Stellaris

Stellaris

NaK1119's Planetary Development Notification
75 Comments
Maniac  [author] Dec 22, 2020 @ 1:43pm 
Go ahead Jewbacca. I won't have time anymore to mod in the near future, so this mod should probably be considered abandoned. So by all means, continue the trend I started when I updated Nak1119's original mod, and keep it alive for new game versions! I'd appreciate if you posted a link to your mod here, so I can send people who stumble on this mod page, forwards to yours.
Peter34 Dec 22, 2020 @ 3:28am 
To be honest, I only really felt that I needed this mod to remind me to renew the Decision to distribute 1000 Food, and that was removed from the game in 2.6 or 2.7.

It also seems as if this mod may have been abandoned, possibly for that reason, so if you just wait a week or so, Jewbacca, then if there's no answer, you should probably feel free to upload your version.
Jewbacca Dec 22, 2020 @ 3:19am 
Made some improvements for myself, and i ask permission to upload it. Or should i just upload it, and be done with it?

Construction notifications eliminated.
Necrophage missing icon fixed.
AngleWyrm Dec 14, 2020 @ 4:49am 
The popups are annoying.
Jewbacca Nov 2, 2020 @ 11:07am 
Made some minor change on my end. It seems, that the only missing message type is the "necrophage pop created". It should be a few seconds work to add the following lines to the end of the message types file in the mod:
message_type = {
key = "MESSAGE_NECROPHAGE_POPS_NECROPHAGED"
icon = "GFX_message_planet_destroyed"
icon_frame = 1

name = "MESSAGE_NECROPHAGE_POPS_NECROPHAGED_TITLE"
sound = "event_necrophage"
ping = "ping_notification_green"
auto_opens = none
}
lolic_lol Sep 16, 2020 @ 1:57pm 
Agreed, planetary 'construction complete' should be optional. It's like crazy spam in the end of the game.
pinkguy Aug 16, 2020 @ 7:19pm 
This mod is causing the anomaly discovery events to not pop up
The mighty dragon Aug 9, 2020 @ 9:52am 
Not sure if i wrote this here or not, but i am disabled and i wouldn't be able to play stellaris without this, at least not fast enough.
Unsalt Thyself Jul 31, 2020 @ 10:07am 
Any chance you could make it not give "Uncleared blockers" notifications if I can't clear the blockers either due to lacking tech or the blockers being flat out unclearable?
FortuneHost Jun 30, 2020 @ 6:52am 
OH MY GOODNESS, THANK YOU!!! I've been looking for something just like this for some time!
creatorcharlie Jun 27, 2020 @ 3:06pm 
Any chance of us getting an origin where we start on an interstellar habitat?
Spybot Jun 16, 2020 @ 4:03am 
Yeah, I've managed that too. What I haven't been able to figure out is how to make it so that the notification fires on queue completion which is what I think is the most reasonable. It has to be possible somehow because for example when a starbase finishes its building/modules queue you also get "construction complete". I just don't know anything about modding and can't see how to give that behavior to shipyards. Praying Paradox just fixes it one day.
Jewbacca Jun 11, 2020 @ 4:01pm 
Figured out how to eliminate the construction complete from the ship building.

Steam\steamapps\workshop\content\{some random numbers}\2032279687\events\pdn_events

The very first part is about the ship building. Not gona copy-paste it, but removing that portion from the txt will disable the notification from ship building.

Spybot May 23, 2020 @ 2:41pm 
Yeah, no kidding, great mod, but hearing construction complete every 5 seconds when a corvette is built isn't ideal. Wish it would only trigger on completion of the whole queue or something.
DrBLOOD95 May 19, 2020 @ 1:09pm 
Is there a way to turn off the construction message for every single ship built or upgraded ?
AngleWyrm May 16, 2020 @ 2:47am 
I deleted and then reinstalled both Stellaris and the Paradox launcher then reinstalled both, and that cured the "missing descriptor file" issue for me. So evidently the launcher's reports are not necessarily accurate.
joakim.westergaard May 16, 2020 @ 12:02am 
@Manuac, thank for the reply
Is there way you can change it so notifications start earlier? If not, I'll just live with it add it is - still a great mod.
Maniac  [author] May 15, 2020 @ 10:59pm 
Yeah I only discovered recently myself that Nak1119 set notifications to only start 5 years into the game.

I also have this mod loading after Complex' mods by the way.
joakim.westergaard May 15, 2020 @ 10:29pm 
Sorry, sorry, sorry but this is weird! Just has the "Sell to private collectors" notofivation 5 years into the game, i.e. after what is propably the thrid time it expired. Didn't even restart the game or anything...
joakim.westergaard May 15, 2020 @ 10:11pm 
Sorry for the spam, but I should add two more things: The mod has higher load priority than Guillis.
Second, the only conflict located by Paradoxos ModManager is message_types.txt from the Forgotten Queens mod, but his mod has priority over that too.
joakim.westergaard May 15, 2020 @ 10:00pm 
Update: Just discovered that I don't get notifications for free building slots, unemployed pops (early warning), lack of housing (early warning) and lack of amenities either!
The mod seems to load however as I can set the options in the edicts screen.
joakim.westergaard May 15, 2020 @ 9:36pm 
I don't use that mod but I use Guillis plane modifiers which also modifies the decision. It dod however work well together using the 2.6.3 versions of the mod (and guillis haven't been updated since 2.7) and 've made sure loading order is the same as it was in 2.6.3.

