Stellaris

Stellaris

Universal Zone Patch
36 条留言
Erythion 10 月 21 日 下午 9:20 
it looks to me like vanilla now uses slot_hive for hive districts instead of slot_hive_01 the numbered ones, so it crashes the game because this mod deletes slot_hive? same with nexus
Link3000XD 8 月 20 日 下午 5:17 
is this fixed? considering plentiful traditions?
Fatetaker 7 月 26 日 下午 5:29 
Can those experiencing District crashes confirm if they have Plentiful Traditions installed? This appears to be the culprit atm.

@Niecy @GunM13 @alankraskow @Taurec
Niecny 6 月 26 日 下午 1:10 
There is a problem with some planets and megastrctures like orbital elysiums and planetary ringworlds or hubs - game crashes when i click on the "District specialization" on those planets
ZENOX_OMEGA 6 月 25 日 下午 4:43 
nothings visible on habs rn. might have been something else that caused it, but it was working before. any suggestions? i'd really appreciate any advice
RivinSylar 6 月 18 日 下午 3:02 
@bbt104
Got the Same Problem as GunM13 and alankraskow, right now i only tested it with Hive Worlds.
Just fyi, maybe there is more to it, resub didnt changed it for me btw.

And huuuge thanks and props for the mod and your work <3
GunM13 6 月 18 日 下午 2:14 
@bbt104, I tried, I even reinstalled the game but nothing works. Last night it worked perfectly and today it crashes, so I don't know if it's your mod, another one, or the game itself lol. Anyway, thanks for your time and your work :)
bbt104  [作者] 6 月 18 日 下午 1:19 
@GunM13, try re subscribing, I did an update just a bit before you messaged, I just went in and hive worlds work just fine on my side.
GunM13 6 月 18 日 上午 11:15 
Yep hive world specialization=crash :/
alankraskow 6 月 18 日 上午 9:20 
@bbt104 the same thing happens with hive worlds. Seems that they can't have additional slots, otherwise it will crash.
bbt104  [作者] 6 月 17 日 上午 9:05 
@William de Burge

The ghost Zones wouldn't be this mod, so far there's only 1 other mod that has this as a requirement: Crimelord Empires 4.0 by The Wandering Modder. So unless its his mod. Otherwise its a mod conflict with other mods. This mod functions similar to Universal Resources mod where it only ads compatibility between mods that specifically ask for it.

@Taurec, I'll be looking into that tonight after work.
Fatetaker 6 月 17 日 上午 3:55 
Thank you @Taurec I have been trying to find the source of this forever
Taurec 6 月 16 日 上午 11:12 
Sorry, I got excited too soon. Machine planets are still broken. The game crashes when clicking on a district. :(
Taurec 6 月 16 日 上午 11:07 
Okay. Re-subscribing to the mod solved the problem. :)
William de Burge 6 月 16 日 上午 4:45 
@bbt104 & @alankraskow: I did that. I also unsubed, cleared cache, then resubed. Both before posted.

I just retried it, and is worked ,,,, sort of.

I'm now getting some "ghost" zones. The broken tags seem to indicate they are for manufactures resources like Zro, but there are no jobs or buildings. I haven't had a chance to look into what may be causing it.

Sorry for the confusions.
alankraskow 6 月 15 日 下午 6:25 
@William de Burge I'm using this one since it was updated. As @bbt104 said, you probably need to unsubscribe and resubscribe for it to update the mod.
bbt104  [作者] 6 月 15 日 下午 6:21 
@William de Burge, try re subscribing, I posted the update with alankraskow's fix yesterday.
William de Burge 6 月 15 日 下午 4:41 
@alankraskow Can you make your fix for this available again? @bbt104 hasn't posted the update yet.
alankraskow 6 月 15 日 上午 10:31 
@Taurec have you unsubscribed and subscribed again?
Taurec 6 月 15 日 上午 5:55 
Yes, unfortunately that's the case. I couldn't build any district specializations on a machine world anymore. When I clicked on it, the game crashed.
I removed the mod and now it works again.
DeltaLiu 6 月 15 日 上午 4:02 
这个mod导致区域失效!
Taurec 6 月 15 日 上午 3:30 
Do I have to follow a specific loading order for the mod? Given the nature of the mod, I would assume it should be at the end, correct?
alankraskow 6 月 14 日 下午 5:25 
*And yes, you have to override the existing files while pasting it there.
alankraskow 6 月 14 日 下午 5:22 
@Xenoxi yes, or even better, open my mod, copy the folder "common" and paste it to the original one. This way you won't need to worry about it once the original one gets updated.
Xenoxi 6 月 14 日 下午 5:16 
thanks for the fix bro do i just enable that and disable the normal uzp?
alankraskow 6 月 14 日 下午 5:10 
Hey @bbt104, I made a temporary fix for your mod. Once you get back and see this message, please let me know and I will remove it. You can also use mine to continue your work, no credit needed :)

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3499504383
AdamMarkIV 6 月 12 日 下午 11:05 
This mod brakes district zones as of 13.06.2025

Disable this mod util the author updates it.
Mut3dFox 6 月 11 日 下午 6:16 
When disabling Universal Zones, the districts show up again but then none of the buildings really count and I am just in a constant decline of pops. Man Paradox is good at just throwing wrenches into modders way.
Eric Cartman 6 月 11 日 下午 6:09 
Same problem as Oni-Miko currently
Oni-Miko Reimu 6 月 11 日 上午 7:05 
original district option disappear. 4.0.17.
bbt104  [作者] 5 月 13 日 上午 8:24 
@Midiray, So when you make a district specializations, they are in the common\zones folder. after you make you specialization, you need to make a file in the inline_scripts\zones that has the the following script:
include = {
Name of your common\zones district specialization here (not file name)
}

exclude = {
}
This is the "allowed zone" file. next you will want to put the name of the specialization you made in your common\zones folder in the "include" bracket. From there, you go to the github and make a fork of this code and add in the name of the "allowed zone" file you made into the code where indicated. From there at some point within the day i will typically merge your version of the github and mine then update this mod to reflect what you added in.
Midiray 5 月 13 日 上午 7:04 
So how do I make this work for a zone in my mod? The README on the GitHub is a bit confusing to me.
bbt104  [作者] 5 月 9 日 下午 1:31 
@Skaeren Any mod that uses this will list it as a required submod, similar to how the Universal Resource Patch functions. It’s up to other modders to include their compatibility snippets if their mod also touches the same vanilla districts. This way, the mod serves as a shared framework for everyone. Hopefully, this clears up how the system works.
Skaeren 5 月 9 日 下午 12:51 
"Enables compatability between mods, but I am not going to tell you which ones"
Barga_rus 5 月 9 日 上午 5:09 
what a chad mod maker