Stellaris

Stellaris

[4.0] VF's Buildings
131 条留言
wandoubill 8 小时以前 
中文翻译可以更新一下吗,好多都只有源代码名称:steamsad:
[EoC] Chaos/Alsora 11 月 7 日 下午 1:31 
It does need a bit of an update, as using a single polar site also limits things to a single building when you say you want 3 resource 2 resource expansion it limits it to 1 total of the upgrade.
EclipseYumm 10 月 28 日 下午 11:35 
@07Gasimli Maybe read the mod instead of mindlessly listening to a chatbot?
07Gasimli 10 月 11 日 下午 2:02 
This needs an update, idk gpt said
WAFFEL E100 10 月 10 日 上午 6:25 
with changes made to things like trade, that building became just one of many examples that could be used by gestalts without problems. so i dont see the logical reason for blocking most of these from use by gestalts
WAFFEL E100 10 月 10 日 上午 6:21 
hello there, i have a question: why are like most of these not usable by gestalts? can you add the option to disable said restriction?
Raccattack 10 月 10 日 上午 2:44 
Very very cool mod but there appears to be a problem preventing the player from building more than one polar installation
黑虎阿芙洛狄忒 10 月 3 日 下午 2:05 
可以更新一下建筑允许的权利制度范围吗?新版机械智能真的需要可以生产泽洛的生物学家
Could you update the scope of authority systems allowed for buildings? The new version of Machine Intelligence really needs biologists who can produce Zro.
Ice_Queen_Kallen 9 月 30 日 下午 7:01 
my bad*
Ice_Queen_Kallen 9 月 30 日 下午 7:01 
I found out that it is working it was another mod that was broken my bday @VFacure
VFacure  [作者] 9 月 30 日 上午 9:47 
Is it not working?
Archivist Grim 9 月 29 日 下午 6:09 
So, I would persume that this needs updating?
Ice_Queen_Kallen 9 月 28 日 下午 10:41 
plz update
蹄子 9 月 26 日 下午 8:41 
wait:lovegrenade:
Учитель Физики 9 月 22 日 上午 11:12 
update?
Kazeck 9 月 13 日 下午 8:44 
I love this mod just want to say it's one of my new favorites as I came back for 4.0 and between it and planetary mega-structures I really enjoy building on planets again. I like gigastructural engineering and gauntlets orbitals, so for a long time I didn't have grand goals for my planets, but between these mods? I'm enjoying optimizing again.
Gake 9 月 5 日 上午 8:12 
Would it be possible to make the starting events asking how we want the mod to be calibrated moved to Edicts? It's a little annoying to be bombarded with so many events firing right off the bat when there's a multitude of other mods that do the same thing. That, or would it be possible to find a way to at least reduce the number of them? The current implementation is a little... Annoying.
VFacure  [作者] 9 月 1 日 下午 7:52 
Hi @joeyyaus! It absolutely is! Make sure the starting events fire when you first load your save. It they don't, just type "event vfb.1" in the console and go from there.
joeyyaus 9 月 1 日 下午 3:35 
Hey there :). May I ask if this Mod is Save Compatible?
Thatch 8 月 30 日 下午 2:01 
@VFacure awesome, thanks mate :)
VFacure  [作者] 8 月 27 日 下午 6:25 
Hi @Thatch! I think it's possible to limit it to non-AI players. Will do it for the next update.
Thatch 8 月 26 日 下午 3:43 
Hey VF, is it possible to disable the kinetic bombardment stance from Space Prospecting? I've noticed that once the AI gets ahold of the tech, its the only type of bombardment it will run... which has led to essentially every AI operating like an exterminator and bombing planets into nothing lol. Even the fanatic pacifists, which can't used indiscriminate bombardment, but are hilariously okay with kinetic
DaViper 8 月 19 日 下午 5:08 
And the mod is throwing the 'for another version' flag again. Everything seems to be purring along with v4.21. just fyi.
Mitharis 8 月 16 日 下午 6:23 
Ahh okay, so it is the Civic Plaza, I was wondering because I had never seen a building labeled armory lol
VFacure  [作者] 8 月 16 日 下午 1:58 
Hi @Mitharis! It's one of the first buildings you'll unlock anyway; it gives a few jobs you'd have to fill out many buildings slots to get, so it's like a facilitator for new worlds.

Here are the modifiers:

pop_environment_tolerance = 0.05
planet_stability_add = 5
job_enforcer_add = 100
job_bureaucrat_add = 100
job_entertainer_add = 100
job_soldier_add = 100
Mitharis 8 月 16 日 上午 11:30 
I feel kinda deep for asking this but what is the Armory building in this mod that is one of the initial options?
scole86 8 月 13 日 下午 8:14 
@vfacure Okay, that makes sense. I'll check on my next run. I manually ran the events this run.
WMK1234 8 月 9 日 下午 8:03 
nope, mate. The options remains vfb.1a type, maybe chinese coding environment has some potential problems, don't mind it bro ,I can continue the game by your guide through https://pastebin.com/8fbBZqCi
VFacure  [作者] 8 月 9 日 上午 11:50 
@scole86 I figured out there was a bug where this even was running in tag 0, which is not the player tag but an AI. So I made it run for the player in yesterday's update. Unfortunately, you have to start a new game to get the event.

