分 
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  [作成者] 2024年10月21日 6時55分 
@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 2024年10月18日 13時56分 
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  [作成者] 2024年9月11日 15時21分 
This mod is now fully updated to 3.13! :cool_seagull:
A-Sartek  [作成者] 2024年8月3日 5時37分 
@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.