Stellaris
BPV - More Building Slots - Compatibility
107 件のコメント
Pepsi Man 7 時間前 
Lol It actually wasn't this mod @CMaia, it was one of the Bug Branch ethics submods that broke it. Very very weird. My apologies.
CMaia 15 時間前 
@Pepsi Man try to resub the mod, this issue is already resolved
Pepsi Man 15 時間前 
BPV Compatibility patch breaks Planetary Diversity planet select and turns it vanillan then crashes to desktop when selecting a district. I moved the compatibility patch above planetary diversity which brought back the planets, but district issue remains instant crash to desktop.
喵小夕 · F_thx  [作成者] 17 時間前 
@Oni-Miko Reimu
已修复
喵小夕 · F_thx  [作成者] 17 時間前 
@CRAB @逆光之种 @TTV/COFFENATION @alankraskow @Lamb Chop fixed
BoryukaInvicta 19 時間前 
我看崩溃日志,自动生成的区块对应不上?
[23:35:10][district_type.cpp:371]: District type is missing zone slots. This will lead to a crash: district_giga_alderson_leisure
[23:35:10][district_type.cpp:371]: District type is missing zone slots. This will lead to a crash: district_giga_alderson_pop_assembly
[23:35:10][district_type.cpp:371]: District type is missing zone slots. This will lead to a crash: district_giga_alderson_pop_growth
[23:35:10][district_type.cpp:371]: District type is missing zone slots. This will lead to a crash: district_giga_alderson_admin
[23:35:10][district_type.cpp:371]: District type is missing zone slots. This will lead to a crash: district_giga_alderson_admin_spiritualist
[23:35:10][district_type.cpp:371]: District type is missing zone slots. This will lead to a crash: district_giga_alderson_sanctuary
Oni-Miko Reimu 6月22日 4時26分 
和動態兼容當中的 [蠢驴我的建筑哪去了] 一同啟用時,會導致城市區劃建造花費消失.

測試環境: 包括所有必要前置mod,總mod啟動數為5,以下為排序列表:
1. UI Overhaul Dynamic
2. BPV
3. BPV 更多建築槽
4. 蠢驴我的建筑哪去了
5. BPV 更多建築槽-兼容
CRAB 6月21日 14時44分 
can confirm that deleting "zz_customize_species_editors.gui" stopped my game from crashing once the loading bar hit 100% at the start-up screen
逆光之种 6月21日 9時41分 
接上一条评论:是的孩子们,打开mod文件,interface删掉zz_customize_speicies_editors一切就好了,这真的有用
TTV/COFFENATION 6月21日 9時03分 
For all to fix: Simply delete the file "zz_customize_species_editors.gui" in the interface folder
alankraskow 6月21日 6時38分 
Mod is causing some serious issues. Empire creation is all over the place and it freezes the game upon exiting empire creation.
DD人 6月21日 6時23分 
不知道发生了什么问题,会导致自定义国家界面背景图丢失
interface/zz_customize_species_editors.gui 这个文件的2829行 background 没问题 但是背景之外的图片丢失了 很奇怪
Lamb Chop 6月21日 5時12分 
+1 breaks the custom race creation, for example you get 4 * 2 more ethics with missing icons...
Just a question mark
逆光之种 6月21日 4時05分 
现在会炸掉UOD?现在的UI不仅重叠而且多出来许多无意义选项
TTV/COFFENATION 6月20日 21時54分 
Heyo! The last update breaks compatibility with UI Overhaul Dynamic when youre creating a custom empire. Especially the planet selection is unusable in combination with UI OD and Planetary Diversity. The zz_customize_species_editors.gui file reverts it back to vanilla, overwriting the UI OD changes.
2801136819 6月20日 21時33分 
这mod现在有bug,会影响政体起源UI
MattS 6月20日 14時52分 
I have issues with this and STNC - it will load okay but it blanks out the fleet panel. Colonies look fine but you lose background/etc. any time you have a fleet selected.
Aonir 6月19日 7時40分 
Thanks !

So "SLOT_END", "SLOT1" and "GOVERNMENT" are variables that you define inside your mod?

