Stellaris

Stellaris

!BERG - Building Merger
121 Comments
Gaiashield 9 Jun @ 5:38pm 
I will hope the mod works soon.
half god  [author] 15 May @ 2:52pm 
for long time it won't, because I have to rewrite entire mod
thorman123456789 11 May @ 2:18pm 
does this work with 4.0?
policemam 10 Apr @ 4:43am 
gooooooooooood!!!!!!!!!
Darkfalcone 25 Mar @ 2:40am 
@half god Some update: I have tried only enabling mods of ACOT and its submod with AOT, Additional Vanilla Buildings - Unofficial, BERG, and Merger of Rules. The rest of my mods are disabled. The issue still persists. Example: still not able to upgrade from Luxury Residences to Paradise Dome when I upgraded to Void Palace from ACOT. It still says need needs planetary administration on planet.

But when I disabled Additional Vanilla Buildings - Unofficial and leaving the others still enabled, I can upgrade from Luxury Residences to Paradise Dome with the same condition. So I guess the problem is with Additional Vanilla Buildings - Unofficial?
Darkfalcone 22 Mar @ 9:20pm 
I already did use the Merger of Rules, so I'm not sure what's causing it. I was able to upgrade buildings using both mods on my previous playthroughs.
half god  [author] 22 Mar @ 9:18pm 
I recommend using Merger of Rules, it fixes scripted triggers e.g. checking tier of capital
Darkfalcone 22 Mar @ 8:05pm 
I'd like to report an issue: just a moment ago, I played stellaris with both ACOT and Additional Vanilla Buildings - Unofficial. Then I got the Delta tech from ACOT. After I convert my capital into Dark Palace using "superior constructs" decision, I cannot upgrade buildings affected by Additional Vanilla Buildings. It said: "needs planetary administration on planet"
Pietrooperv 15 Feb @ 7:07am 
This mod nukes bentharian power plants. They only provide 4 jobs. Thats it. The 10 energy from the building itself is instead converted into upkeep and the 0.5 bonus energy per job is removed.
akdude2000 14 Feb @ 5:36pm 
well my check sum seems to have stopped changing after removing another mod, so i doubt its this
half god  [author] 14 Feb @ 2:29pm 
I'm not sure
akdude2000 14 Feb @ 2:19pm 
is there any chance that this causes issues with chekcsms being unreliable?
half god  [author] 13 Feb @ 10:32am 
send log file on my dc, please
MrBadd 12 Feb @ 2:02pm 
I'm crashing no matter what save i use this with and even starting new game
Shikimori ❤ 5 Feb @ 4:07pm 
thank you i appreciate it!
half god  [author] 5 Feb @ 2:20am 
I found it recently in my playthrough and I started fixing it. I Upload it now, so it should be fixed in most cases
Shikimori ❤ 4 Feb @ 10:48am 
[12:30:53][trigger.cpp:487]: invalid scope for trigger. got [planet], expected {country}. file: in scripted trigger is_regular_empire at file: common/buildings/刀 berg_vanilla_fallen_empire_buildings.txt:1204(inline_script) common/inline_scripts/berg_jobs_group/researcher_add.txt:12(inline_script) common/inline_scripts/berg_jobs/berg_job_with_desc.txt line: 5 line: 1

idk what this means but it crashes my game everytime i try to load or play ;-; idk what this means
half god  [author] 22 Jan @ 12:28pm 
ACOT variants have different job which give more resource per pop. So no it doesn't match amount of jobs. However ACOT gives decisions where unemployment pop gives research or are in 'sleep mode', if i'm correct.
matthewknight1380 22 Jan @ 12:09pm 
Because upgrading the capital and other buildings is making people go jobless and generate less resources
matthewknight1380 22 Jan @ 12:07pm 
Does this make it so that building can be upgraded to their acot tiers with corrected stats?
half god  [author] 22 Jan @ 1:28am 
Yes, that's correct order.
arieviloj 21 Jan @ 5:49pm 
So... im kinda confused here.

I want to play whit AVB and EUTAB.

Is this the correct load order?

AVB
EUTAB
!BERG
Merge of Rules

Thank u for your work doing this.
half god  [author] 18 Jan @ 2:51pm 
Unfortunately no, because that's cannot be patched between Stellaris priority (which doesn't exists) and mods. Patch mod-mod is quite easy. However I once wanted to try this mod https://sp.zhabite.com/sharedfiles/filedetails/?id=3253061346 . This mod should be compatibile, but I don't tested it.
CikenJamur 18 Jan @ 2:12pm 
hi i tried this mod but it is not compatible with sort those building mod, is there any chance to make compatibility patch?
half god  [author] 15 Dec, 2024 @ 8:27am 
Hi, yes those changes works together.
drochytek 15 Dec, 2024 @ 7:55am 
Hi does the civic Distrbutism from bug branch works wtith vanilla b expanded thanks to this mod ?
thx
half god  [author] 10 Dec, 2024 @ 7:58am 
Berg overrides almost every building, but the mods you have listed don't override many buildings, so basically you can play without.
pesachyonah 10 Dec, 2024 @ 7:16am 
@MightyShark no I'm not. I run OSX and I've had a lot of trouble getting Irony to work on it without having to go through a highly irritating security gauntlet. I've looked online and there doesn't seem to be any guidance on how to make Irony work on a Mac, or on getting it to run in Steam for that matter. So I'm stuck with the Paradox launcher via Steam.

