Stellaris
BPV - More Building Slots - Compatibility
90 comentarios
Aonir 19 JUN a las 7:40 
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  [autor] 19 JUN a las 5:46 
# /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 19 JUN a las 3:01 
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  [autor] 17 JUN a las 5:52 
@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 17 JUN a las 5:33 
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 15 JUN a las 21:54 
@喵小夕 · F_thx thank you for such fast response! Very much appreciated.
喵小夕 · F_thx  [autor] 15 JUN a las 21:52 
@alankraskow A mod that shouldn't override vanilla content used inline_script, causing my warning system to miss it. Now fixed.
alankraskow 15 JUN a las 20:28 
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 14 JUN a las 19:03 
此mod会导致环世界无特化区块 小区划变4个
Haerzog 14 JUN a las 9:50 
Please edit the mod title to indicate it is obsolete, if it still is
喵小夕 · F_thx  [autor] 13 JUN a las 5:17 
@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This mod modifies zone_slot and is obsolete.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 13 JUN a las 4:35 
@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 12 JUN a las 23:25 
@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  [autor] 12 JUN a las 23:14 
@AdamMarkIV
This mod is obsolete — completely outdated.
Version 4.0.17 natively supports zone compatibility
AdamMarkIV 12 JUN a las 23:02 
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  [autor] 12 JUN a las 22:57 
@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 12 JUN a las 22:42 
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 12 JUN a las 22:29 
Hi! What is the load order for the patch?
Dave_12138 12 JUN a las 9:11 
@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 12 JUN a las 5:03 
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  [autor] 8 JUN a las 22:41 
@LauraTons
I update the mod description with every release. When compatible mods are updated, this mod will synchronize its updates accordingly.
LauraTons 8 JUN a las 19:19 
Can you please add details to your change log so we know what has gained support or changed.
AltoidsMaximus 8 JUN a las 8:59 
@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 8 JUN a las 5:10 
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  [autor] 7 JUN a las 13:48 
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 7 JUN a las 13:34 
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 5 JUN a las 11:34 
@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  [autor] 5 JUN a las 0:12 
@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 4 JUN a las 19:31 
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 4 JUN a las 13:47 
@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 4 JUN a las 13:29 
@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 4 JUN a las 13:16 
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 4 JUN a las 11:00 
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!
喵小夕 · F_thx  [autor] 4 JUN a las 5:51 
@甲基磷酸钙 理论上兼容,但是有用户报告过崩溃错误
PD没有添加任何区域和特化,不应该会冲突
甲基磷酸钙 4 JUN a las 5:03 
和行星多样性模组兼容吗?
鹰击超高音速83 4 JUN a las 1:25 
感谢
ᛣ Munin ᛉ 3 JUN a las 19:24 
Does it work with APSR: Anomalies, Planetary and Space Resources?
AncientGatekeeper 3 JUN a las 15:34 
From my own experience, yes.
Aster, Song, Vale 3 JUN a las 15:13 
can this mod be put in mid game?
jankosi 2 JUN a las 4:56 
Thank you for the quick fix author!
喵小夕 · F_thx  [autor] 2 JUN a las 4:12 
@SOPHIA It has been implemented, but not tested yet.
SOPHIA 2 JUN a las 1:01 
ACOT has been updated. think you might be able to toss compability it's way?
喵小夕 · F_thx  [autor] 1 JUN a las 13:13 
fixed
@jankosi @Kosmosis
[FFM] Protos Timidez 1 JUN a las 12:02 
there is a problem with the maginot world from gigastructures the game crashes when i try to build buildings...
jankosi 1 JUN a las 10:20 
Same problem as Kosmosis, city districts cost 0 minerals to build.
NachoAverageGuy 31 MAY a las 5:13 
好的,谢谢大佬!
喵小夕 · F_thx  [autor] 31 MAY a las 3:56 
@NachoAverageGuy 那个模组没有修改区域和特化,不需要兼容
NachoAverageGuy 31 MAY a las 3:37 
大佬有考虑兼容一下华章的更多思潮无限嘛
Kosmosis 30 MAY a las 14:55 
dont know why but whenever I try to load this mod with gigastructures it makes the cost to build city districts 0, not really sure how to fix this, looked in the mod files but there are so many im not sure where to even begin to look other than just "giga" labeled files
Estronia 30 MAY a las 0:47 
@Consigned to Oblivion Thank you for that! STNC being incompatible with UI Overhaul is indeed troublesome.