Stellaris

Stellaris

APSR: Anomalies, Planetary and Space Resources
1,226 Comments
Dimuch62 [RUS]  [author] May 20 @ 8:13am 
@AlterDraconis Спасибо. Ты не первый кто это просит, поэтому на днях сделаю
AlterDraconis May 20 @ 7:24am 
Здравствуйте. Большое спасибо за мод, очень интересные планеты. Но есть просьба: сделайте, пожалуйста, совместимость с модом BPV - More Building Slots, это в версии Стеллариса 4, фактически, новый индустриальный стандарт.
Dimuch62 [RUS]  [author] May 20 @ 6:37am 
@WABEPMA нет, дикому сознанию такие миры не нужны, они слишком чужды и искусственны. Так же как чужды экуменополисы, реликтовые миры и прочие.
WABEPMA May 20 @ 6:05am 
а будет ли возможность заселять древние миры за дикое сознание из биогенезиса?
Dimuch62 [RUS]  [author] May 18 @ 10:05pm 
@ RedTurkey Yes, Ancient (and Unique too) worlds have the "artificial world" mark.
@ kagora2 Maybe in a future update. Currently there are only 3 buildings in districts on unique and ancient worlds.
kagora2 May 18 @ 11:41am 
is it possible to make it compatible to the mod https://steamcommunity.com/sharedfiles/filedetails/?id=3481775336 and the extension od the building slots?
RedTurkey May 16 @ 2:27am 
Quick question, do Ancient World count as an artificial world for the Void Dweller trait ?
Dimuch62 [RUS]  [author] May 14 @ 9:41am 
МОД ОБНОВЛЕН! Подробности на русском языке в списке обновлений (под аватаркой), так как в сообщение не помещается.

____________________

MOD UPDATED!
Dimuch62 [RUS]  [author] May 14 @ 9:40am 
Changes in patch 4.00.3

1. New
1.1 Unique and ancient worlds now wpawn with a destroyed orbital ring.
1.2 New buildings have been added for districts of unique and ancient worlds. Now all districts can be fully built up.
1.3 Technical code 0099 has been added to the "Encrypted Terminal" relic to check the mod version. If problems occur after a major game update, check that the mod has also been updated correctly!

To check, start the game, open the console and enter the commands:
add_relic relic_apsr_terminal
energy
After that, activate the relic and enter the code 0099.

2. Changes
2.1 Buildings that previously produced Ancient Knowledge no longer produce it. A separate building has been added for this.
2.2 "Symbol of Interstellar Power" now provide a reduction in the penalty for the size of the empire (the old loyalty bonus to subjects has been removed).

3. Fixes
3.1 Now the start with the mod's origins is displayed in the empire's timeline.
3.2 Fixed several minor bugs.
Dimuch62 [RUS]  [author] May 14 @ 1:46am 
Возможно опять что-то сделали в обновлении игры, как было сразу после выхода 4.00, когда здания улучшать нельзя было
Naphanael May 14 @ 1:33am 
ресурсы пошли производится после загрузки сохранения. Вероятно, какой-то очередной баг самой игры. Что до обелиска-он построился еще через две попытки. Опять же, непонятно: баг игры или проблема с модом.
Dimuch62 [RUS]  [author] May 13 @ 10:53pm 
@Naphanael странный баг, при проверке только с одним включенным модом и ресурсы производятся и здания строятся. Может, какой-либо другой мод вмешивается?
С обелиском только одна проблема - тот модификатор, что он давал раньше, сейчас перестал работать. Исправлю это немного позже.
Naphanael May 13 @ 9:52pm 
По какой-то причине, в текущей версии мода, на части планет, уникальные вакансии на уникальных/древних мирах не производят ничего, только потребляют. Так же замечен странный баг-не строится обелиск межзвездной власти. Кушает ресурсы на постройку, строится, и когда время постройки подходит к концу-просто ничего не происходит и он вновь доступен для постройки. Пробовал построить его 4 раза-все бестолку.
jackrackham001 May 11 @ 10:15pm 
I had an issue with this mod on 4.0 update. When I built Exotic Gas Refineries, no exotic gases would be produced. It worked fine on 3.14. I first turned off this mod and the refineries started working again. I then turned this mod back on and moved it from #3 to #2 in my load order ahead of Empires Expanded and the refineries work fine now.

I don't know if there is a conflict with this mod and Empires Expanded but that's how I fixed it. I just thought I should post this information here just in case I'm not the only one with that problem.

