Stellaris

Stellaris

Hybrid Colony Designations Expanded
44 条留言
Azurian 10 月 30 日 下午 5:20 
Works great in 4.1. This is a high quality mod.
PlainWhiteToast  [作者] 10 月 11 日 上午 4:09 
@Anton Rabe > Thanks you for adding slave type for collonies

...And thank *you* for the mod idea!
Anton Rabe 10 月 10 日 上午 6:40 
Thanks you for adding slave type for collonies
PlainWhiteToast  [作者] 9 月 8 日 上午 8:03 
@apx1701 - I don't use that mod but I do not see anything that should conflict. If it adds a new planetary subclass, HCDX might not recognize it for designations that are looking for specific classes (only Sanctuary Beacon, right now) but nothing will break.
apx1701 9 月 8 日 上午 7:53 
compatible with RS - new frontiers?
crippencollin 9 月 1 日 下午 1:32 
cool deignations, and the bonus you get from the adaptbility tradition makes it even better:steamthumbsup:
PlainWhiteToast  [作者] 9 月 1 日 上午 9:57 
V1.8.0 is up. This one has a couple bug fixes for the last one, and some tweaks to improve "Mobilization Depot". I've also added two new slaver-centric designations, "Re-Education Camp" (Slave Pop Growth) and "Bonded Plantation" (Slave Productivity). More in the Change Notes.
crippencollin 8 月 31 日 下午 5:56 
@plainwhitetoast, awesome, the thrall world ain't really cutting it for me since they made it where you can barley have any buildings except for basic resources, glad your working on slave designations, looking foward to it:steamthumbsup:
PlainWhiteToast  [作者] 8 月 31 日 上午 4:14 
@crippencollin > "will it be like slave pop growth and slave resource output?"

Yup. Keep an eye out for "Workforce Re-Education Camp" & "Bonded Plantation",
crippencollin 8 月 30 日 下午 10:16 
@PlainWhiteToast, for the slaver desginatiosn, will it be like slave pop growth and slave resource output? and thank you very much for these designation mods, makes it nice to have a mix of different world productions.:steamthumbsup:
PlainWhiteToast  [作者] 8 月 30 日 下午 4:17 
v1.7.0 is now live. This edition adds one new archetype and variant for Relic Worlds. "Archaeological Preserve" imagines them as hallowed sites of Society research and "Ancient Wonders Park" takes a slightly more practical view of things. I've also made sure this version is working for the game version 4.0.23. More info in the Change Notes.

For anyone wondering what's on the horizon, I'm working on a few new designations for slavers. Shouldn't be too long for that.
PlainWhiteToast  [作者] 8 月 23 日 下午 12:22 
v1.6.0 has been uploaded. This version has been modified to support game version 4.0.22, which resulted in one used modifier being deprecated and one colony designation being tweaked to work around that. In addition, 3 new colony designations (Neuroalloy RIft, Neuroflux Rift, & Gravitic Rift) were added, along with 3 new hab variants for the new designations. More details in the Change Notes.
PlainWhiteToast  [作者] 8 月 17 日 上午 6:32 
Posted up v1.5.1. It's a small nerf to "Legacy Sector" which, after some additional consideration, looked to be a little too generous when compared to vanilla designations. No other changes.
PlainWhiteToast  [作者] 8 月 17 日 上午 5:06 
v1.5.0 is up. It adds one new archetype: "Legacy Sector". Its best use is for built-up worlds you have acquired that have no obvious pre-existing role but too much much valuable infrastructure for you to fix. Slap this on and it'll be good enough. For when you ain't got time for that nonsense.

Also added better handling for PD planets (with a new patch). Details in the Change Notes.
PlainWhiteToast  [作者] 8 月 11 日 下午 2:24 
@A-Sartek > I like reading other's scripts to learn and yours are always top quality
I appreciate that! Turns out I use a couple of your mods, too, so let's keep the circle of mutual admiration rolling!
A-Sartek 8 月 11 日 上午 11:18 
@PlainWhiteToast kinda late with my reply but I wanted to say thanks, I like reading other's scripts to learn and yours are always top quality, keep up the good work!
PlainWhiteToast  [作者] 8 月 10 日 上午 7:29 
I've just posted v1.4.0. It adds three new archetypes that convert basic resources to strategic resources, but not terribly efficiently. Useful for when you run out of storage and your surplus is just falling into the aether. Also added one more thematic variant for Machine gestalts. Details in the Change Notes.
Ekinox 8 月 9 日 上午 10:18 
Oh I didn't noticed you made another one, nice.