Thanks for the mod - QOL!
Maniac  [author] May 15, 2020 @ 9:32pm 
My guess is you've subscribed to Stef Annon's Balance Mod. It also modifies that decision. I'd need to look at it. It is probably as simple as either you making sure this mod has priority, or me renaming my file.
joakim.westergaard May 15, 2020 @ 9:07pm 
@Maniac, it seems the "Sell to private collectors" notification stopped working with the new update. Any chance you could make it work again? It was brilliant!
Maniac  [author] May 15, 2020 @ 12:12am 
Are you a new subscriber or a pre-2.7 one?
If you're an older subscriber, try unsubscribing from the mod, launching and exiting Stellaris, resubscribing to the mod, and then see if the launcher still complains.
AngleWyrm May 14, 2020 @ 11:48pm 
Launcher declared "This mod is missing the descriptor file. Please contact the author," and over-rides the enable/disable switch auto-disabling the mod.
Maniac  [author] May 13, 2020 @ 11:12am 
Paradox changed the message_types file again in 2.7. I uploaded an update a couple minutes ago with the new message_types file.
joakim.westergaard May 13, 2020 @ 4:46am 
Is this ok with 2.7.1?
rokenn May 10, 2020 @ 9:56pm 
I am getting popup alerts for every ship I build, when there are more queued. Same with planet buildings.
joakim.westergaard May 3, 2020 @ 2:47am 
Thanks Maniac. Will look for incompatibility issues regarding the sell artifacts action (maybe you could take mere where in the files I find it? Well make it easier for me to look for it in other mods) and give it a go :-)
Maniac  [author] May 3, 2020 @ 2:37am 
As it turns out, I hadn't yet uploaded the latest files adding specifically that. Uploaded now.
Probably not relevant, but I did have to overwrite the vanilla sell artifacts action, as the vanilla decision doesn't add a cooldown modifier in script, which I can use to track when to give an alert.
joakim.westergaard May 3, 2020 @ 1:59am 
@Maniac, You're right. it seems like it should be in (I can choose Expiry of Decision) but even though I have it set to full I don't get any notifications of "Sell to PrivateCollectors). IIRC I get for e.g. Celebrate Diversity. Seached error.log for "pdn" as I can see your iles are generally named that way, but I dont see anything related.
Maniac  [author] May 2, 2020 @ 5:58am 
Unless I haven't yet uploaded the latest version, already in. Not for all cooldowns, but I did include an alert for the artifact sale.
joakim.westergaard May 2, 2020 @ 12:56am 
Can you control alerts from cooldowns? I'm going crazy with having to remember to sell minor artifacts every 360 days and an alert would be fantastic.

Love your mod BTW - very QOL!!
Maniac  [author] May 2, 2020 @ 12:02am 
Already in.
Jono May 1, 2020 @ 9:31pm 
Could you possibly add notifications for when a shipyard or planet finishes its build queue? For some reason PDX seems to have removed those notifications.
MrMotherNature Apr 23, 2020 @ 2:33pm 
Thanks for the response, appreciate it! The unemployed pop was in the worker stratum, so I am not sure what I am missing? Definitely on my end, but no clue. Any tips appreciated!
Maniac  [author] Apr 22, 2020 @ 9:23am 
@MrMotherNature the pop unemployment message should only appear for unemployed pops in the worker stratum. Perhaps that's what you're seeing?

@snare AFAIK only mods that change very superficial things are achievement compatible. This mod, like most mods, never will be.

@Narvi sure I could go add that in a next update.
s n a r e Apr 22, 2020 @ 7:21am 
Would it be possible to make it achievement compatible?
s n a r e Apr 21, 2020 @ 8:44pm 
It's not achievement compatible : (
MrMotherNature Apr 21, 2020 @ 7:08pm 
I have installed this mod and it does not appear to work... I checked the edict decision tree, selecting what I wanted regarding notification options, and no notifications were displayed on the top bar. For example, I selected the be notified when a pop was unemployed with no job available (that little red symbol that we all look for), and received no notification when this occurred on my planet.
MrMotherNature Apr 21, 2020 @ 6:34pm 
Is this compatible for v2.6.3?
Narvi Apr 18, 2020 @ 12:33pm 
Could you make it so that building notifications are only received when the entire build queue completes? I only really need to know when it's done.
Maniac  [author] Apr 15, 2020 @ 5:53pm 
That means some other mod you're using is also modifying the messages types file.
easte Apr 15, 2020 @ 5:40pm 
Getting ERROR ERROR ERROR on notification popups
Maniac  [author] Apr 15, 2020 @ 12:51pm 
Yes this mod does add notifications for ship construction. And building notifications.
Prior to 2.6.2, the vanilla game also gave those. Opinion about them is divided. Some people think they're spam, others rely on them for managing their empire. Given the difference in opinion, I was planning to split those off in their own mod. However I just read a post by a Paradoxian that the lack of those notifications is a bug. So most likely those notifications will be added back into the game in a future patch. Therefore I no longer see a reason to make a separate mod for them. They will stay in the mod for now, and they will be removed when the vanilla game adds them back.
Σ( づ°Д°)づ Apr 14, 2020 @ 6:38am 
hi, sorry for asking, is this mod throws ship constructed notifications? i didnt see it in the configuration menu.
Peter34 Apr 10, 2020 @ 12:18pm 
I use both mods, without problems.
The mighty dragon Apr 10, 2020 @ 8:56am 
@Gelt's New IS it not possible to run this mod and UI Overhaul Dynamic at the same time?