Stellaris

Stellaris

Unlock More Building Slots (3.14)
87 kommenttia
Gaiashield 9.5. klo 15.10 
Thanks for the updates until now of your great mods
liliandra_nadiar 8.5. klo 13.17 
Sad to hear, but fair. Thanks for all the great mods and the work to keep them going until 3.14. <3
Xherdos 1.5. klo 15.45 
:(
Clairelenia  [tekijä] 1.5. klo 15.44 
Hey Guys =) i won't update my Mods anymore cause i keep Stellaris 3.14, sorry! Feel free to use my Mods by your own :D
Clairelenia  [tekijä] 22.4. klo 9.49 
jea, they also use it. But the AI is pretty dumb ingame unfortunately and will spam mostly fortresses only, so wars etc could be a bit harder with bigger fleets of the AI =)
Chukhan 22.4. klo 9.16 
i wonder, does this also work for AI?
Leadaire 20.2. klo 5.38 
Can you make compatibility version with Planetary Diversity?
LennyTheLing 14.12.2024 klo 19.57 
I thought a bit more on the topic of compatibility, I was considering the potential of adding a event that get triggered at game start (on_game_start) that either apply a custom tech (similar to Weather Control Systems but instead just add build slot) as starting tech. Or directly apply a build slot modifier to empire city district.

This should completely solve any mod conflicts, since it would not need to overwrite any vanilla file, as only modifiers are applied.
Clairelenia  [tekijä] 12.12.2024 klo 13.51 
This mod changes the building slots granted by many different districts/planets. It also changes the value for habitats, ringworlds, ecumenopolis and industrial districts :)

If other mod has the same district files in their folder, one mod will overwrite the other mod.

My mod is good for most big mods, but not if they change anything with districts.
LennyTheLing 12.12.2024 klo 4.14 
After looking through both this mod's file and Additional Vanilla Buildings - Unofficial, I weren't able to find any incompatibility at a glance. In particular, this mod only modify district and edict folder, while the other mod modified neither.

Although notably, this mod copied the entire district folder instead of only changing a few values. This might cause issues with other mods that modifies districts.
Dreams 22.11.2024 klo 8.24 
it's not compatible with
Additional Vanilla Buildings - Unofficial
can you change this? That would be great
ChrisGaming64 5.11.2024 klo 13.17 
Update please, just so it doesnt show with a yellow triangle
forbiddenlake 24.9.2024 klo 6.13 
In 03_habitat_districts.txt, in district_hab_housing, planet_max_buildings_add changed from 2 to 1, was that intentional? It does not currently match the description
ranma100 21.9.2024 klo 20.49 
I can confirm that the 3 edicts work just fine. I use all 3 together and get lots of building slots.
Clairelenia  [tekijä] 15.9.2024 klo 5.37 
Even if city districts should not give +2 building slots cause of mods, you can always use the edicts, too :) even activate all 3 together. That's +14 more building slots for the whole empire on every planet etc

Should even work for modded planets. But yes, my mod gets overwritten pretty fast, cause it's just a vanilla file. So basically ANY mod could overwrite it.
RisingDawn 14.9.2024 klo 15.30 
OK if your going to use Plentiful Traditions, place it above this mod in the load order and it should work. If not happy conflict hunting, took me 3 hours of rearranging/re-enabling mods and relaunching the game just to get to this point. The longest part being actually starting a galaxy to test if the mod works, that load time sucks with some the mods I'm running.

I can also 100% confirm that Additional Vanilla buildings - Unofficial is not compatible with this mod anymore.

Also @Clairelenia thank you for pointing out the load order it helped majorly when I was trying to fix my load order. Thank you so much, Also great mod 10/10
RisingDawn 14.9.2024 klo 14.58 
It took a lot of time but I have found two mods that conflict with this one, disabling the +2 building slots on districts. The first being Plentiful Traditions, which was working ok before it was updated on Aug 30.

The second being Additional Vanilla Buildings - Unofficial, which as far as I can tell worked well up until it was updated last month.

Hope this helps those still having trouble, also I'm not giving up yet on plentiful traditions since it was a main stay in my mod list for years.
Clairelenia  [tekijä] 12.9.2024 klo 16.11 
u installed any other new mods? :) unfortunately this mod is not really compatible with other mods, cause my files will get immediately overwritten. But the edicts should still work fine :D
KimoKitten 11.9.2024 klo 18.48 
Unsure why, it worked fine before update, now it only gives +1 slots. Still has the edict unlocks though? Tried everything. :slimehungry:
Clairelenia  [tekijä] 3.9.2024 klo 17.21 
Just the basic rule for the load order if you use the paradox launcher (Top to Bottom, first to last, 1-4 as example)

1: patches
2: small mods/tweaks (like this mod)
3: huge, big change mods (PD, Giga etc)
4: UI overhauls

The last mods will overwrite the upper ones. If you for example have my mod on 4, and UI overhaul is at 3, my mod won't work.