I assume this poses no issues for people not using BPV?
喵小夕 · F_thx  [作成者] 6月19日 5時46分 
# /common/zones/your_zone.txt
# before:
max_buildings = 3
# after:
max_buildings = @[ (1-BPV_compatibility_load)*3 + BPV_ZONE_SLOT ]

# before:
max_buildings = 6
# after:
max_buildings = @[ (1-BPV_compatibility_load)*6 + BPV_CITY_SLOT ]

# /common/districts/your_main_city_districts.txt
# → Only for primary city districts
# → Append at district end: (preserve original zone_slots)
inline_script = {
script = districts/BPV_district_slots2
GOVERNMENT = slot_city_government
SLOT1 = slot_city_01
SLOT_END = your_slot_city_02
}
# This script duplicates END specialization until reaching user-requested counts
@Aonir
Aonir 6月19日 3時01分 
I made a submod for acot that adds zones, and I got asked more than once if it is compatible with your mod. So I set it as my next goal to make to so, any insights you can give me on how to do so?
喵小夕 · F_thx  [作成者] 6月17日 5時52分 
@冷火飘零
我不知道为什么,白名单工作原理就是原封不动复制他的文件,然后修改槽位数量,不改变加载位置,不改变其他逻辑
冷火飘零 6月17日 5時33分 
虽然写着白名单兼容爱莉希雅,但是实际同时启用的时候会让永世乐土改造完成后专精变为未选择,并且一点就会直接闪退。原版没问题
alankraskow 6月15日 21時54分 
@喵小夕 · F_thx thank you for such fast response! Very much appreciated.
喵小夕 · F_thx  [作成者] 6月15日 21時52分 
@alankraskow A mod that shouldn't override vanilla content used inline_script, causing my warning system to miss it. Now fixed.
alankraskow 6月15日 20時28分 
spth_generic_ag_living_metal_zone
spth_generic_ag_nanite_zone
spth_generic_ag_zro_zone
spth_generic_ag_drak_matter_zone
spth_generic_ag_living_metal_forge_zone
spth_generic_ag_nanite_forge_zone
spth_generic_ag_zro_research_zone
spth_generic_ag_drak_matter_refine_zone


Got bunch of zones without localisations and icons spawned on top of the list after today's update.
无终太一 6月14日 19時03分 
此mod会导致环世界无特化区块 小区划变4个
Haerzog 6月14日 9時50分 
Please edit the mod title to indicate it is obsolete, if it still is
喵小夕 · F_thx  [作成者] 6月13日 5時17分 
@barkingnoise
This mod modifies zone_slot and is obsolete.
However, it shouldn't affect district display logic.
The only issue it causes:
Specialization menus show empty on the right-hand side when clicked

Universal Zone Patch causes specializations to appear empty.
Save file corruption will make specializations unclickable.
Districts being overridden or disabled by other mods results in specializations not displaying.
barkingnoise 6月13日 4時35分 
@喵小夕 · F_thx

"obsolete - completely outdated"
I read this and deactivated this mod in my modlist, but that caused my 3rd and 4th zone (I'm using one of your other mods for this) to become invisible on my current save. Reactivating this mod made them appear again - with all the buildings remaining.

So not sure what kind of interaction is causing this, but I'm going to keep using this mod for my current save anyway - I'd appreciate if you did not archive this mod or something in the meantime ^^
Dave_12138 6月12日 23時25分 
@AdamMarkIV:maybe nolonger require——
before 4.0.17, it's district -> zone_slot -> zone, if you want add a new custom zone to district_city, you have to overwrite vanilla (inline_scripts in fact, that's where relationships of slots and zones are). it will be in mess if every modder overwrite it (they will overwrite each other), and that's what Universal Zone Patch do (overwrite them all, with including them all).

however, after 4.0.17, it's district -> zone_slot -> zone_set <- zone, if you want add a new custom zone to district_city, all you need is just add “zone_sets = { urban }” in your zone. no overwrite, no patch require.
喵小夕 · F_thx  [作成者] 6月12日 23時14分 
@AdamMarkIV
This mod is obsolete — completely outdated.
Version 4.0.17 natively supports zone compatibility
AdamMarkIV 6月12日 23時02分 
Update - found the reason: the mod at fault was "Universal Zone Patch", after disabling it the zones appeared again, sorry for falsely blaming yours :P

On the side note - do you think it is okay to play without that mod? I thought that "Universal Zone Patch" is an essential to your and similar mods rn
喵小夕 · F_thx  [作成者] 6月12日 22時57分 
@AdamMarkIV
Which mods do you have installed?
Compatibility only activates when the corresponding mod is enabled.