I'll check it out, thank you!
PlainWhiteToast  [作者] 8 月 9 日 上午 5:41 
@Ekinox > mine was more inclined to make basic resource hybrid designations like mineral/food, energy/food or minerals/energy

You may find that the designations from the companion mod, HCD , does some of what you were envisioning. The "Rural Planet" and "Planetary Archive" designations, specifically, sound very similar to what you were describing.
Ekinox 8 月 8 日 下午 10:08 
Love this, I had a similar idea and was working on it, but mine was more inclined to make basic resource hybrid designations like mineral/food, energy/food or minerals/energy, etc, and was later inclined to make specialist designations, like unity/research, you are doing such a fine work, I hope you can incorporate this ideas later.
PlainWhiteToast  [作者] 8 月 8 日 上午 3:05 
@random2125879 >are thus and the orignal both compatble

Yes, they are. HCD has what I'd call "core" designations while HCDX has more "situational" designations. There is no overlap.
random2125879 8 月 7 日 下午 3:45 
dumb question are thus and the orignal both compatble just wondering?
i apolgize for a dumb question
alankraskow 8 月 6 日 下午 4:54 
@PlainWhiteToast awesome job my dude!
Very much appreciate new additions.
PlainWhiteToast  [作者] 8 月 6 日 下午 4:26 
v1.3.0 is up, and adds 1 new designation archetype: Soldier Build Speed, with "Mobilization Depot" as its flagship designation. Also added were two new thematic variants, "Thalamic Spire" for hive empires, and "Synthesis Locus" for both gestalts. See the Change Notes for details.
alankraskow 8 月 4 日 上午 7:38 
@PlainWhiteToast I understand.
PlainWhiteToast  [作者] 8 月 4 日 上午 7:06 
v1.2.0 has been uploaded. This release lays the groundwork for future releases by introducing a configuration menu, launched at game start or via an at-will edict. This configuration menu will enable players to customize the contents of their designation list, removing any designations that do not match their current play-through. This will allow the release of new, even more niche designations without fear of cluttering up the UI for those who won't be using them. Also fixed some stuff. There is always stuff to fix. See the Change Notes for details.
PlainWhiteToast  [作者] 8 月 3 日 下午 1:23 
@ alankraskow > I'm not sure what would stats be exactly

Me neither. I'm at the mercy of which modifiers PDX has decided to expose in this context, which isn't always the ones you would expect. My initial research suggests this is what I have to work with:

- planet_army_build_speed_mult
- planet_building_clone_army_clone_vat_build_speed_mult
- planet_defense_armies_add
- planet_building_fortress_build_speed_mult
- planet_building_planetary_shield_generator_build_speed_mult
- planet_zone_fortress_build_speed_mult,

..and then I need to balance them against vanilla and try to make it appealing to players. It's both an art and a science...
alankraskow 8 月 3 日 下午 1:05 
@PlainWhiteToast awww no need for that my friend. However whatever I'll find I'll post in here.

And speaking of Fortress destination, I would actually love to see the one you mentioned under the main mod. Something along the lines of Fortress Academy or something like that. Where the destination adds speed and maybe experience to armies created on this planet.
I'm not sure what would stats be exactly, as I'm not the best at balancing them myself.
PlainWhiteToast  [作者] 8 月 3 日 上午 6:32 
@alankraskow > if it's something silly I will owe it lol
And if you find an actual bug, I'll post your name in the credits!
alankraskow 8 月 3 日 上午 6:12 
@PlainWhiteToast if it's something silly I will owe it lol
Will test it out on new gameplay and will get back to you at some point.
PlainWhiteToast  [作者] 8 月 3 日 上午 5:57 
@alankraskow - Yeah, I'm sure that's driving you nuts. If you really want to track this down, you are probably going to have to create a new profile\collection using only the one mod, and launch it using the most vanilla of origins: UN of Earth, Prosperous Union. Play on high speed until you find your first planet, and try to colonize it. If it works there, they you have to back into what broke it.

Alternately, you can try deleting your entire mods folder:

Documents\Paradox Interactive\Stellaris\mod

...and your mods manifest:

\Documents\Paradox Interactive\Stellaris\launcher-v2.sqlite

...reopen the launcher and have it rebuild everything from scratch.

Only you can say if it's worth the effort. IMHO, it is NOT a mod conflict. I went out of my way to use unique keys and file names to prevent that.

