Stellaris

Stellaris

EAC: New Additions
171 Comments
CTH2004 Feb 24, 2019 @ 10:39am 
Ok!

Thanks!
The Dadinator  [author] Feb 24, 2019 @ 10:13am 
When I get to that point sure.
CTH2004 Feb 24, 2019 @ 9:57am 
If it comes out in pieces, could you put all of the "pieces" in their own collection, seperate from the 2.2 Mods (Also i nthe 2.2 mods of cours), that way, you can subscribe to all of thme with the touch of a button!
The Dadinator  [author] Feb 18, 2019 @ 4:15pm 
@TurtleSchroom - Ever wanted a research grant targeted at a particular branch of research? Want to weed out troublesome ethics using state run media? Want to expand your habitats for more growth? From the ashes of the original EAC: New Additions mod comes the edicts and decisions that were part of it, updated for 2.2.
Read more on the workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=1660238390
TurtleShroom Feb 11, 2019 @ 3:03pm 
Sure, I have no problem waiting on that.
infernalthing Feb 11, 2019 @ 2:46pm 
Doesn't bother me if it's in pieces.
The Dadinator  [author] Feb 11, 2019 @ 10:15am 
If I do revive this, are you OK with it coming out in pieces, meaning multiple mods? The campaigns and ambitions could release pretty quickly (not much change is needed in that code), whereas the resources and buildings need much more work to get in line with 2.2.
TurtleShroom Feb 10, 2019 @ 9:44pm 
Instead of increasing the maximum Influencw storage, consider having the building create Influence.
The Dadinator  [author] Feb 10, 2019 @ 8:31pm 
And I even did a bit of research tonight... the Galactic Stage would need to be completely rethought if it comes back... no way to increase influence max anymore... a modifier is still there but it does nothing now :(
The Dadinator  [author] Feb 10, 2019 @ 6:46pm 
Thank you for your enthusiasm. It does mean a lot. I will see what I can do. I am finishing up two other mods this week so I won't have cycles at least until next week to plan anything.
TurtleShroom Feb 10, 2019 @ 5:13pm 
What's the difference between hover and pop-up? They literally do the same thing. If you have one, you dont need the other. As for the boosting buildings, your Mods provide extra boosts and different sorts of boosts, etc., which makes them supplementary to the Vanilla rendition buildings.

I would download this in a heartbeat. It's not duplicity if the Buildings that add better features (etc.) have their own reasoning, code, flavor, and so on. Unusual Metals and Gravitational Anomalies sound epic and should totally have Buildings and/or Jobs.

Remember, Rare Planetary Resources can generate Jobs independently, if you don't want a Building!
The Dadinator  [author] Feb 10, 2019 @ 12:18pm 
As I said I know the mod that does the UI patch (Universal Resources Patch). It works on hover but not on the popup UI.

The edict idea for getting the bonuses on global resources is an interesting idea. Thanks.

As far as planetary resources go... the Fertile Land one would at best just add food districts - no need for a building. The game did add food boosting buildings to none needed now. Same for the Rare Minerals one adding additional mining districts. Unusual Metals and Gravitational Anomaly could require a building I guess but building space is limited. That comment would go with the second tier buildings (Advanced Prefabrication Facility and Gravitational Application Lab).

I will think about it but it would be a low priority right now.
TurtleShroom Feb 10, 2019 @ 11:54am 
As for the UI change, there is already an "Universal Resources Patch". All you have to do is ask him to include your Resources and he will fully take care of it.
TurtleShroom Feb 10, 2019 @ 11:53am 
There is actually a work-around that the guy behind "More Star Classes" did when the game changed Rare Resources. It doesn't require as much change as you think.

What he did was simply add Edicts that you could take whenever you had enough Rare Resources to get it, much like the Vanilla rendition does for its Rare Resources. So, for example, if your Rare Resource gave your empire an uniform five percent Research increase, you could put that in an Edict and require a certain amount of Rare Resources to deploy!