I'm glad that fixed the problem because I think this mod is excellent and did not want to be without it.
Dimuch62 [RUS]  [author] May 11 @ 9:52pm 
If you get a bunch of empty messages when you start the game:
Enter the command "debugtooltip" (without quotes) into the console, hover over a button in the window, and see what is written in the line "DEBUG: Event ID"
If it says apsr_... then reinstall this mod (unsubscribe/subscribe, select "redownload mod" in the launcher, or delete the 1346877266 folder in the downloaded workshop files and wait for the mod to load again).
If it says something else, try to find the author by the event ID (apsr_... is the APSR ID).
zkahnman May 11 @ 5:16pm 
confirmed that its not this mod; works fine with only this enabled
zkahnman May 11 @ 5:05pm 
it is not this mod causing the problem i dont think; im still getting the infinite event pop up
zkahnman May 11 @ 4:08pm 
I am also having this problem. When no mods are enabled it has stopped, but I have re-downloaded this mod after purging and its still happening when I turn my mods back on. I will try deleting all mods and then forcing resubscribe again and see if the deleting everything part was what was needed.
jht_89 May 11 @ 2:33pm 
Am I right in recalling this mod needs a new game to be started in order to work properly?
dvjames40 May 10 @ 11:20pm 
@Ugly Hamster I'm having the same issue even with APSR disabled. Just to confirm you had to go into your Paradox Launcher under Mods and delete "all of them". Then you had to go to the Steam Workshop and unsubscribe to all your mods? How do you verify the files and force a redownload on the mods? Sounds like a tedious task. Thanks for your help. :)
Dimuch62 [RUS]  [author] May 10 @ 9:47pm 
One more bug in this game update...
It's good that everything worked now, enjoy the game!
Ugly Hamster May 10 @ 3:27pm 
You were right, I had to delete all mods in steam and paradox launcher, verify the files, force a redownload on everything and only then did it download the latest version.
The latest version isn't causing the infinite box spam
Dimuch62 [RUS]  [author] May 9 @ 10:18pm 
@Северин Катанов Оно так сейчас и работает. Пригодность 0.
@Ugly Hamster This can happen if you are using an old version of the mod (for Stellaris 3.14). There is no such thing now, I can't repeat this bug. I sent a friend request, I'll try to figure it out with your help.
Тогда предложение убрать пригодность для дикого сознания на древние/уникальные чтоб даже захватив у другой империи нельзя было эксплатировать к примеру только районы
Ugly Hamster May 9 @ 2:06pm 
Did as you said, here's the tooltip: DEBUG: Event ID apsr_terminal.#####
Dimuch62 [RUS]  [author] May 9 @ 9:26am 
@Северин Катанов, Так же как недоступны экуменополисы, миры-улья, машинные миры, миры-кольца и т.д. Дикое сознание может жить только на "натуральных" мирах. Не думаю что мод будет нормально и без багов работать в диком сознании, поэтому пока что изменений не планируется.
Вопрос древние/уникальные миры не доступны для колонизации новым стартом за коллективу кровавый лес это так планируется или возможны изменение в сторону да
Dimuch62 [RUS]  [author] May 8 @ 8:53am 
I tried to check - everything works. No windows.
Try to see this again, then enter the command "debugtooltip" (without quotes) into the console, hover over a button in the window, and see what is written in the line "DEBUG: Event ID". If it says apsr... - then it is APSR, if giga... - then Giga, if something else - then another mod.
Ugly Hamster May 8 @ 8:30am 
There seems to be an incompatibility glitch somewhere between this and Gigastructural. Whenever both mods are on, I get infinite blank notification spam. I'd post this at Giga as well but they dont have a comment section
Dimuch62 [RUS]  [author] May 7 @ 10:20pm 
Why? Because habitability is 0? The mod works as it should. Origin works as it should. Even in the game code there is a line:
WILDERNESS_NATURAL_WORLDS_DECLINE: "The Wilderness can not survive on un-nautral worlds."
The problem is that this line does not show when you hover over the "colonize" button. The same with ecumenopolises, relic worlds, hive worlds, machine worlds, etc.
JokerDiablo135 May 7 @ 1:29pm 
This mod is broken if you're using the wilderness origin. Honestly not even sure how you would fix that either.
Dimuch62 [RUS]  [author] May 7 @ 11:47am 
Old versions of the mod are on Google Drive. Links in the mod description.
tilarium May 7 @ 11:21am 
B ecause it would flood the workshop with dozens of the same mod, all of which would be inundated with update requests because the average user doesn’t read the description and wouldn’t know it’s a legacy version.
NetherExplorer May 7 @ 10:27am 
Why not upload older versions onto steam for convenience?
Dimuch62 [RUS]  [author] May 7 @ 8:58am 
Мод обновлен!