If I don't hear back from you, I'll assume either it was not worth the effort, or it was, in fact, something too silly to share in an open forum. ;-)
alankraskow 8 月 3 日 上午 5:11 
@PlainWhiteToast I have no clue what is going on. I must be doing something wrong, or maybe a mod conflict... No issue in error log, the file is there. I'm really baffled by this and probably doing something so silly, that I will be ashamed once I find out lol
PlainWhiteToast  [作者] 8 月 3 日 上午 4:16 
@Hrundel > "This mod have russian translate?"

Да, перевод на русский есть, но я не знаю языка, поэтому не могу судить о его качестве.

@A-Sartek > "What would happen if -space_owner- is changed to simply -owner-?"

It's makes a small difference. "owner" will scope to the planet, while "space-owner" will scope to the star system. These are usually the same, but if I use "owner", you would no longer be able to select the designation during the colonization phase, because you won't own the planet yet. Vanilla designations use "space-owner".
Hrundel 8 月 3 日 上午 3:02 
This mod have russian translate?
A-Sartek 8 月 2 日 下午 8:39 
@PlainWhiteToast What would happen if -space_owner- is changed to simply -owner-? I've modded districts before not colony types (but they share similar potential blocks) so I'm unsure if that makes a difference.
PlainWhiteToast  [作者] 8 月 2 日 下午 6:49 
@alankraskow If a clean re-install doesn't work for you, consider checking this file in notepad:
Documents\Paradox Interactive\Stellaris\logs\error.log
Search for "hcd" - all of my files contain that string. It might point to what the problem is. A corrupt or missing file is the most likely issue, though, since the Steam download works for me but not for you.

It's very curious that it only appears to impact one designation (the one you're most interested in, of course). That designation is at:

\steamapps\workshop\content\281990\3536808066\common\colony_types\06a_hcdx_arsenal.txt

Is the file present? Can you view it?

You may also consider playing a few years of a test game with only this mod in the load to see what that tells you. Good luck!
alankraskow 8 月 2 日 下午 5:17 
@PlainWhiteToast I'm pretty positive I'm not using any of the stuff from this block. I will resubscribe it, but I got it today like 2 hours before I wrote the comment. Not sure what is the problem I'm dealing with, because I checked for it on multiple planets and none of them had it.
PlainWhiteToast  [作者] 8 月 2 日 下午 5:09 
Well, I'm running the current Steam version of the mod and it's definitely there. Let's look directly at the relevant code:

potential = {
exists = space_owner
space_owner = {
is_ai = no
NOT = { has_authority = auth_machine_intelligence }
is_wilderness_empire = no
}
NOR = {
uses_district_set = city_world
uses_district_set = ring_world
uses_district_set = habitat
uses_district_set = machine_world
uses_district_set = cosmogenesis_world
uses_district_set = shattered_ring_world
is_planet_class = pc_nanotech
}
is_capital = no
}

That block determines if you see it. If none of that should filter you out, then you may have a corrupt download. In that case, try unsubscribing, loading the Stellaris launcher to let it clean out your install, then resubscribe, and try again. Good luck!
alankraskow 8 月 2 日 下午 2:45 
@PlainWhiteToast others show up. The Fortified Arsenal doesn't show up on non capital planets (I double checked on all planets after seeing the limits you mention in your spreadsheet)
PlainWhiteToast  [作者] 8 月 2 日 下午 2:16 
@alankraskow Do the other ones show up. Is it your capital?
alankraskow 8 月 2 日 下午 12:56 
Hey, for some reason Fortified Arsenal doesn't show up for me. I've checked the conditions in your excel sheet and I'm pretty sure it should show up.
PlainWhiteToast  [作者] 8 月 2 日 上午 7:16 
v1.1.0 is up. It adds 1 new designation archetype, Research + Trade, with "PragmaNetic Institute" as the flagship designation. Also added were 3 new thematic variants, including "Capital Archive", a version of the HCD designation "Planetary Archive" that buffs Unity & Research on empire Capital planets. Also fixed some stuff. More details in the change notes. Don't forget the shared spreadsheet (see the "Implementation Notes" section) for a deeper dive.
PlainWhiteToast  [作者] 7 月 30 日 下午 1:35 
@napamathguy > Is 0.05 stability that big a deal?

That's a quirk of PDX presentation. On the modifier tooltip, it says "0.05", but it basically equates to the 5-of-100 you typically see. Is it a big deal? Not really. At that level, it's more flavor and nuisance than debility.
napamathguy 7 月 30 日 上午 11:07 
Is 0.05 stability that big a deal? I routinely see changes of +/- 5-10, so we're talking about two orders of magnitude difference.