Furthermore, the planetary resources can be added as Rare Planetary Featrures, which could allow the construction of your buildings. Jobs are optional, but preferred.
The Dadinator  [author] Feb 10, 2019 @ 11:30am 
Strategic resources changed in 2.2. They need to be used versus just owned so it would require a complete redo of that aspect of the mod. Then you need to make them visible in the UI (and I know there is a mod that can do this partially). The planetary resources are mostly redundant with existing 2.2 planet deposits and districts. That basically leaves a few leaders and the propaganda edicts. Those last two may come back at some point in a new mod but it is very unlikely that strategic or planetary resources and buildings will.
TurtleShroom Feb 10, 2019 @ 11:17am 
Why don't you want to update this to V2.2 ?
The Dadinator  [author] Dec 6, 2018 @ 8:54am 
No. I updated the description a few weeks ago to reflect this.
ReđÐeαтħ Dec 3, 2018 @ 11:57pm 
Any plans fo 2.2?
Old Ben Jul 28, 2018 @ 12:16pm 
Looks like another MOD not being maintained. Sad, looks interesting if it was working.
Old Ben Jul 20, 2018 @ 11:16am 
The Propaganda Against Ethics does not seems to work. They are all listed in my edicts list, but the check boxes do not check off and shows no indication of being enabled like the other edicts. I do not use Planet Diversity, any other popular mods that may conflict or is this a bug in this mod...thanks
The Dadinator  [author] Jul 3, 2018 @ 7:03am 
Save game - the strategic resources are placed on galaxy generation so won’t appear mid-game.
Stellar Expansion - no clue as I don’t use that mod.
Caesar Jul 3, 2018 @ 6:05am 
Save game compatible?
Caesar Jul 3, 2018 @ 5:50am 
How does this work with Stellar expansion?
Coffeehound RetroSharka Jun 17, 2018 @ 3:56pm 
Hi there! I'm having trouble finding the Propaganda edicts (Xenophobia, Pacifism, etc) after researching them, I can't find them in the Empire Policies & Edicts menu to enact, is that where they are supposed to be located?
Tubercle1801 Jun 2, 2018 @ 5:57pm 
Hi, love the mod. However, all your buildings have terrible resolution and looked like fuzzt blobs... Is there a fix for this? Also, for Galactic Stage, can you buff it to give unity and/or influence? The influence storage is a little underwhelming, IMO. Thank you.
theersink May 22, 2018 @ 11:15pm 
Ah OK, I missed that part of the patch notes. Excellent. everything appears to be in order then. I swear it's like I have to learn the game all over again with every patch. I can't imagine how it is for modders. Big time respect. :steamhappy:
The Dadinator  [author] May 22, 2018 @ 10:27pm 
Part of the Niven update is that all strategic resources are always shown on the map but can only be mined when the related tech is researched.
theersink May 22, 2018 @ 9:46pm 
Ah ha, that's what I was thinking no I did not. Might consider hiding the resources until the tech is researched. Save a bit of confusion, Just a suggestion though. Love this series and thanks for the quick reply/update.
theersink May 22, 2018 @ 9:44pm 
Does it require tech to mine but still appear on the map?
The Dadinator  [author] May 22, 2018 @ 9:42pm 
Have you researched the tech for each one?
theersink May 22, 2018 @ 9:39pm 
It seems I am unable to mine the galatic strategic resources. The show up on the map but it it does not highlight or allow you to build on them. Haven't gotten to the point of the planetary resources.
Gameboy Nitro May 9, 2018 @ 4:46am 
"It filters out all gestalt consciousness ethics as incentives to do more don't make sense for gestalt. I should probably disallow the tech though. Make sense?"

Either disable the tech or allow the edicts to be used, I thought it was a bug or a conflict with another mod. I mean, it doesn't make much sense for Gestalt to have any Edicts but they do, I don't see why research bonuses don't make sense when things that make even less exist in the vanilla game.
TortoTheConqueror May 8, 2018 @ 4:08pm 
Thanks!
The Dadinator  [author] May 4, 2018 @ 2:50pm 
The Dadinator  [author] May 3, 2018 @ 6:39pm 
@Torto - are you wanting the strategic resource deposits to show up on Planet Diversity worlds?
Plerion May 2, 2018 @ 12:13pm 
It was mainly the resources, but I will check again.
The Dadinator  [author] May 2, 2018 @ 9:48am 
@RS- I have verified galaxy generation works with both enabled (meaning my strategic resources show up). What are you seeing not show up?
Plerion May 2, 2018 @ 6:47am 
I also stopped seeing some of the stuff from this mod after installing CGM: Buildings.
The Dadinator  [author] May 2, 2018 @ 5:50am 
How does it conflict?
TortoTheConqueror May 1, 2018 @ 12:06pm 
Can you make a compatability patch for this with planetary diversity.
The Dadinator  [author] Apr 29, 2018 @ 9:40am 
Thanks for the update!
ranma100 Apr 29, 2018 @ 9:22am 
I started a new game and now they are showing up, so I must have just been unlucky with the random number generator.
The Dadinator  [author] Apr 29, 2018 @ 8:38am 
Hmmmm the code support in this mod for CGM is passive and shouldn’t affect deposits. I don’t know if something in his mod dors something to change deposits after the fact. I will try and do some testing with both going.
ranma100 Apr 29, 2018 @ 7:55am 
I have noticed that since !Core game Mechanics: Buildings came out, I have not seen any of your Fertile land, Rare Minerals or any of your other planetary tiles appear.
The Dadinator  [author] Apr 23, 2018 @ 10:33am 
I know. It just makes spotting issues with new features harder. That is why I am saying a patch mod vs. adding to the current mod.
bubble baathist Apr 23, 2018 @ 10:27am 
referencing ship sizes that don't exist does not cause crashes, it just makes the error log messy
Ridesdragons Apr 22, 2018 @ 10:33pm 
yea that's fine, I'm patching it through on my end, take your time, I'm just letting you know what's what and how to fix it
The Dadinator  [author] Apr 22, 2018 @ 10:32pm 
I will look into it - just be patient as I have limited time to work on it right now.
Ridesdragons Apr 22, 2018 @ 10:29pm 
1. thanks, though all it needs for support would be to change size_restriction = { (destroyer if its there) other ships } to size_restriction = { (destroyer if it's there) cruiser Battlecruiser battleship Carrier Dreadnought titan Flagship supportship }

2. also, I noticed that you don't have any autonomous computers. gestalt consciousness' can't research tech_combat_computers_3, and instead get tech_combat_computers_autonomous. they're basically the same thing, with the same bonuses, just different names, so if you could copy the sapient computer over and rename it to autonomous so there's one for gestalt and non-gestalt empires, that'd be great. in EAC: at war, of course
The Dadinator  [author] Apr 22, 2018 @ 10:23pm 
@Ridesdragons - I will look into supporting NSC maybe with a patch but it will be with the EAC: At War mod as I will be removing war related stuff from EAC: New Additions when v2.1 comes out. It will take some time though as I don't use NSC myself.