@half god: I'm as baffled as you are then. I assume you mean that !BERG should work with all of those mods at once. I honestly don't know how your mod works so I wouldn't be able to pinpoint possible three-way conflicts. But I'll assume that the problem is something else at my end.
half god  [author] 10 Dec, 2024 @ 1:27am 
@pesachyonah I don't know what answer you want. I guess that you want to know if Berg works with those mods and I can answer yes.
MightyShark 9 Dec, 2024 @ 9:33pm 
Are you using Irony ?
pesachyonah 9 Dec, 2024 @ 5:26pm 
I'm gradually working through my mods to see if I can get a 3.14 build going, and !BERG seems to be the latest CTD culprit. Prior to adding !BERG to the mix, the game loads with the following other mods, in this order:

1) Ariphaos patch
2) Yet Another Galaxy Enhancement Mod
3) Gullli + 3.14 patch
4) Gigastructures
5) PD, with Ascension Worlds, Unique Worlds, and More Arcologies
6) UIOD, with Ascension Slots, Topbar, More Traditions, and compats for GigEng and PD
7) !Sartek Tradition - Ascension Perk Merger
8) !Reworked Advanced Ascensions
9) !!Universal Modifier Patch
10) !!!Universal Resource Patch
11) !The Merger of Rules

I was planning on trying to add a few other tradition and perk mods but I'm waiting to see if I can get any info on this current startup issue. Any compatibility issues or load order issues I'm unaware of? Please advise. Thanks, y'all!
half god  [author] 25 Nov, 2024 @ 11:33am 
You need to enter edicts, select "open berg panel", and then enable all categories or "fix".
Saves created before the update need a fix in that way.
Super Villain Miss Fortune 24 Nov, 2024 @ 5:26pm 
Soo the new mod update killed this mod from the looks of it? It disables all buildings now
half god  [author] 21 Nov, 2024 @ 10:27am 
When I get info back about this mod from the author, then compatibility will appear almost immediately. Fixes and small changes are my priority.
VDilang 21 Nov, 2024 @ 7:20am 
Can the 'More Events Mod' be added to your future update plan? This mod adds planetary shields, resulting in two planetary shield buildings.
half god  [author] 21 Nov, 2024 @ 1:44am 
Thanks. Not yet, but have started and I completed 2/3 so today will be supported.
MightyShark 20 Nov, 2024 @ 9:20pm 
Great mod ! Does tit support the "Expanded Megastructures and Technology " mod??
Sade 20 Nov, 2024 @ 7:54pm 
Thanks for the quick work @half god its working again on my end after using the panel and the "fix" option.
half god  [author] 20 Nov, 2024 @ 11:58am 
Have you tried opening panel (edict) and click "Fix" ?
Pepperoni Guy 20 Nov, 2024 @ 10:30am 
sadly mod is still not working
half god  [author] 20 Nov, 2024 @ 6:46am 
@Nesias and @Sade it's fixed now (i hope), thanks for the response.
Sade 19 Nov, 2024 @ 5:19pm 
A recent update to this mod seems to have made it impossible to construct buildings. The building list is just empty. Every building category says "Our empire does not know how to build any buildings in this category" or something to that effect. Buildings become available again if I disable the mod. If I start a new game with only this mod enabled, no buildings are available.
half god  [author] 18 Nov, 2024 @ 12:25pm 
My plans assume that compatibility with Stellaris Evolved appears, but for now, I need some time to make it flexible and compatible. I have started reworking my app to create buildings. Then compatibility will be much easier to introduce.
Xyllisa Meem Paradox Station 18 Nov, 2024 @ 12:42am 
Sorry to bother, but anyway this mod could get compat with Stellaris - Evolved? It has some special buildings AVB also has.
Kien 9 Nov, 2024 @ 12:33pm 
regular empire monuments is not producing unity scaled with ap taken.
it seems like all monuments is not producing from script, but didn't confirm besides regular one.
half god  [author] 28 Sep, 2024 @ 8:08am 
Fixed, thank for noticing me.
King Brick 27 Sep, 2024 @ 3:12pm 
An errant ` prevent holo theaters from having a build cost in berg_vanilla_amenity_buildings. Not sure, if it causes any additional issues. I never build them, so I didn't notice it for a while. Removed it locally and build cost came back.


inline_script = {
script = vanilla/amenity/berg_holo_theatres_script
tier = 1
}` <--
inline_script = {
script = building_resources/vanilla/holo_theatres
tier = 1
}
half god  [author] 21 Sep, 2024 @ 7:12am 
Gigastructrural Engineering doesn't override the planetary shield generator so it looks like they do not want to upgrade from it to their shields.
Leri-Weill [FRA] 21 Sep, 2024 @ 5:55am 
Hey! The Gigastructural Engineering mod adds the Hypershield Defensive Screen (building_giga_planetary_shield_generator_1) and Negative Mass Protector (building_giga_planetary_shield_generator_2) and I feel like they should be added as direct upgrades from the vanilla Planetary Shields ?
I have no idea how modding building works and how if other mods also add upgrades to the shields it breaks the upgrade path, but I feel like it could be a neat little tweak!
King Brick 11 Sep, 2024 @ 10:33pm 
Ah, all good. The other mod wasn't actually making any important changes. Just rolling back all yours in those few buildings. I don't think I have any mods that will end up creating dummy buildings because of this. I probably could have just changed the beginning of the other mods file all the same. Oh well.

Appreciate the hard work on it all!