Stellaris

Stellaris

! Sartek Economy Master
340 opmerkingen
MightyShark 7 dec om 11:57 
No worries thanks for the quick update A-Sartek !
A-Sartek  [auteur] 6 dec om 21:19 
Good catch! All those inlines got me in the end.
Fixed. :lilimok:
MightyShark 6 dec om 20:39 
There is a missing closing "}" in the ->

common/scripted_loc/!_sartek_pd_wp_pv_scripted_loc.txt"

file at LINE 2155.
A-Sartek  [auteur] 5 dec om 16:13 
@Arkenor Understandable, this mod is quite niche, but thank you for trying it out!
donschmiddy 5 dec om 16:08 
If it helps Arkenor, you are not the only one incapable of reading .... and it only took me 10 minutes more then you :D
Arkenor 5 dec om 16:03 
I read. I just wanted to make sure before removing it.
A-Sartek  [auteur] 5 dec om 16:00 
@Arkenor read the requirements. It requires both.
Arkenor 5 dec om 15:52 
Will this work at all with BPVR, or does it absolutely insist on using WP Planet View?
A-Sartek  [auteur] 3 dec om 10:25 
@Tigertycoon I haven't played with those Extra Goodies, sounds interesting. I'll see what I can do if I get some more free time to test bigger mod lists.
Tigertycoon 3 dec om 4:54 
The current Version of XHK Frameworld Extra Goodies is not compatible with BPVR. Is there maybe anything you can do?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3071450599
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3615040887 (XHK Frameworld 4.0 Fix)
A-Sartek  [auteur] 2 dec om 18:11 
Yep, look at the link I shared in this comment section on Nov 3rd. OP did some testing with empty mods to demonstrate the cache/overhead issues.

Also, I'm glad to hear you are enjoying the mods, most of mine are updated, I only need to review Expanded Perks and Traditions just in case. :crashthumbsup:
DaViper 2 dec om 16:58 
Figured it out...and it annoyed the HELL out of me. It was Steam causing the problem. I couldn't nail down WHICH Kasako mod was at fault, and rebooted completely, changed proton version...and it all worked just fine. Everything was smooth as silk.

I checked with Grok to search bug reports, and apparently Steam+some games have caching issues that have been known (sporadically) to cause fps drops of 50-70% on the galaxy map. (The reason for troubleshooting in the first place.)

A full day of bisecting and it wasn't the mods at all. LMAO...:steamfacepalm: Happily rolling with the full set now, including you and WP's stuff in the set.
A-Sartek  [auteur] 2 dec om 15:50 
Yea, Sakura does a ton with BPVR. Also good luck with Gigas+Kasako, my only advice is that merging with Irony could improve performance because the game has less folders to tap into.
DaViper 30 nov om 18:34 
I feel bad for Sakura tbh. E/n/C is a problematic mod...and IT was updated which broke bpvr, not the other way around, from what I can see. :-/ (I could be wrong, but dealing with a Giga+Kasako FPS issues atm.) :-D
A-Sartek  [auteur] 30 nov om 18:13 
Yea BPVR compat patch tends to break quite frequently each version. I would like a more compatibility friendly alternative, maybe integrated here further down the line.
DaViper 29 nov om 16:26 
Just a heads up...the BPVR compat patch is conflicting with Ethics/n/Civics (Machine) by disappearing the start up starbase and ships. (It also is causing shipsets to show a black box).
Sakura is aware, but that renders a new game unplayable.
A-Sartek  [auteur] 6 nov om 12:42 
@ᛣ Munin ᛉ
Yes, currently the presets are located inside the auxiliary folder in this mod with instructions on how to swap them. But I'm going to make separate add-ons for each preset (as suggested previously by Firkraag) soon.
ᛣ Munin ᛉ 4 nov om 20:47 
is it possible to get more city and district building slots for wp planet view? Only reason I'm not using it. 3 slots for a zone is too small.
A-Sartek  [auteur] 3 nov om 7:17 
(continued)
Regarding the extra presets, yea it is definitely a good idea to release those presets as separate mods, particularly for those users without time or the know-how. The reason why I haven't done that yet is because it just happens that I'm still kinda traumatized after finding out that PDX's spaghetti code has cache/IO overhead issues [forum.paradoxplaza.com]. Therefore, I'm trying to make every mod with as much content as possible and only making add-ons if it is unavoidable.
A-Sartek  [auteur] 3 nov om 7:11 
Hello @Firkraag!
Thank you for your nice comment and I hear ya.

