Stellaris

Stellaris

Plentiful Traditions 4.x
3.908 kommentarer
Zalpha For 5 timer siden 
I tried exactly that, and with the load order when patching the files with irony mod manager chose UI mods over the Plentiful Traditions mod. I noticed with Irony mod manager, sometime it will take something like Plentiful Traditions over the UI mods and ignore the load order so it might have been something like that causing an issue. Because I couldn't fix it I just removed the UI overhaul dynamic - more tradition categories and UI overhaul dynamic - more ascension slots and let Plentiful Traditions mod win and use its load-out of traditions and ascension, so all is working now for me.
SirBlargsALot For 5 timer siden 
I don't have any problems with the UI try my mod order

Plentiful Traditions 4.x
UI overhaul dynamic
UI overhaul dynamic - more tradition categories
UI overhaul dynamic - more ascension slots

BPV mods
Zalpha For 6 timer siden 
I have my UI mods loaded last and am using Irony mod manager, I pick the UI mods for all patches and it still shows up blank. I don't know where the problem is coming from.
Alven For 6 timer siden 
Hi I also have problems witht he UI (I use UI overhaul dynamic) and I cannot scroll down the traditions screen (the perks part works fine), so I can only get 8 traditions. UI Overhaul dynamic is my last mod in the loading list, I just checked.
NekoNeko For 6 timer siden 
@Zalpha pretty sure that's a load order issues. happened to me as well. fixed it by changing load order so that plentiful traditions load before ui overhaul and its submods
Zalpha For 16 timer siden 
This mod is not compatible with UI Overhaul Dynamic - Ascension Slots. It shows up blank, so you cannot assign ascension perks.
BlackLuck 7. okt. kl. 8:20 
You've done great.
Abominus [GER]  [ophavsmand] 7. okt. kl. 8:17 
Sometimes I dont play at all, so you cant expect changes to be implemented fast.
And I normally dont buy the DLC when they are out, only after getting a discount, because I am a cheap bastard. :D
BlackLuck 7. okt. kl. 8:13 
@Abominus [GER] this mod has been a "go to" for many years - I truly appreciate your dedication to maintaining it. Thank you, friend.
Abominus [GER]  [ophavsmand] 7. okt. kl. 2:41 
The next update will have a change in the strategic ressources file, because you cant have influence max increased without changing that file.

"Tolerance" in the Affinity Tree will than add 250 max influence to work with.

And Immigration Power (from the perk mod) will add some bonus.
A-Sartek 6. okt. kl. 17:38 
Hello @Abominus [GER]
Please check the following discussion whenever you have time:
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/1311725711/599665674272533132/
Schurke-akaͲ 6. okt. kl. 5:43 
Nice stuff, but unfortunately it only works semi-well. When I'm supposed to get more advisors, nothing happens; the number stays the same. Or my engineer points don't increase, they stay at zero, and so on...:steamsad:
cyrilthlio 5. okt. kl. 10:44 
Is it normal that the mod is not compatible with ui overhgaul dynamic?
Abominus [GER]  [ophavsmand] 5. okt. kl. 4:25 
I have to change some parts, sorry, forgot about it :(
NekoNeko 3. okt. kl. 21:14 
does the lebensraum perk does anything beside giving a resource discount to build habitats?
發芽馬鈴薯 30. sep. kl. 14:23 
Is the ineffectiveness of defense traditions left1 against bio-ships intentional or just an oversight:steamsad:
MagnusGrey 29. sep. kl. 0:00 
not entirely sure if its this mod or not, but something modifying traditions, specifically the psionic one, is making it to where i cannot assimalate pops
David / Fünfer (WoW) 28. sep. kl. 22:29 
i cant scroll down in the window, i sse only the two top lines...
Discomelon 26. sep. kl. 17:51 
correction version 4.0.4
Discomelon 26. sep. kl. 17:51 
running in version 3.0.4, running into an issue where multiple blank windows are popping up per day , im only running giga with this mod, still looking for a version of UI overhaul for this version that doesnt crash the game
Taste The Rainbow 25. sep. kl. 15:23 
Use UI Overhaul Dynamic - More Tradition Categories (32) patch with dynamic ui, it will allow you to select more traditions while also retaining the benefits this mod brings.
JitteryJared 25. sep. kl. 14:47 
deleting ui overhaul dynamic fixed it, I guess they arent compatible
JitteryJared 25. sep. kl. 14:43 
help, after finish 8 traditions my traditions menu refuses to scroll past my owned traditions anymore. It did scroll before, restarting the game didnt fix it
Abominus [GER]  [ophavsmand] 25. sep. kl. 13:09 
Whatever this is, I will try my best.
TISOD 24. sep. kl. 15:16 
[bug] This mod overrides the new tankbound trait. Specifically it prevents 100% automation of rural districts. All the other parts of the tankbound trait function fine. Please fix, awesome mod!
DreamSmith 23. sep. kl. 5:39 
Odd wilderness issue, not letting biomass be assigned to work jobs (base food, minerals and energy among others).
curveo 22. sep. kl. 15:34 
With mod on me and my friend dont have Unity generated by pops on plantoide and robot
Taste The Rainbow 22. sep. kl. 14:29 
It is displaying 2 psionic tradition trees, one is broken which i assume is the new one and other is definitely the old one.
Abominus [GER]  [ophavsmand] 22. sep. kl. 10:42 
Update for the Shroud-Thing they uploaded today. Plz give me feedback.
smirkyshadow 22. sep. kl. 10:42 
The traditions are showing up perfectly fine for me even with ui overhaul, the main issue I have is there is two psionic trees at the moment, and one of them's traditions is all broken
BurritoMan_08 15. sep. kl. 15:48 
Traditions just don't show no matter the beta or reloading the mod. It's also the only mod in the playlist.
xylosol 9. sep. kl. 15:39 
localisation is broken for ascension perks and "Expanding of Lebensraum" requires a pop number change from 12 to 1200
Onmyodo 6. sep. kl. 7:56 
Apperantly its about UI Overhaul Mod. Deleting it fixed the situation but if anyone knows how to use both i would be grateful.
Onmyodo 6. sep. kl. 5:38 
Hi, first of all thanks for the mod.