Additionally:

Resubscribing or checking compatibility doesn't guarantee updates
Use Force Refresh in the launcher (more reliable)
Even then, mods must traverse Steam's global caching servers → causes 1-2 day delays (primary lag source)
AdamMarkIV 6月12日 22時42分 
Also, tried to follow your advice to other people, and verify the game files to force update the patch, but the zone bug still present, even on new games.
Honestly, I have no idea how to fix this bug without disabling your mods (but I want to play with them so bad) ;__;
AdamMarkIV 6月12日 22時29分 
Hi! What is the load order for the patch?
Dave_12138 6月12日 9時11分 
@hydrargyrum:因为原版就是这么写的。
蠢驴在 zone_urban_energy 里的 included_building_sets 写了 generator urban fallen_empire_generator automation 。
zone_urban_minerals 里也是 mining urban fallen_empire_mining automation 。
但到了 zone_urban_food 就成了 farming hydroponics urban automation 。

与其说 zone_urban_food 里不该没有 fallen_empire_farming , 不如说很难解释原版支持特化明明没有建筑槽为什么还要加 included_building_sets
hydrargyrum 6月12日 5時03分 
城市区划里的农业支持特化,在开了建筑槽后无法修堕落农业建筑,而矿业和能源特化都能修各自的堕落一产建筑
喵小夕 · F_thx  [作成者] 6月8日 22時41分 
@LauraTons
I update the mod description with every release. When compatible mods are updated, this mod will synchronize its updates accordingly.
LauraTons 6月8日 19時19分 
Can you please add details to your change log so we know what has gained support or changed.
AltoidsMaximus 6月8日 8時59分 
@喵小夕 · F_thx so there is no way to add limits? The 60+ slots versions cause immense lag in the beginning of the game due to AI just spamming gazillions of these constructions.
Ironman20075 6月8日 5時10分 
Seems to be fixed, ty for the effort, as much as i know verifying the game forces you to verify the mods you downloaded, but still steam is inconsistent with that, so sometimes you just got to fully resubscribe, maybe turn all the mods into a collection, so you can delete and redownload them easily
喵小夕 · F_thx  [作成者] 6月7日 13時48分 
I've fixed it now. My Steam consistently fails to update mods properly.
If you know how to force an update check, please let me know – it would help resolve this persistent issue.
@Ironman20075
Ironman20075 6月7日 13時34分 
Hey, just wanted to say, that the ACOT patch of this mod is slightly outdated and still has some pre 4.0 job issues, any chance you can fix that? (Found it on mainly the ae (alpha) tier of the dark energy district on a fractured world
Raidboss_L 6月5日 11時34分 
@喵小夕 · F_thx
I did push an update for my mod "Architects of Eden". It now has one scripted_variable.
Thanks for mentioning :)
喵小夕 · F_thx  [作成者] 6月5日 0時12分 
@AltoidsMaximus
PDX hasn't fully implemented this system – modifiers for building slots have absolutely no effect.
The current implementation is essentially a half-finished framework.
AltoidsMaximus 6月4日 19時31分 
Hi. Can you add a limit of how many slots you have at a time like in previous stellaris. It may be an issue with performance speaking of AI.
barkingnoise 6月4日 13時47分 
@AncientGatekeeper

Thanks, that's what I've been trying (and its what is said in the description of the main mod).
It doesnt work though and I have no idea why.

Installing the "Compact View" mod seems to bring out all the districts again as visible - albeit a little wonky in terms of UI box outlinings.
AncientGatekeeper 6月4日 13時29分 
@barkingnoise Load Order: (Same number = Any position)
UI Overhaul Dynamic
Better Planet View
~~ BPV - More Building Slots
~ BPV - More Building Slots - City Slots
~ BPV - More Building Slots - Zone Building Slots
🞄 BPV - More Building Slots - City Zone
BPV - More Building Slots - Compatibility
Other mods
barkingnoise 6月4日 13時16分 
I'm having problems getting districts beyond the first 3 to show up. I'm using Extra Districts but whatever load order I try to use, I'm not getting any more districts showing up than 3. I have plenty of space beneath them, and I can scroll down a bit (as if they are there) but its just empty space.

When I go into Decisions on planet view and click the "show unavailable districts" on one planet, the unavailable ones show up and replace the 3 districts that were there previously (some of the new ones also sort of overlap).

Essentially, only 3 districts are "displaying" and I don't understand what's causing it.

Is there a specific load order I should be trying? For example:
UI Overhaul
(UI overhaul submods and compat mods)
BPV
(BPV submods)
Extra Districts?
BPV compatability?

I've tried placing Extra Districts below Compatability (this mod) but that doesnt seem to be working.

What could be causing the issue? BPV main mod? One of the submods? Extra Districts?
Raidboss_L 6月4日 11時00分 
Hey, im the modder from Architects of Eden. You have commented me to set up a scripted variable. Im very new to modding. I dont exactly know what you need for your mod to have it extract.

Is it enough for you if i set up a new scripted_variable file with an entry like "@mydistrict_costs_Eden = 1234" , and put this into my new distrcits as their cost? Or does this need to be put aswell into vanilla districts where i changed the convert_to section? basicly, does every new district have to use at minimum. 1 scripted_variable, even the vanilla overwrites, or only my own districts?

And thanks so far, your compatibilty mod sounds great!