I was using Better Planet View for a bit. However, there are some things that could be improved on in that mod, like for example BPV uses the initial 4.0 UI without the UI changes done by PDX after that (it felt like base game was better when switching). Subsequently, the moment I found out that WP's Planet View has been updated I immediately jumped to that ship, haha; yep, UI elements are larger but that seems to be a design choice that I'm more attuned with. I'm trying to tweak things that bring more enjoyment to my playthrough and by extension to anyone that uses my mods. By doing so I'm also avoiding getting burned out (although modding has already somewhat burned me out).

(continued in next comment)
Firkraag 3 nov om 4:49 
Hello, thank you for your work on this amazing compatibility patch. Its a must use for me.
May I suggest a change though on how it is structured?

You could split the building compatibility and the UI changes included in this mod in two different mods. This way we could use the building compatibility without necessarily using WP's Planet View.

Personally I prefer "Better Planet View" because it is more compact. "WP's Planet view", although it has nice backgrounds, is too "large".

Also, you might want to release the building slot presets as individual mods. This way we can use them without having to reapply them whenever you update this mod. I am not saying that you should be so granular as "Better Planet View - More Building Slots" is. Just a few presets, and perhaps instructions on how to make our own if you have time.
Akashugo 2 nov om 2:47 
:Hire:
A-Sartek  [auteur] 1 nov om 14:48 
:cool_seagull::lilimok:
Akashugo 1 nov om 5:13 
i see you man of culture having a config for VOY mod haha
DaViper 27 okt om 9:25 
I'm talking about 'ease of use'. The AML is far better in that regard. Irony isn't. (Plus the compatibility problems with Proton, which the dev said won't ever happen with it.)

As to the mods, Firaxis may have had a wee bit to do with that. (Remember that some of the greatest add-on mods (Long War 1 & 2) were created for the games by the devs.)
A-Sartek  [auteur] 27 okt om 5:17 
That sounds really good ngl but I wouldn't say Irony is stone ages, that is an understatement. Additionally, I'm surprised AML got 2K's blessing considering their recent retroactive policies or because how they have handled mods in other games.
DaViper 26 okt om 20:01 
My problem with Irony is that it isn't 'Proton' friendly. It works via vanilla 'wine', but won't stay in the same 'bottle' as the game. So I use PDX to set up the mods/order and then use Irony to merge to avoid 8 hour load times. :steamhappy:

The AML is much better, being able to be launched via Steam and then launches the game.
(I haven't used windows in 12-14 years now, and so Steam/Proton has made my life easier.)
The AML automatically checks for dependencies AND conflicts, making troubleshooting a comparative breeze. The mod community built it + the community highlander modules which rewrite a BUNCH of the game code involving mods (with 2K's blessing) to ensure that things play nice. It was like going back to the stone ages with PDX+Irony. <shrugs>. :steamhappy:
A-Sartek  [auteur] 26 okt om 18:48 
Anytime @DaViper!

Yea, IronyMM is great even if I still do my merges the old way with a text comparison tool, hopefully someone picks it up.
DaViper 26 okt om 9:54 
First: Make great mods!
Second: DOCUMENT stuff. :steamhappy:
Third: Repeat!
Thank you from an Old Xcom2:War of the Chosen modder.

Now, if someone could take over the IronyModManager, which by the authors' own admission is in 'maintenance mode', and update it to work more like the Advanced Mod Manager for Xcom2/WotC, that'd be greeeeaaaat. (office space guy vibe there.) :steamhappy:
A-Sartek  [auteur] 26 okt om 2:37 
@DaViper
:selphinehappy: Thank you for taking your time to mention all of this. Creating a guide is a good idea, the only one that I have is this guide right here which explains a bit how to use presets. Of course it is not a magical solution when it comes to various mods' custom districts like those from Gigastructures and it would be better to make a separate guide for that.

With that said, my objective with this mod is to make things easier for everyone, so... Yep, creating a guide could be a first step but simplifying the process down the line is the ultimate goal.
DaViper 25 okt om 21:30 
part Deux: :steamhappy:
BPVR by itself doesn't change anything. (That I can see.) See the discord for WP's mods for some folks (myself included) having issues with the 'preset' being 9/5/5. Not knowing the things needed in the edit, we're just spitting in the wind here. The normal BPVR for expanded zones and slots NEEDS the submods to work, but bringing over a City 12/6/6 expansion just crashes the playset. Without BPVR, WP+ your mods works, but only the defaults.