Изменения в патче 4.00.2

1. Исправления
1.1 Исправлено появление зданий мода в "основных" слотах зданий. Теперь здания для районов уникальных и древних миров появляются только в этих районах.
1.2 Добавлены отсутствующие строки локализации.
1.3 Убрана категория технологий "Изучение древних технологий", так как это могло привести в вылету игры с некоторыми модами. Все технологии теперь используют обычные категории игры.

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Dimuch62 [RUS]  [author] May 7 @ 8:58am 
Mod updated!

Changes in patch 4.00.2

1. Fixes
1.1 Fixed mod buildings in "main" building slots. Now buildings for unique and ancient world districts only display in these districts.
1.2 Added missing localization strings.
1.3 Removed the "Study Ancient Technologies" technology category, as it could cause the game to crash with some mods. All technologies now use the game's vanila categories.
Dimuch62 [RUS]  [author] May 7 @ 8:45am 
@Tetori It looks very strange that a file that worked before now crashes the game under certain conditions...
After today's game update the crash disappeared...
Tetori May 7 @ 7:28am 
@Dimuch62 [RUS] Removing that folder stopped the crash on startup for both ASPR + Gigastructures and ASPR+PD+PDUW.

I tried opening the .dds file linked in that removed file in Photoshop and saved it using the NVIDIA Texture Tools for Photoshop and it now works. Maybe there is something wrong with the format of the original .dds file?

Here's the file if you want to test it yourself:
https://gofile.io/d/meQa1F
Dimuch62 [RUS]  [author] May 7 @ 2:07am 
@Tetori Thanks for the message. I tried deleting APSR files and looking at the result.
Try deleting the common\technology\category folder in APSR and write the result. I don't know how it's related, but the crashes (APSR+PD+PDUW) stopped. This folder contains only an image link for the new technology category for mod technologies.
If I don't find a solution, I'll use vanilla technology categories.
Tetori May 6 @ 10:17pm 
Not sure what is causing it but also get the crashing with just Gigastructures + ASPR together.

Also on the issue that @Shidan had: I stopped the crashing on startup by deleting the "building_pd_biosynth_cauldron" in "pd_unique_buildings.txt" from the Planetary Diversity Unique Worlds mod. Haven't tried playing it with that deleted and I don't know why it has the interaction it does but I hope that can help a bit with figuring it out.
Dimuch62 [RUS]  [author] May 6 @ 8:12am 
@Shidan I'll talk to the author of the PD, maybe we'll find the reason.
Dimuch62 [RUS]  [author] May 6 @ 8:11am 
Изменения в патче 4.00.1

1 Новое
1.1 Добавлены новые здания для районов на уникальных и древних мирах.


2. Исправления
2.1 Исправлено число рабочих мест на Кордоне (Аномальная зона)




Changes in patch 4.00.1

1 New
1.1 Added new buildings for districts on unique and ancient worlds.

2. Fixes
2.1 Fixed the number of jobs on the Cordon (Anomalous Zone)
Shidan May 5 @ 11:54am 
Crashes if used alongside Planetary Diversity and Planetary Diversity Unique Worlds .

Using any combination of two of the three works fine, but with all three it crashes on launch. Unclear if it's an issue APSR or PD causing the crash, or if they're just incompatible.
Dimuch62 [RUS]  [author] May 5 @ 10:21am 
Mod updated for 4.00!
Мод обновлен для 4.00!
Dimuch62 [RUS]  [author] Apr 9 @ 10:22pm 
If the planets of mod are not a little better - what is the point of searching for them and conquering them? In terms of balance, they are closer to megastructures.
HolyFarglesnot Apr 9 @ 5:26pm 
All mods mess up the game balance, that's kind of the point.
Sonny Crocket Apr 9 @ 5:14pm 
great mod, but i think it kinda messes up the game balance unfortunately, but thanks for all the hard work and a great mod.
Dimuch62 [RUS]  [author] Apr 1 @ 10:13pm 
At a later stage of the game, using the relic "Communication Cube", they can be exchanged for various bonuses.
*Monkey Noises* Apr 1 @ 11:17am 
what does ancient knowledge do?
Dimuch62 [RUS]  [author] Feb 14 @ 3:13am 
Hello. Previously, "possible_precalc = can_fill_specialist_job" was enough, and it worked. In any case, soon it will be necessary to change this part of the mod due to the new game update. I will remember this and add it later, and now my efforts are aimed at completing the new plot, which will diversify the endgame a little.