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These compatibility patches will allow the direct construction of upgraded buildings in the according mod. They all require CGM-Buildings and the according mod.
These patches also include the newest Automated Construction API for the mod. We try to send these to the modders s.t. they include them natively into their mods, but if you have some problems with Automated Construction in a mod, it might help to activate the Comp Patch for that mod to get a newer version. You can disable the "Build Upgraded" functionality in the CGM-Buildings Menu.
These patches can be added to a running game where both mods were already active without a problem. It is not directly a conflict I am fixing here, but more of making sure the features of CGM Buildings work fully for the other mod.
Remark: When playing with some of these comp patches, it is to be expected that some vanilla buildings that are usually disabled by CGM-Buildings are enabled again. This is WAD, if those buildings are needed to upgrade to newly added buildings, for example T5 buildings for mods that allow FE as an upgrade to T5 buildings.
Due to a limitation in Stellaris, it is not possible to change adjacency bonuses of a building in a running game (everything else can be). Thus our capital adjacency change is even active in CGM Buildings if you choose Vanilla buildings with vanilla stats....