Stellaris
ANZ VOIDFRAME
87 comentarios
Megumin  [autor] Hace 1 hora 
I'd say not anytime soon, not touching any of my mods atm.
guirab09 hace 11 horas 
i hope im not bothering you, but do you have any idea when this will be updated? i am very exited to play with this mod again
Nightbringer35 16 ABR a las 17:27 
Thanks!
Megumin  [autor] 16 ABR a las 4:18 
Occupy the vault normally, let it decolonize, planetary decision to invade the vault will show up in frameworld's tab (not the vault). Use it and invade, armies will spawn in the frame and will generally be stronger than default vault armies so build some defense districts first.
Xahkarias  [autor] 15 ABR a las 13:06 
@Nightbringer35: There's some extra handling to allow you to fight the Phanon army on the vault, youll have to ask Megumin for the details on that part though
Nightbringer35 15 ABR a las 12:15 
Yeah I was just stupid, apparently the one line I skipped in the guide was the one talking about how you need the buildings. But now I got a new issue, how are you meant to get the phanon tech to upgrade your frameworld with AOT if you can occupy the phanon vault?
MasterBot 13 ABR a las 10:45 
Kind of late to request this cos of 4.0, but version for AI that doesnt require buildings built would be lovely.
Xahkarias  [autor] 13 ABR a las 9:39 
@Nightbringer35: Did you build the Dark Foundry or Enigmatic Lab buildings? The districts use the building that you have as a reference to what level they should upgrade to. The situation log documentation has the notes for which district needs what building (or if they dont need a building)
Nightbringer35 13 ABR a las 9:20 
Hey, I'm having a similar issue to rex, I have the research for Dark Foundry, Enigmatic Lab, and the better mega-construction material, but none of the districts have updated. My nexus, maintenance, and unity districts updated fine, but nothing else. Any clue?
Dinosaurusrex 23 MAR a las 7:58 
Thanks for the quick reply! I figured that might be the case, but did not stop to unpause when I was testing a new game myself. Seems to be working now, documentation shows up 1 month into the game.
Megumin  [autor] 23 MAR a las 7:17 
Documentation only shows up in new games.
Dinosaurusrex 22 MAR a las 7:12 
Not sure if there's something wrong with my setup or if I've got a bug, but I don't see a Section 9 in the frameworld documentation.

I was hoping to find it because upgrading my frameworld to delta tier (via the black hole synthesizing decision added by this mod, not the "superior designs" decision), and then researching dark foundries hasn't changed my foundry districts.

Nexus and maintenance districts have been upgraded, however.
samsockeater 22 MAR a las 3:22 
i have merger, its at the bottom, its the first mod to go in since it's always needed, the only things under it are the big resource patch and the big modifiers patch
Xahkarias  [autor] 21 MAR a las 17:11 
@samsockeater: something is overriding the acot definition of an upgraded capital; get merger of rules and put it at the end of your modlist
samsockeater 21 MAR a las 10:00 
any idea what could cause issues with ACOT capitals not being adequate tier to build brain uplinnks and or why after conquering the vault i got a decision on the main frame to turn it into a dark energy/matter habitat? only thing that changed afaik in game was getting the vault however i think merger had also updated that day so unsure
Альфа 1918 12 FEB a las 9:07 
NEVER CARED FOR WHAT THEY DOOOO
NEVER CARED FOR WHAT THEY KNOO-OO-OOW
BUT I KNOOOOOOOOOOW
Xahkarias  [autor] 29 ENE a las 6:06 
@shadowz: Ah, I see what you mean now. That's something we'll get around to in the next update (to help out irony users like you), but its pretty much bottom of the barrel priority since they are functionally identical.
shadowz 28 ENE a las 18:42 
@Xahkarias: The only reason I bring it up is because when going through mod conflicts in Iron Mod Manager I noticed that the lines didn't add up. While you're right that 'maginot_shield_army_count_frameworld' starts with 'mode=weight' for the base and switches to 'mode=add' for the new districts, 'maginot_bunker_army_count_frameworld' uses 'mode=add' for the base as well as the new ones. maybe it's an extremely recent fix since I redownloaded the mod a few days ago, but when I check the files it's right there on line 110, using add instead of weight.
Xahkarias  [autor] 28 ENE a las 17:10 
@shadowz: Both the normal gigas code and our override start with `mode = weight`, which sets the variable to be equal to the number of base gigas districts. In the override, we then add a multiple of the number of voidframe districts, since we weight them more than the normal districts.
shadowz 28 ENE a las 17:01 
At [code] common\script_values\zzzzz_voidframe_giga_override.txt [/code]
there are the variable sets [code] maginot_shield_army_count_frameworld [/code] and [code] maginot_bunker_army_count_frameworld [/code]
In the default Gigastructures files they use the function mode = weight , but this mod uses mode = add .
Is this intentional, or is this a bug / feature that hasn't been updated?
Megumin  [autor] 6 ENE a las 16:04 
Done
Inny 6 ENE a las 13:03 
Hello, can you please add a scripted variable for compatibility? @anz_voidframe_mod = 1
Thanks!
CoCoNoobie 2 ENE a las 14:07 
i wish this was how ACOT and AOT worked, with district upgrading buildings.
Dyna-saur 16 DIC 2024 a las 15:37 
Ahhh, that makes sense. I haven't gotten the tech to upgrade the frame world itself yet, probably soon. Also, thank you for responding so quickly, I really appreciate it, I was about to make a new save if this didn't work out.
Xahkarias  [autor] 16 DIC 2024 a las 15:25 
@Dyna-saur: Ah, I forgot to ask the important question: Did you housing districts upgrade to delta? Im betting that while you researched the tech to unlock the districts, you havent unlocked the tech + did the decision that allows you to actually upgrade the Frame to Delta tech.