Saklura's rework of the BPV+submods really saved the day with the UIOD/planet view, but I'd REALLY like to use the WP+your mods. (Way nicer on the eyes.) :-):steamthumbsup:
DaViper 25 okt om 21:30 
To avoid issues, it would be nice if you could add a discussion topic as to HOW to do this:

Quote: Note #2: The only BVPR add-on that you may find helpful is the Compatibilty Patch. You no longer need the other extra buildings/zones add-ons if you use the presets in my mod (or if you adjust variables within this mod to your liking). end quote.

For 'GIGA'/'TALL' users being able to make the edits or utilize BPVR would be helpful. (There are extensions for 24+ slots which comes in handy for ringworlds and other massive structures.)

#2 follows:
A-Sartek  [auteur] 25 okt om 15:25 
Of course, I will let you know if come across anything else. :crashthumbsup:
WP 🥔 25 okt om 7:05 
@Startek
Just pushed the polish update with all of your suggestions implemented!

Keep the feedback coming, you're the only person reporting clipping issues etc atm.
Tigertycoon 24 okt om 7:08 
Great! Thanks for the fast answer and the Mod itself!
A-Sartek  [auteur] 24 okt om 5:42 
@Tigertycoon
That is a good question! Actually, I just updated the description because that mod could be helpful but I have no idea to what extend since I haven't tried a lot of the mods from their compatibility list. However, it is compatible with my merger mod at a quick glance.
Tigertycoon 24 okt om 5:22 
Question:
you say we do not need any BPVR addons. What about: BPVR - Compatibility Patch?

Because right now in Irony, i see it touches stuff like disctrict_arcology_housing which this mod does not.
A-Sartek  [auteur] 24 okt om 5:01 
New update is in, just some tweaks for cities icon layout for even more real state space! https://www.youtube.com/watch?v=iO22QpNGq7k
A-Sartek  [auteur] 24 okt om 4:29 
That definitely looks much better, even if future city flavour texts don't get longer that'd guarantee enough space, free real state!
WP 🥔 24 okt om 0:48 
A small idea for you!

If you shift the city district icon row slightly to the right and put the big number count box there in the bottom left you can get a lot more free space

https://imgur.com/4lAmjm8

You don't have to do it - just thought you might find it interesting!
A-Sartek  [auteur] 23 okt om 17:55 
@WP
Description updated! :selphinehappy:

@dracklor
Knowing that my mods are enhancing your experience always puts a smile on my face.
dracklor 23 okt om 16:26 
Thanks for making that preset @A-Sartek, and for that matter thanks for making the rest of your merger mods as well!
WP 🥔 23 okt om 13:31 
Oh and I'd suggest UIOD > Library > My Mods. It's a little cleaner.
WP 🥔 23 okt om 13:30 
@Sartek
Nice! Again let me know what changes you'd like to see.

(Don't forget about this mod description btw, some details are now out of date already! (if that's important to you.))
A-Sartek  [auteur] 23 okt om 10:41 
@WP
I'd be crazy if I didn't care about performance, it sure is a big deal and no worries I do not think this is annoying at all, it is just reasonable. I just pushed an update a moment ago with those critical changes.
WP 🥔 23 okt om 10:09 
@A-Sartek
Great!

Not to be too ridiculous/annoying but there was an awful stutter in the last few versions I just had to fix. So there is ANOTHER patch now. But with that done really, seriously, it's stable. Lol. (Assuming I don't get any weird crash/bug reports.)

I think the patch will be important for your mod as it cuts down a lot of the logic/processing on buildings - and you're adding a lot more buildings to the panel than I have!
A-Sartek  [auteur] 23 okt om 9:46 
@Kano Tama Kosaka
I'm glad you like 'em, enjoy! :selphinehappy:

@WP
At first glance those district pictograms look sharper (also shown in the recently uploaded screenshots here), niceee. I'm going to play a bit more before I give further feedback.
WP 🥔 23 okt om 7:41 
@A-Sartek
Great! Hope you like the districts change. I'm open to feedback etc.
Kano Tama Kosaka 23 okt om 7:33 
@Only_Bookkeeper and @A-Sartek thanks for the quick reply and the help, and im case I haven't said it in a previous comment thanks Sartek for making these compat mods, they're genuinely a hard requirement for my modded games now
A-Sartek  [auteur] 23 okt om 6:41 
@WP
Oh wait, I just realized there is another update from earlier today, alright I'll have to check it out.