Stellaris

Stellaris

!BERG - Building Merger
121 則留言
Gaiashield 6 月 9 日 下午 5:38 
I will hope the mod works soon.
half god  [作者] 5 月 15 日 下午 2:52 
for long time it won't, because I have to rewrite entire mod
thorman123456789 5 月 11 日 下午 2:18 
does this work with 4.0?
policemam 4 月 10 日 上午 4:43 
gooooooooooood!!!!!!!!!
Darkfalcone 3 月 25 日 上午 2:40 
@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 3 月 22 日 下午 9:20 
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  [作者] 3 月 22 日 下午 9:18 
I recommend using Merger of Rules, it fixes scripted triggers e.g. checking tier of capital
Darkfalcone 3 月 22 日 下午 8:05 
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 2 月 15 日 上午 7:07 
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 2 月 14 日 下午 5:36 
well my check sum seems to have stopped changing after removing another mod, so i doubt its this
half god  [作者] 2 月 14 日 下午 2:29 
I'm not sure
akdude2000 2 月 14 日 下午 2:19 
is there any chance that this causes issues with chekcsms being unreliable?
half god  [作者] 2 月 13 日 上午 10:32 
send log file on my dc, please
MrBadd 2 月 12 日 下午 2:02 
I'm crashing no matter what save i use this with and even starting new game
Shikimori ❤ 2 月 5 日 下午 4:07 
thank you i appreciate it!
half god  [作者] 2 月 5 日 上午 2:20 
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 ❤ 2 月 4 日 上午 10:48 
[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  [作者] 1 月 22 日 下午 12:28 
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 1 月 22 日 下午 12:09 
Because upgrading the capital and other buildings is making people go jobless and generate less resources
matthewknight1380 1 月 22 日 下午 12:07 
Does this make it so that building can be upgraded to their acot tiers with corrected stats?
half god  [作者] 1 月 22 日 上午 1:28 
Yes, that's correct order.
arieviloj 1 月 21 日 下午 5:49 
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  [作者] 1 月 18 日 下午 2:51 
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 1 月 18 日 下午 2:12 
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  [作者] 2024 年 12 月 15 日 上午 8:27 
Hi, yes those changes works together.
drochytek 2024 年 12 月 15 日 上午 7:55 
Hi does the civic Distrbutism from bug branch works wtith vanilla b expanded thanks to this mod ?
thx
half god  [作者] 2024 年 12 月 10 日 上午 7:58 
Berg overrides almost every building, but the mods you have listed don't override many buildings, so basically you can play without.
pesachyonah 2024 年 12 月 10 日 上午 7:16 
@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  [作者] 2024 年 12 月 10 日 上午 1:27 
@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 2024 年 12 月 9 日 下午 9:33 
Are you using Irony ?
pesachyonah 2024 年 12 月 9 日 下午 5:26 
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  [作者] 2024 年 11 月 25 日 上午 11:33 
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 2024 年 11 月 24 日 下午 5:26 
Soo the new mod update killed this mod from the looks of it? It disables all buildings now
half god  [作者] 2024 年 11 月 21 日 上午 10:27 
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 2024 年 11 月 21 日 上午 7:20 
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  [作者] 2024 年 11 月 21 日 上午 1:44 
Thanks. Not yet, but have started and I completed 2/3 so today will be supported.
MightyShark 2024 年 11 月 20 日 下午 9:20 
Great mod ! Does tit support the "Expanded Megastructures and Technology " mod??
Sade 2024 年 11 月 20 日 下午 7:54 
Thanks for the quick work @half god its working again on my end after using the panel and the "fix" option.
half god  [作者] 2024 年 11 月 20 日 上午 11:58 
Have you tried opening panel (edict) and click "Fix" ?
Pepperoni Guy 2024 年 11 月 20 日 上午 10:30 
sadly mod is still not working
half god  [作者] 2024 年 11 月 20 日 上午 6:46 
@Nesias and @Sade it's fixed now (i hope), thanks for the response.
Sade 2024 年 11 月 19 日 下午 5:19 
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  [作者] 2024 年 11 月 18 日 下午 12:25 
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 2024 年 11 月 18 日 上午 12:42 
Sorry to bother, but anyway this mod could get compat with Stellaris - Evolved? It has some special buildings AVB also has.
Kien 2024 年 11 月 9 日 下午 12:33 
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  [作者] 2024 年 9 月 28 日 上午 8:08 
Fixed, thank for noticing me.
King Brick 2024 年 9 月 27 日 下午 3:12 
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  [作者] 2024 年 9 月 21 日 上午 7:12 
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] 2024 年 9 月 21 日 上午 5:55 
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 2024 年 9 月 11 日 下午 10:33 
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!