The housing district is a good sign if your frame is delta or not, as it automatically upgrades with the frame (no building or other tech needed)
Dyna-saur 16 DIC 2024 a las 13:48 
I have built 7 dark foundry buildings just in case, but it is still showing as regular foundry districts with metallurgist jobs instead of alloy transmutators. Do you know if there is any mod that could be conflicting with this? Currently, I am using giga (with manipulation) + acot (with sub mods), NSC, 108 building slots (with dirty fix), a couple of traditions and AP mods.
I am new to playing modded stellaris, this is my 3rd modded playthroughs and first one with Frame World, so I dont really know where it went wrong.
Xahkarias  [autor] 15 DIC 2024 a las 21:59 
@Dyna-Saur: Build the building, and it upgrades the normal district to the delta version. There's documentation in the situation log.
Dyna-saur 15 DIC 2024 a las 17:01 
So I don't know if I am doing something wrong, but when I researched dark foundries, it said I had unlocked both the dark foundry building and dark foundry district. But I can only build the said building and not the district. I checked the decision's tab, but there is no mention of it. Is there something I am missing?
Craitus 13 DIC 2024 a las 18:46 
oh okay I misunderstood the description when I read it thanks
Megumin  [autor] 12 DIC 2024 a las 11:00 
When AOT supports it
Craitus 12 DIC 2024 a las 7:03 
Hey sorry if this has been asked before but is there any update on when secrets of the shroud will be fully supported for this mod?
Xahkarias  [autor] 6 NOV 2024 a las 14:49 
As a note, Voidframe works properly with patch 3.14, we just havent updated the version number.
Viing 5 OCT 2024 a las 7:01 
Thank you and good luck with the coding.
Megumin  [autor] 5 OCT 2024 a las 6:12 
@Viing I got it to partially work and not crash but need to redo the whole ascension path code which is a nightmare. Had to remove bunch of outdated mods too so right now it's ~80 mods big instead of ~100.
Viing 5 OCT 2024 a las 4:12 
Sorry if this is the wrong place to ask this but is there any chance of the eternal light modpack returning?
Westrian 4 OCT 2024 a las 18:05 
yea it was for megacorp, i mixed it up with the knights of knights of the toxic god overlord building (cause i use your other mod) but it didnt seem like the branch office upgraded, but maybe i was missing something.
Xahkarias  [autor] 3 OCT 2024 a las 10:14 
@Westrian: There are two frameworld related buildings in Gigas: one is a dummy placeholder that is put on frameworld outpost planets, the other is a branch office building for megacorps. I'm not aware of one for overlords.
Westrian 14 SEP 2024 a las 9:01 
im not 100% sure about this, but i believe frameworld overlords get a special building that they can use that doesnt seem to be covered by the mod, i could be mixing up one of the other mods that adds buildings for the frame.
Old Ways 24 AGO 2024 a las 14:31 
Thanks
Megumin  [autor] 24 AGO 2024 a las 13:19 
yes
Old Ways 24 AGO 2024 a las 6:22 
Hello, will this mode work if im using 36 building slots?
Xahkarias  [autor] 4 AGO 2024 a las 14:04 
@Russky: We don't modify any ACOT / AOT buildings, this isnt an issue on our side
Russky 4 AGO 2024 a las 13:09 
Im using ACOT not AOT
Westrian 4 AGO 2024 a las 11:50 
if your playing AoT, the mod just updated. this isnt updated to match it yet, give it a few hours/days and if you choose to ignore the post that mentioned said issue, play at your own risk.
Russky 4 AGO 2024 a las 10:32 
The superior designs capital is not recognised by the delta tier buildings its called enigmatic enxus not dark nexus and so I cant build any delta tier buildings despite having done the upgrade?
Ketana 2 AGO 2024 a las 4:54 
me and a friend tried this new version of mod. His game version changed and mine stayed the same as if my game did not load it. Any idea how to fix?
Zeypheron 26 JUL 2024 a las 16:30 
Also after taking the surface of the vault, are Phanon suppose to occasionally reclaim the planet/system for free (as due to the nature of the origin you aren't occupying the planet when Phanon sends out an attack), or is that event suppose to be stopped/the attack redirected to the Frame World? Cause it's kinda annoying having to retake the system/planet every time, also I know I don't NEED to, but considering Phanon portals in fleets all over the galaxy when they own the system it's less annoying to just keep a fleet parked there to instantly retake it than play whack a mole with the portals/fleets.
Zeypheron 26 JUL 2024 a las 16:30 
By the way with this mod the Phanon Vault Raid is broken, or at least the Rival Path for dealing with Phanon is broken, as I've completed the fourth and final raid but I haven't had any event pop up regarding it and contacting the Rival just has them talk about capturing the system and Vault, and Phanon as a whole is still present as I have a ruined Attack Moon in the system that for some reason Phanon has ownership of (even though I own the system) and when I contact them I still get the main branch telling me to go die.
Megumin  [autor] 25 JUL 2024 a las 10:37 
That was the primary reason, it also helps tech lock districts. Voidframe used to work without relying on buildings but I felt this is much better. There are already so many decisions and I don't wanna spend time making more (especially their art).
Zeypheron 24 JUL 2024 a las 19:57 
@Megumin Is that really the only reason it's tied to buildings? Feels like it would be better to tie that to a decision or something rather than pretty much permanently blocking half the building slots with just maintaining the upgraded districts.