Stellaris

Stellaris

District Overhaul - FunEFork
80 kommentarer
Zer0_Requiem 21. sep. kl. 20:37 
Oh no! I can hardly play without this mod. Is there any way I could help test it to see if I also get issues or perhaps just speed up the process in finding a fix?
MrFunEGUY  [ophavsmand] 21. sep. kl. 20:25 
So unfortunately for some reason the mod is crashing the game when I'm testing it now even though it was fun the last time I tried it. Unfortunately, update will be further delayed indefinitely. I'd like to get to it by the end of the year, but I'm not making any promises.
Zer0_Requiem 19. sep. kl. 4:53 
No worries! I appreciate the update haha
MrFunEGUY  [ophavsmand] 18. sep. kl. 20:32 
Honestly I just forgot. I'll see about pushing something out this weekend.
Zer0_Requiem 17. sep. kl. 18:42 
Will you be waiting for the upcoming Psionic update before updating this mod? No rush! Just curious!
Zer0_Requiem 16. aug. kl. 16:52 
Oh awesome! i hope the 4.0 changes weren't too rough!
MrFunEGUY  [ophavsmand] 16. aug. kl. 16:08 
This is basically done I'll release what I have soon
Zer0_Requiem 16. aug. kl. 7:58 
Looking forward to it!
MrFunEGUY  [ophavsmand] 26. maj kl. 16:58 
I'll update this eventually y'all
Velosid 25. maj kl. 4:40 
o7
Lato Diafol 9. apr. kl. 10:17 
Having looked into the mod files, looks like its due to the validate_planet_buildings_and_districts method called on gamestart, sadly since Stellaris doesnt expect more then one district type per resource it picks the first one in the list and makes as many districts as it can of that type discarding any overflow. To fix it the planet would need to have enough districts of the given type in the first replacement district of that type. Could be fixed two ways, either by ensuring a larger amount of specific districts on homeworlds or by disabling modifications to homeworlds altogether which is what the old District Overhaul mod originally did. Im not sure if you can change the way validate_planet_buildings_and_districts works but if you could I guess that could be modded to work better too.
Lato Diafol 9. apr. kl. 9:10 
Heya, might be a mod conflict but my homeworld has an issue, it starts with 5 "generator districts" the default energy gen district, after a month they get removed and the energy generation gets put into geothermal districts, however because the planet has a limit of 3 of them I end up with massively reduced energy generation and several unemployed pops. since I dont start with rare crystals, I cant build solar panels and thus start the game with -40 energy per month and no way to get more. are there compatibility issues with planetary diversity that could be causing this? I note that the planet can have up to 5 solar districts but the remaining two energy districts just dissappear rather then converting.
MrFunEGUY  [ophavsmand] 1. apr. kl. 14:06 
Think the ascended housing should be fixed.
DriftinTurtle 26. mar. kl. 10:38 
No worries, I appreciate you maintaining it in the first place i really like the mod. I just didn't see anyone else mentioning it. Take your time its really not a big thing, it could also just be a conflict i have with other mods. Thank you for all your hard work!
MrFunEGUY  [ophavsmand] 23. mar. kl. 22:06 
@DriftinTurtle - To be clear, I didn't create the mod. I'm just maintaining it. On the housing issue, I'll check that out sometime in April when I have time.
DriftinTurtle 22. mar. kl. 18:01 
For some reason I cannot find ascended housing even after i clear the blocker on a relic world. However i can get every other district this mod allows, such as fusion powerplants, rare resource districts and the underground housing. Thank you for taking the time to create this mod i really enjoy it.
MrFunEGUY  [ophavsmand] 13. feb. kl. 21:06 
Fixed fusion power plant. The other issue isn't coming from this mod I don't believe.
Blagden 13. feb. kl. 18:51 
Thanks, I'm still not getting Fusion Power Plant zones and the Ancient Reactor Pits rare planetary feature is not showing up on the list of planetary features.
MrFunEGUY  [ophavsmand] 13. feb. kl. 16:32 
Fixed, thanks for the report. From what I can tell, cloning districts require the Ancient Construction Technology deposit and should work if you have that deposit.
MrFunEGUY  [ophavsmand] 9. feb. kl. 21:39 
I'll check that out this weekend
Blagden 9. feb. kl. 18:05 
I've checked this with just this mod as well as this mod with UI Overhaul and UI Overhaul + PD and since the last update none of the strategic resource, research, or housing districts are build-able, the features that give them are there and say they should be an option but they never show up on the district tab. Also, I've never been able to build the cloning districts.
MrFunEGUY  [ophavsmand] 28. jan. kl. 15:35 
No worries it wasn't rude. Its just time consuming to have people report bugs that aren't real
Sorel_Kainz 28. jan. kl. 12:20 
It turned out to be easier than it seemed. It was necessary to simply delete the old mod manager data. And everything worked.
Sorel_Kainz 28. jan. kl. 11:04 
Sorry, English is not my language, so the last comment could have looked like a rude complaint. Yes, it may be a mod conflict, but I only have your mod for districts. Although... I'll try to figure out what the problem is.
MrFunEGUY  [ophavsmand] 28. jan. kl. 10:54 
@sorel_kainz - Sounds like a mod conflicts of some sort, because that doesn't happen with only this mod. Please only report bugs if you test with only this mod.
Sorel_Kainz 28. jan. kl. 10:13 
I don't know how, I don't know why, but for some reason, all, absolutely all districts are replaced with Suburban Housing District. Only vanilla urban and industrial districts remain
Zer0_Requiem 17. jan. kl. 6:14 
Sounds good haha
MrFunEGUY  [ophavsmand] 14. jan. kl. 18:43 
No need to apologize 😄
Zer0_Requiem 14. jan. kl. 16:47 
Yeah my apologies, that is what I was assuming was the case haha
MrFunEGUY  [ophavsmand] 14. jan. kl. 14:16 
I want to be clear that no new district types were added, but that they should now show up for deposits that they didn't before.
Zer0_Requiem 14. jan. kl. 8:59 
Sweet! Can't wait to see the new districts with the deposits and can use more of the PD planets. Thank you!
MrFunEGUY  [ophavsmand] 12. jan. kl. 17:01 
Just put out a pretty big compatibility update. Updated compat with the current version of Planetary Diversity.

