Stellaris

Stellaris

~Utility: clear_deposits Replacement
35 Comments
Shoff Jun 20, 2023 @ 11:55pm 
Also, yes, the "debugtooltip" console command shows the ID in my experience doing GUI modding. I should be able to use it to quickly find the ID of the strategic resource deposits I'm trying to apply
Shoff Jun 20, 2023 @ 11:49pm 
Oh, it's that easy? Dang, I'm glad I asked then. I assumed I was going to have to manually add support in the mod files (well, I'm sure I could technically do that anyways if I wanted to forego the console every time at game launch). Thank you!
Vaeringjar  [author] Jun 20, 2023 @ 4:47pm 
if you mean deposits then IIRC you can add/remove them with console commands. You'll have to look up what their ID is, unless debug mode makes the ID show up in the tooltips like in HoI4
Shoff Jun 20, 2023 @ 10:07am 
Ah, man I would love to play Master of Districts, but I think I have to manually add the strategic resources somehow. Could you possibly brief me on a howto, or is it too complex for an internet comment?
Bald Apr 8, 2021 @ 5:08am 
Hello Boss
I play Mastery of Districts without this and look like work...
Like a player with thousand of hour played but withouth technical knowledge... what do this mod for me? I dont get it
Regards,
Celtic-Soul Feb 5, 2021 @ 6:17am 
I've been playing with it for a while, can't say if it adds anything or if deposits are missing, but I can say it doesn't crash the game ;) I guess it just stil works.
Vaeringjar  [author] Feb 4, 2021 @ 10:55pm 
it should work, though it will be missing any deposits added to the game since the last mod update

idk if vanilla has changed things related to this, it might, I'd have to go through all the patch notes, which I won't be doing until I play again
Celtic-Soul Jan 30, 2021 @ 12:47pm 
Does it still work ? I need it for another mod but it's not been updated since a while. thx
nasrudin May 3, 2020 @ 10:07pm 
Any idea if this is still needed in v2.6? = is this a problem that's a result of vanilla game code and that vanilla-game updates would plausibly fix?
Vaeringjar  [author] Mar 18, 2020 @ 1:55am 
@petrovytsh
Yeah I didn't update it for Ancient Relics as I barely played that version, and only bought the DLC after some time too. I'll have a look at it in the coming weeks.
petrovytsh Aug 29, 2019 @ 1:58pm 
Suddenly, I found an error.
... this is not so much a bug as a version mismatch.

When Baol Seeds are distributed to the precursor capital, all special district are removed.
Vaeringjar  [author] Jul 8, 2019 @ 5:21pm 
2/2

Then there's the modding ethos, where crediting work is a matter of respect for the community, and where cooperation and where are of mutual interest. The plagiariser has shown a complete disrespect for what makes a modding community healthy.

It's 100% plagiarism, absolutely no doubt about it. Now I've given him the opportunity to address this, and in the process result in a better mod/patch than it currently is, but to be honest I should be able to just straight up issue a takedown of his mod.
Vaeringjar  [author] Jul 8, 2019 @ 5:21pm 
1/2

nope, that's exactly how my code looked before the "Update: 12 Apr" "1.2
Slight code redesign.", and is basically the same code as right now, just written less efficiently.

If you notice the order of the deposits in it, including the spacing between the groupings, it is the exact same.
Take the filename "clear_deposits_replacement.txt". There's no chance in hell someone just randomly gives a file the exact same name, much less having the exact same code & writing style in it.
Then, the logic of how the mod works, he overwrites the same decisions in the same place with the same method, and does the same for the on_action_event. Even the naming of the scripted effect follows the logic of the naming I gave mine.
Then there's the idea and implementation. The solution to this problem is one I came up with and implemented as can be seen in this mod.

petrovytsh Jul 8, 2019 @ 4:55pm 
Hard hit. In fact, most likely - a coincidence. The content of the file is completely different - different style and syntax of scripts.
Vaeringjar  [author] Jul 8, 2019 @ 4:46pm 
@petrovytsh
Nice find!
It is incompatible with it because that mod is straight up plagiarism & uncredited use of my mod. The author, instead of using this utility as intended, an utility upon which many mods can work, he straight up didn't even rename the core file. I've invited him into addressing this issue.
petrovytsh Jul 8, 2019 @ 4:16pm 
@Vaeringjar
conflict is found:
https://steamcommunity.com/sharedfiles/filedetails/?id=1693561709
Same file names: clear_deposits_replacement.txt
petrovytsh Jul 8, 2019 @ 4:06pm 
@Plerion
tnx!
Plerion Jul 8, 2019 @ 12:24pm 
@petrovytsh - Use something like Paradoxos Mod Manager to look for conflicts. You may think some mods do not conflict, but many times they do.

https://github.com/ThibautSF/ParadoxosModManager/releases
Vaeringjar  [author] Jul 8, 2019 @ 12:00pm 
@petrovytsh
Well I doubt it is related to any of my mods. This one for instance has no chance of being the issue. When did this problem you're having start? If it's recent then it's unrelated to my mods, for none have had any significant update for well over a month, so I don't think I can help you here.

