Stellaris
Unlock More Building Slots (3.14)
87 Yorum
Gaiashield 9 May @ 15:10 
Thanks for the updates until now of your great mods
liliandra_nadiar 8 May @ 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 May @ 15:45 
:(
Clairelenia  [yaratıcı] 1 May @ 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  [yaratıcı] 22 Nis @ 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 Nis @ 9:16 
i wonder, does this also work for AI?
Leadaire 20 Şub @ 5:38 
Can you make compatibility version with Planetary Diversity?
LennyTheLing 14 Ara 2024 @ 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  [yaratıcı] 12 Ara 2024 @ 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 Ara 2024 @ 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 Kas 2024 @ 8:24 
it's not compatible with
Additional Vanilla Buildings - Unofficial
can you change this? That would be great
ChrisGaming64 5 Kas 2024 @ 13:17 
Update please, just so it doesnt show with a yellow triangle
forbiddenlake 24 Eyl 2024 @ 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 Eyl 2024 @ 20:49 
I can confirm that the 3 edicts work just fine. I use all 3 together and get lots of building slots.
Clairelenia  [yaratıcı] 15 Eyl 2024 @ 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 Eyl 2024 @ 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 Eyl 2024 @ 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  [yaratıcı] 12 Eyl 2024 @ 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 Eyl 2024 @ 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  [yaratıcı] 3 Eyl 2024 @ 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 Eyl 2024 @ 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  [yaratıcı] 3 Eyl 2024 @ 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 Eyl 2024 @ 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  [yaratıcı] 31 Ağu 2024 @ 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 Ağu 2024 @ 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 Ağu 2024 @ 20:05 
Thanks Claire :D
Clairelenia  [yaratıcı] 14 Ağu 2024 @ 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 Ağu 2024 @ 1:15 
Am I missing something here between Claire's mod, and Shani's? which to me seems exactly the same?
Astren 13 Ağu 2024 @ 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 Ağu 2024 @ 4:06 
It works for me in the combination Wirth PD.
Demognomicon 8 Ağu 2024 @ 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  [yaratıcı] 8 Ağu 2024 @ 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 Ağu 2024 @ 21:13 
Doesn't seem to add more than the normal 1 building? Is it not compatible with PD?
_shani 4 Haz 2024 @ 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 May 2024 @ 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 May 2024 @ 15:31 
Subscribed for updates :)
Nergal8617 13 May 2024 @ 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 Nis 2024 @ 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 Şub 2024 @ 18:56 
3.10 Works:steamhappy:
just a person ? 30 Oca 2024 @ 20:46 
make sure to put em on top and there are mod that conflict with this one
Q.C Cosmos 11 Oca 2024 @ 7:07 
This doesnt work it only adds 1 slot
Admiral Requiem 6 Oca 2024 @ 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 Oca 2024 @ 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 Ara 2023 @ 4:51 
it still works.
ORAA 4 Ara 2023 @ 4:48 
just update this please
KampfTomate007 20 Kas 2023 @ 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  [yaratıcı] 20 Kas 2023 @ 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 Kas 2023 @ 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!