There was definitely a lot of stuff that needed updating in base game as well. A lot more vanilla deposits now add new districts, and there should be fewer bugs.
MrFunEGUY  [ophavsmand] 11. jan. kl. 21:38 
I imagine there are still some kinks to work out, but should be pretty stable.

@Daarath - Thanks, fixed.
Zer0_Requiem 11. jan. kl. 20:18 
Thank you for the update!
Daarath 28. aug. 2024 kl. 20:30 
Hey, the Fusion Powerplant (district_e_fusion_generator) is deconstructing itself after being build, becuase it has "district_e_fusion_generator_max = -1". Removing that fixed it for me, don't know if intentional tho.
MrFunEGUY  [ophavsmand] 9. aug. 2024 kl. 17:02 
This will be compatible with the new planetary diversity in the future. I will also look into real space
PegasKyiv 6. aug. 2024 kl. 9:45 
Love this mode, hope devs will create better tools for comp between different mod(because its hard to choose only one when u alreade play with PD and DO before)
Dr. Quackers M.D. 8. juni 2024 kl. 17:07 
I also think there are some real space issues especially with real space planetary stations. Those stations have none of there districts
MrFunEGUY  [ophavsmand] 31. maj 2024 kl. 22:16 
@Jht_89 - Yes.

@JKingJ - I had just updated it to align with the new triggers, but didn't test if more was needed. After seeing how the new PD works, I'm unsurprised it's broken. I'll look into getting it fixed within the next few weeks.
JKingJ 31. maj 2024 kl. 17:11 
Curious if the native PD compat is out yet.
Starting on a cavern world and missing a bunch of starting districts leading to almost half of my pops being unemployed.
jht_89 31. maj 2024 kl. 11:52 
Am I right in saying this is a fork of the Xeno's mod from before the Interplanetary Agriculture mod was merged in?
tzverg 14. maj 2024 kl. 23:02 
MrFunEGUY  [ophavsmand] 12. maj 2024 kl. 10:41 
I'll get native compat with the new PD within a few weeks.
Dilidala 11. maj 2024 kl. 8:38 
Hey there,

It seems the mod is having some problem with Planetary Diversity, if one of the new planet types added by PD is selected as homeworld, the this mod replace and overwrite their starting districts that consists of 2 mining, 2 farm and 2 generator, resulting in a jobless start that also faces massive resource deficit. I tested with PD collection, this mod, UI Overhaul and their corresponding comp patch. All planet type existed in Vanilla will work just fine, however planet type such as Dry Cavern does not.

This seems to be the return of previously mentioned problem (I was the same one who mention it in the comment last year), but specifically for PD planet type. I understand you may not have the time and energy to do a compatibility patch, in that case I think it would be better to leave a description in the mod page.
MrFunEGUY  [ophavsmand] 10. maj 2024 kl. 9:35 
Should be.
tzverg 9. maj 2024 kl. 19:09 
so, this is working now?
DormBrand 20. apr. 2024 kl. 11:29 
This is how it should be:

```
owner = {
OR = {
has_origin = origin_necrophage
has_technology = tech_advanced_metallurgy_1
has_technology = tech_engineering_2
has_technology = tech_basic_science_lab_2
has_technology = tech_alloys_2
has_technology = tech_luxuries_2
has_technology = tech_interstellar_economics
has_technology = tech_centralized_command
has_technology = tech_combat_training
has_technology = tech_global_production_strategy
has_technology = tech_colonial_bureaucracy
has_technology = tech_hydroponics
has_technology = tech_hyper_entertainment_forum
}
}
```
DormBrand 20. apr. 2024 kl. 11:28 
This is how it is:
```
OR = {
owner = {
has_origin = origin_necrophage
has_technology = tech_advanced_metallurgy_1
has_technology = tech_engineering_2
has_technology = tech_basic_science_lab_2
has_technology = tech_alloys_2
has_technology = tech_luxuries_2
has_technology = tech_interstellar_economics
has_technology = tech_centralized_command
has_technology = tech_combat_training
has_technology = tech_global_production_strategy
has_technology = tech_colonial_bureaucracy
has_technology = tech_hydroponics
has_technology = tech_hyper_entertainment_forum
}
}
```

The OR-block only applies to the outermost effect, which is owner. That then implicitely ANDs all subconditions.
DormBrand 20. apr. 2024 kl. 11:28 
I think I found an issue with the decision to add secondary districts:

I think the intention is for the decision to be available when you have any of the required technologies / are a necrophage (as the triggered event then guards the sub-options against the individual requirements). But the way the potential block is written you have to be a necrophage and have all the requisite technologies. This means most playthroughs won't ever see the secondary districts.

More in the next comment due to the character limit.
MrFunEGUY  [ophavsmand] 15. apr. 2024 kl. 19:42 
No?