It's fine to use lots of mods, I do so myself, both my XCom 2 and Skyrim setups have well over 200 mods in them. However, it is critical to make sure they all play well together when setting up the modded game. So yeah, the secret for a well-functioning modded game is just that, compatibility.
petrovytsh Jul 8, 2019 @ 9:18am 
@Vaeringjar
PD - Planetary Diversity.
Get outside of more detail, look for possible conflicts with mods that are not directly related to planetary decisions ... laziness. A LOT of mods.
Okay, it's still not critical. For my synthetics, the penalty to habitability does not matter, minerals dig only in space, food is grown on rings.
Vaeringjar  [author] Jul 8, 2019 @ 2:57am 
PD?
anyway, on the workshop page, on the right side under "your files" click "subscribed items".
When did the button disappear? I haven't made any significant updates in my mods recently.
petrovytsh Jul 7, 2019 @ 4:14pm 
@Vaeringjar
Maybe. It is also installed, but the button is gone.
Check all mods that may conflict ... there is only yours and PD.
https://i.gyazo.com/ac8d78986a8610661754f9091d851e0a.png
Vaeringjar  [author] Jul 7, 2019 @ 1:06pm 
@petrovytsh
maybe you're thinking of this mod here? https://steamcommunity.com/sharedfiles/filedetails/?id=1698640422
petrovytsh Jul 7, 2019 @ 8:29am 
There used to be a button in planetary decisions, activating cleaning of penalty deposits. So, or I have glitches?
Vaeringjar  [author] Jun 21, 2019 @ 12:43am 
@requiemofreason
alright, so I just re-tested it and it is working as it should, over here it wiped all deposits except mod-added ones

however, it wasn't updated for relic worlds added by the DLC, so it might not have been working for these, so I'm updating the mod.

however, if your problem was with a normal planet then it could be a mod conflict
requiemofreason Jun 20, 2019 @ 4:32pm 
I recently (2.3.1) Ecumenopolis-ed a planet, and every Mastery of Districts modifier on that planet disappeared. Should I go through my mod list and see if anything else overwrites "decision_arcology_project", or is that intended behaviour with this mod?

I'm hesitant to continue that save until I know whether the same thing will happen to the three other worlds which are in the process of being converted into Ecumenopoleis.
Vaeringjar  [author] Jun 6, 2019 @ 2:02am 
@Tinyhare_Hydrogeniv
doesn't matter, I'm not playing right now and don't feel like making an update just to change the number from 2.2.* to 2.3.* ^_^

likely to work just fine at least 'til 2.4
Ghost Fox Jun 5, 2019 @ 6:58pm 
@Tinyhare
What'd the author's last comment say?
新垣夜夏 Jun 5, 2019 @ 12:35pm 
There is still a red exclamation mark to the right of this mod, does it matter?
SilentKore (The Better One TM) Jun 4, 2019 @ 10:57pm 
Roger that! Thanks for the heads-up man!
Vaeringjar  [author] Jun 4, 2019 @ 8:49pm 
@SilentKore
So I just looked at the code and nothing has changed. Mod is still just as relevant and will remain as a requirement for Mastery of Districts.
SilentKore (The Better One TM) Jun 4, 2019 @ 4:57pm 
Hey Author, is this still needed/need updating? Trying to clean out my mods but this one....I dunno lol.
Vaeringjar  [author] Apr 4, 2019 @ 10:28pm 
It includes a tweak to not remove MODDED deposits when Terraforming to Hive/Machine/Arcology worlds. (well, hive/machine is now "fixed" as per 2.2.7, but not arcology.)

Other than that it's a tool to give more options in customising the clearing of deposits. For example my mod "planetary feature preservation" is a straightforward tweak of this tool.
Questionable Apr 4, 2019 @ 8:58pm 
I'm coding illiterate so excuse my confusion.
By default does this remove the effect of removing deposits when Terraforming to Hive/Machine/Arcology worlds?
Or is it entirely a tool to customise the effect?