Or if u have PD on 4 and UI overhaul at 3, you will have complications.
MaulMachine 3.9.2024 klo 16.10 
Some of the third-party mod loaders use a reverse order for mods, so I think some people who exclusively use those instead of the native one may get confused.
Clairelenia  [tekijä] 3.9.2024 klo 11.35 
Like i said :D then you have either a conflicting mod or, which i strongly suspect, a wrong loading order.

You are using an UI overhaul mod? If so, this has to be the very last mod furthest down. Otherwise every other mod, like mine, won't work.

UI mods and big, massive game changing mods have to be further down. I am modding Stellaris for 5+ years, i know what i am talking about :)
Vulpine_Fox 3.9.2024 klo 9.41 
@Clairelenia It seems you are mistaken about the reverse loading of mods. In any case, all the rules of loading order in the recommendations for other mods say that the order is direct: from top to bottom. I will continue to troubleshoot
Clairelenia  [tekijä] 31.8.2024 klo 5.30 
Then you have a mod conflict with any other mod :D and you should not have it at the end, Stellaris Mod Loading Order is reversed, which means your UI mods should be the very last.
Vulpine_Fox 30.8.2024 klo 14.16 
@Clairelenia It's weird, but city districts only give +1 building slot. The mod is at the very end of the download list. Could this be a bug during the update?
Valak 19.8.2024 klo 20.05 
Thanks Claire :D
Clairelenia  [tekijä] 14.8.2024 klo 8.31 
I just updated my mod to the current version, cause it was outdated after i have taken a 1 year break from Stellaris. It's up to you which mod you want to use :D this is the original version
Valak 14.8.2024 klo 1.15 
Am I missing something here between Claire's mod, and Shani's? which to me seems exactly the same?
Astren 13.8.2024 klo 14.58 
@G0ldheart try running only this mod with a mod that adds building slots. Also, look in your edicts. If you see architectonic mastery, the mod is loading and 99 times out of 100 is working.
Ratzenflink 11.8.2024 klo 4.06 
It works for me in the combination Wirth PD.
Demognomicon 8.8.2024 klo 12.11 
@Clairelenia Yes, it does look like another mod is overwriting. It doesn't seem to matter where I place in the load order. A shame.
Clairelenia  [tekijä] 8.8.2024 klo 4.49 
PD does not add/change any districts anymore. So it is fully compatible with PD. If it does not work, any other mod overwrites my mod =)
Demognomicon 7.8.2024 klo 21.13 
Doesn't seem to add more than the normal 1 building? Is it not compatible with PD?
_shani 4.6.2024 klo 1.26 
Hey guys, I've fixed the mod to work with 3.12 correctly: https://sp.zhabite.com/sharedfiles/filedetails/?id=3260915370
RulerOfTheSocks 27.5.2024 klo 11.16 
Just letting people know; the virtuality ascension perk Productivity Simulations doesn't provide the extra jobs with this mod; I think, I could be wrong and could be another mod/my pc bugging out.
THE FORCE 24.5.2024 klo 15.31 
Subscribed for updates :)
Nergal8617 13.5.2024 klo 17.23 
There is an issue with 3.12 now; you cannot build districts on the Synaptic Lathe with this mod installed, which prevents you from unlocking building slots on the lathe.
baronjutter 6.4.2024 klo 16.34 
I added this with planetary diversity and now my special arcology worlds PE adds are totally broken. I wish the mod author put a warning with the mod!! Maybe something like "This mod is the STANDALONE version. No other mods required. If you are using Planetary Diversity and it's submods, use my other version of this mod "
▲ iGregory 23.2.2024 klo 18.56 
3.10 Works:steamhappy:
just a person ? 30.1.2024 klo 20.46 
make sure to put em on top and there are mod that conflict with this one
Q.C Cosmos 11.1.2024 klo 7.07 
This doesnt work it only adds 1 slot
Admiral Requiem 6.1.2024 klo 8.44 
Can confirm that at least in my modded game where no other mod should affect building slots the Ecumenopolis Residential District is unnafected
KampfTomate007 4.1.2024 klo 8.41 
Can confirm atleast partially.

I'm still playing on my 3.10.1 run and atleast the edicts and the city districts still give the extra building slots.

Not sure about ecumenopolis because i haven't built one yet, but i did find a ringworld, or rather shattered ringworld, which only gives 2 building slots per city district, but i assume it's because it is still shattered.
Xherdos 4.12.2023 klo 4.51 
it still works.
ORAA 4.12.2023 klo 4.48 
just update this please
KampfTomate007 20.11.2023 klo 15.23 
Understandable, modding games that get frequent updates can be a pita, take however much time you need, modding should be something you do out of passion, not obligation.
Clairelenia  [tekijä] 20.11.2023 klo 13.52 
im a little bit burnt out of Stellaris atm, but i try to update my mods soon ^^ it always takes a few hours to update them all
KampfTomate007 20.11.2023 klo 5.01 
Hey Claire, 3.10 recently released and i am preparing a new run, so i was wondering if you know if this still works as intended on 3.10, since a lot of things changed.

Thanks for the work btw, this is one of my must-haves!