Hey @WMK1234 I guess localisation files are structured differently depending on the language. Can you try now after this update? I tried to emulate how PDX does Chinese
CephalonLewd 8 月 9 日 上午 9:01 
figured it out, wasn't your mod,
it was star bases expanded.

stream F'd me and didnt update the mod so when stations got upgraded past citadel it crashed.
think it triggered the planet script at time of crash due to some building applying bonuses to planets.

sadly that mod is kinda scuffed when it comes to changes, so unless i find i way to delete and respawn every starbase. im going to have to throw away those 100years of the save and start anew
oh well nothing that skyrim modding hasn't made me accustomed to XD
:p2cube:
WMK1234 8 月 9 日 上午 8:39 
Sry,mate, The options of second menu are still vfb.3a etc, I don't know what's wrong(maybe others mods not compatible?),anyway, thx for the mod.
CephalonLewd 8 月 9 日 上午 8:16 
@VFacure still crashing in the same manner. more and more convinced its not your mod but something else.

i think ill have to delete empires binary search style until i find the problem system and go from there.
Thank you for trying to implement a change and for the suggestion
scole86 8 月 8 日 下午 6:38 
Hmm... I'm guessing what was causing my bug was that event.vfb.2 and event.vfb.3 never ran... I'm assuming that event.vfb.1 is the one that lets you choose how much technology you start with. Are 2 and 3 supposed to run right after that, or is it supposed to run after you do the research that opens the polar worksites?
VFacure  [作者] 8 月 8 日 下午 12:20 
@CephalonLewd Solve this for you in the latest update. Do check and let me know if it worked.
@Taurus just found out a glitch in the event creation script. I overhauled it, so it should be working in new games now!
VFacure  [作者] 8 月 8 日 上午 8:54 
Hi @CephalonLewd! I'm checking the vanilla building files and they often have planet = { before their planet-related destroy_triggers. The best I can do for you is add these even though the game works for me without this check and I play with Giga & ACOT. Just give me a few. In the meanwhile this thread might help you:
https://psteamcommunity.yuanyoumao.com/app/281990/discussions/0/3825286438459707180/
CephalonLewd 8 月 8 日 上午 7:56 
tried moving VFB all over my load order, and i checked Protron and it's not colonised, and is within my borders so no action has been queued for it. It does however have modifiers from ACOT Giga and extra ascensions/traditions

i really like these buildings, especially the stelar wharf but its looking like i need to disable it :/
CephalonLewd 8 月 8 日 上午 7:37 
i know this is most likely NOT a VFB issue and more so an issue with my load order but im getting crashes (even while AFK) with the last entry in my error log being (there are multiple instances for different planets)

[15:13:25][trigger_impl.cpp:1193]: Script Error: Invalid context switch [owner] from Protron [planet], file: common/buildings/00_vfb.txt line: 104, Scope:
type=planet
id=371
opener_id=4294967295
random={ 0 1496515086 }
random_allowed=yes

in my load order i have some other mods, then VFB, then GIGA and ACOT (with addons) and dynaimic UI (with addons)

if i delete the trigger at line 104 it then gives the same crashes with the destroy trigger for building_vfb_workshop and building_vfb_plaza.

i've gone into a few of the systems flagged in the error log, thinking it was pre-FTL empires doing something funky but outside having a few habitable planets, or various space stations, the systems were empty.
VFacure  [作者] 8 月 8 日 上午 7:06 
Btw @Taurus the Polar Worksite setter is 'event vfb.3', but I recommend you try running 1 and then 2 first because each event triggers the next.
VFacure  [作者] 8 月 8 日 上午 7:05 
Hi @Taurus try running 'event vfb.1' in the console. If it doesn't run, it means it has already ran, so run 'event vfb.2' and so on until something works. There are 4 settings events in total.
WMK1234 8 月 8 日 上午 4:55 
Thx, mate, your mod is REALLY extraordinary.
Taurus 8 月 7 日 下午 7:51 
after a good bit of testing, for some reason it appears that the prosperous unification origin is not agreeing with the mod or series of mods. not sure why yet.
Taurus 8 月 7 日 下午 5:14 
i for some reason have been unable to get the Settings menu to come back no matter how many times i restart. if i only launch the game with just this mod it gives me the settings as expected. i previously got the settings every time and now do not with no addition or subtraction of mods, help please i just want multiple polar work sites per planet
VFacure  [作者] 8 月 7 日 上午 11:10 
Hi all! All languages have been translated to and their localisations implemented. Enjoy!
VFacure  [作者] 8 月 7 日 上午 10:45 
@WMK1234 此模组在最新更新中已添加中文。
VFacure  [作者] 8 月 7 日 上午 9:05 
Hi @WMK1234! I think I didn't add the localisation entries for the new events. I'll work on this but in the meanwhile here's the localisation dump for the events you can use:
https://pastebin.com/8fbBZqCi
WMK1234 8 月 6 日 下午 8:42 
HEY,BRO. I have a question, When I choose the recommended settings in the first menu(which says this mod is successfully loaded), here comes the second menu. Its options are like vfb.1 etc.i don't know what is this about. (I'm a chinese player)
VFacure  [作者] 7 月 25 日 下午 12:34 
Hi @Fr0d0_16 Please add me on Steam and send me a link in your preferred file storage website (Mediafire, Mega, whatever) and I'll add this in the source code. Большое спасибо!
Fr0d0_16 7 月 24 日 上午 9:32 
Здравствуйте. Обращаюсь к автору данной модификации, сделал Русскую локализацию этого мода. Как мне с вами связаться чтобы отправить файл локализации? Hello. I am contacting the author of this modification, I made a Russian localization of this mod. How can I contact you to send the localization file?
TY 7 月 14 日 下午 7:34 
The ones you kitbashed do look real. Actually, would you like to be a contributor?
xkuripuri 7 月 12 日 下午 11:53 
You know, this is a pretty neat little mod honestly. Though boy, it does play havoc with my desire of organizing buildings in a certain way...
If I had to nitpick a thing, I have to nitpick Civic Plaza. Just because the description talks about how its for colonies, because your homeworld has stuff... but you know, you CAN make it on the homeworld and probably should...