My traditions UI is not like the pic, i only can see the first 8 and ascension perks are in the right sider of the UI. Am i missing something or doing wrong? Thx in advance.
TCB221 31. aug. kl. 8:56 
The Ascension Description for "Stormtrooper" and "Absolute Power" appears like disjointed code or maybe a cheat code entry.
Mael 30. aug. kl. 17:08 
Oh yeah, I'm using a Machine Empire
Mael 30. aug. kl. 17:07 
Hey I have noticed a bug regarding the University of Wisdom that you get from the Experimental tradition tree. I build it and I get the jobs, but after a month the building disappears and I have to build it again to have it. So not really worth it.

Anything you can do about this?
The Iron Angel 25. aug. kl. 9:56 
UoW will still nuke itself on anything but a Regular Empire (not usable by: Machines, Hives, Wilderness) see discussion for more info
The Iron Angel 22. aug. kl. 22:14 
Fixed the FE RoboComplex too, Paradox have forgotten the @ symbol before fe_jobs on a number of buildings - I can't tell if this is on purpose or not but the wiki page says they have the jobs but a both the robo complex and the clinic have 'fe_jobs' instead of '@fe_jobs'

Side note Abominus [GER] - if you want the University of Wisdom to be approx as powerful as an upgraded Fallen Empire building (1200 jobs) you could use the AMOUNT = @fe2_jobs value - this should set each to have 1200 until pdox change the value
The Iron Angel 22. aug. kl. 21:42 
Ok, I've had a look at the mod code and I think the UoW issue you have is due to a double @ symbol - I could be wrong but all other examples I've seen use a single @ symbol - I'm not a modder or coder, just a pleb with a diff checker and enough hours of reading XML code to *maybe* see patterns.

I'll fix my version manually again, this is the line with the error from what I can see, the others are working fine in game (thats the RoboFac/EWF/BioLab) As a side note

AMOUNT = @@building_static_jobs_very_high

@Simon you'll also find that even with this fix you're still going to have 1800 pops without a job as the original job number was a static 1200/1200/1200 and 'very_high' scripted amount is only 600/600/600
The Iron Angel 22. aug. kl. 21:42 
@Simon I'm not having any economy tanking but apparently the uploader changed the way UoW adds jobs so it could be that? He made the upload before I manually fixed my local version too and I only changed my local version since it was still broken for me after loading the save.

I'll reload this mod and see if the UoW is working without my changes

@Abominus [GER] - On a side note, I've also been in/out of the game a ton this afternoon as "building_fe_assembly_1" - the FE Robot complex and its upgrade isn't adding jobs - the code indicates it should be adding 'FE_jobs' qty but it doesn't - just the robomodding effect.
I don't have any mods that touch that FE building (that I can see) and I can change other things about it (build time/Cost) but it just REFUSES to add jobs to the planet and I'm still on 4.0.21...
Any tips?
Simon 22. aug. kl. 17:00 
Ever since the patch of today, my game file is corrupted. The University of Wisdom's tooltip doesn't show any additional job, and isn't providing any job either.
Also most of my base resources districts (energy, minerals, food) are wiped out, but I can't prove the problem comes from this mod, however the issue appeared as soon as the patch dropped.
Now all my planets have insane level of unemployment by losing thousands of jobs, and my economy is in shambles.
I played without any issue 2 hours before the patch, then saved and logged off to cook diner, when i came back to the game and reloaded my save file, I was having all those issues, and noticed this is the only mod I play with that got an update in the meantime.
I play on 4.0.21, but switching to 4.0.22 does not fix the issue.
Loading a previous save shows the same issue.
Abominus [GER]  [ophavsmand] 22. aug. kl. 15:16 
I already changed it in the last update. :-)
The Iron Angel 22. aug. kl. 15:12 
I've manually fixed this by changing how the mod handles adding jobs for is_machine_empire = yes scenarios.
Long story short... I've copied the 'regular_empire' variable and it works fine, actually adding the specified jobs to the planet.

UoW example below:

modifier = {
job_physicist_add = 1200
job_biologist_add = 1200
job_engineer_add = 1200
}
udkudk 22. aug. kl. 12:03 
Hello my friend.

Can you make this awesome mod compatible with another awesome mod:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3482693757

They have a guide on their workshop on what things to add to districts files etc to make it compatible.
Though, I think you still need to notify them so that they can implement the triggered modifiers etc to enable your district changes when both mod gets enabled.
The Iron Angel 22. aug. kl. 9:22 
University of Wisdom and Robotics Facility is still broken for Machine Empires that use the 'subroutine' jobtype
Building is buildable but does not have any jobs associated and just gives flat production (RoboFac gives a 5% boost)
Karpachov 21. aug. kl. 11:38 
yep just saw that for some reason steam didn't show me that something else than this mod had updated soory ignore my last comment
Lelouch VI Britannia 21. aug. kl. 10:35 
@karpachov thats not due to this mod its becasue of the update to stellaris this morning broke the ui overhaul mod as i had the same problem
Karpachov 21. aug. kl. 10:05 
hey so this mod updated and now whenever i click on a planet to view it's detailed window i CTD (I tried on my save and on a new game same result)
Abominus [GER]  [ophavsmand] 21. aug. kl. 7:45 
Another small update.