Stellaris

Stellaris

Real Space - New Frontiers
970 Comments
jsharpe199 7 hours ago 
Can anyone tell me what the latest update this works for? I am trying to sync all three essential mods for Senatus Populusque Romanus: Ethics and Civics Classic 2.7, Real Space New Frontiers. Any help is greatly appreciated thanks.
jsharpe199 Sep 4 @ 5:16pm 
Hi, is there a way to get a 2.7 version of this to play the Roman Empire from Republic of Plays lets play please?
cdray1 Aug 30 @ 7:43pm 
Thank the MAKER!!!!
hzx1830928501 Aug 30 @ 10:54am 
这个mod现在修好了吗
DaViper Aug 30 @ 5:15am 
@echo
My Gaia world has proper Ag. slots, so yeah, it's something else conflicting on your stuff.
Echo Aug 30 @ 5:07am 
My save is back, the bug with districts at 0 has been fixed, except for the agricultural districts in my superhabitable worlds, but I think that must be because they are from the PD mod. Thanks for fixing the bug so quickly, amazing mod. :spiffo:
DaViper Aug 30 @ 4:51am 
The update is working here. (So was my text fix to add _add to some of the district stuff prior to the update.)

The patches were removed, and the new versions of the mods used and that part of the problem remains fixed.:steamthumbsup:
halvbror Aug 30 @ 3:45am 
is it fixed yet with the 0 districts?:Rivals:
Azerah Aug 26 @ 7:42pm 
I have an issue with the "Awakened" origin. When starting a game, the capital world is not colonized, the system is still part of the empire but I have to colonized it afterward. As a consequence it doesn't have the sarcofagus anomaly either.
Naylus Aug 25 @ 3:05pm 
Can you write instructions on how to fix it?
Eradicator Aug 25 @ 2:17pm 
@Prolbo Thank you, this fixed everything for me.
Darksaber Aug 25 @ 7:38am 
Mine looks a bit different, I have d_abundant_atoll.dds for instance. I should change to d_abundant_atoll_max.dds?
RunMan Aug 25 @ 6:29am 
成功了 原来这个原因
GamesVonJames Aug 24 @ 6:37pm 
Glad it worked for you too @DigiDemonLord!
DigiDemonLord Aug 24 @ 3:03pm 
Hey GamesVonJames, I just did what you just showed and after some testing, it works again. Thanks.
GamesVonJames Aug 24 @ 11:51am 
I went ahead and edited my local copy of the mod. It took me about 15 minutes to fix this mode and the Real Space Planetary Stations mod. Just had to insert "_add" onto all the occurrences of "district_'XXXXX'_max" in the deposits folder of each mod.
Wispy Aug 24 @ 11:28am 
@Annatar
Prolbo Aug 24 @ 1:48am 
PDX just changed modifier format for districts.

Example:
"district_mining_max" => "district_mining_max_add"

So you need to go and replace all those modifiers in your deposit overrides.
RezinQui Aug 23 @ 2:24pm 
Hope this mod gets fixed soon
GamesVonJames Aug 23 @ 1:33pm 
Just throwing in my two cents that I am having the same issue where Energy, Mineral, and Food districts are maxed out at 0 on all my planets.
Big Boss Aug 23 @ 1:04pm 
@marf I had the same thing happen with that origin.
Curator Ace Aug 22 @ 10:27pm 
Patch needed I assume, I cant build any districts with this mod enable or the Planet Diversity - Exotic Worlds mod. I went through my 75 mod list and disabling these two allowed me to build districts again.
jfrever03 Aug 22 @ 10:09pm 
mod is fucked rn
DerHauptmann Aug 22 @ 6:49am 
Not working for me either. I have 0 districts when this mod is enabled
DaViper Aug 22 @ 1:17am 
I should say: "not this mod specifically". In my case it was the BVP+sub mods at issue.
Running THIS mod may have other problems, but the district stuff popped back up with a new game over here minus the BPV stuff.

Others are now reporting that a sub/unsub/resub of UIOD solved their issues, but they weren't running BPV stuff.
雪月花 Aug 22 @ 12:35am 
I disagree @DaVipe. I start a new game with just RS (the dependence) and RS:NF (this mod), and the district still unavailable. There must be a problem in those two mods.
Cole Aug 22 @ 12:31am 
@DaViper That doesn't apply to me. I don't have “Better Planet View” installed. I only have Real Space 4.0, New Frontiers, Realspace System Scale, Sipscaling, and Real Galaxy 2.0 installed. After I disabled New Frontiers, there were no more p
DaViper Aug 21 @ 9:57pm 
The issue is NOT this mod. The problem is 'Better Planet View'. Without that mod in the mix, this one works just fine.
The districts being unavailable to 'choose' goes away when BPV is disabled.
Zythris Aug 21 @ 9:21pm 
I am also having issues with no eligible districts other than city districts with this mod after the most recent update.
Griffolion Aug 21 @ 7:10pm 
I noticed that using this mod causes any planet you don't start on doesn't have any energy/mining/farming districts. I narrowed it down to this mod. Not sure if the mod developer is aware of this or not.
Dr. Kleiner Aug 21 @ 5:21pm 
After looking for a few hours through my assortment of mods for my list, yeah this one is borked for the new update. All planet modifiers do not get their districts so planets end up with 0 free districts.
Cole Aug 21 @ 2:34pm 
startet a new game today after the small patch,. All districts on the home world are set to 0/0 from the start.
after a recent set of small bug fixes from the developers, the modification began to set all the working slots of the planets to 0. the author fixed this point.
Arielle Aug 16 @ 6:38pm 
New beta update results with planetary deposits not giving any districts.
Wostr Aug 16 @ 6:13am 
I confirm the comment below. Most planetary features gives no +X districts, so loading any saved games is pointless and there is no way to revert to the old beta version.
[⦿] Bluebreaker Aug 15 @ 6:45am 
Not compatible with the latest 4.0.22 beta. Almost all rural features/districts are missing
Ancient Artificer Aug 8 @ 10:58am 
I found a slight error with choosing a planetary subclass at the start and the genesis guides civic or more specifically the genesis preserve. You can build another preserve on your homeworld though.
Kerovanka Aug 5 @ 6:43pm 
идея для планеты: планета с мелкими морями(мелководная). наподобие: https://postimg.cc/phNVWxyp
когда то давно на земле такое было.
Mark741 Aug 5 @ 12:21pm 
To bad, this mod is not working on 3.14.1592653 (Like what CAPS says 3 pages lower, it spams blank event screens!). The other mod, Real Space 3.9 expansion, where new frontier does work, forces ship and system scaling mod on you.
Whitealbum Aug 3 @ 11:10am 
events/newfrontiers_expanse_events.txt
I wanted to know if there is a line in this file
planet_event = { id = newfrontiers_expance_event.4 days = 360 random = 100 }
Is it empty?
What I mean is that it causes desync between me and my friends
At this stage, the mods are the interface and your mod.
Here is the registration of the desynchronization of clothes
[18:46:41][eventcommands.cpp:103]: Event newfrontiers_expance_event.4 added info about event selection. selectedOption 0, human 2, playerEventId 213
[18:46:44][eventcommands.cpp:89]: Event newfrontiers_expance_event.4 already selected. option 0, duplicate command by human 2, playerEventId 213
Marf Jul 29 @ 4:11pm 
Hey the awakened origin seems to have a bug where the original main planet isn't colonized, the two others one work fine but the capital starts as a colonize-able world
Cross Dimensional Joke Jul 19 @ 11:15pm 
Looks like the subsume world decision checks can_have_habitable_deposits=yes, which includes naturally-generating vanilla worlds. However, the mod doesn't seem to modify the scripted trigger or the decision hence it doesn't work.
Cross Dimensional Joke Jul 19 @ 2:18pm 
I don't think the sterile worlds can be subsumed by nanities(in the nanotech ascension path).
Vumpalouska Jul 14 @ 8:17pm 
The "resource depletion" mechanic should really be turned off by default. Especially in a heavily modded game, the number of settings panels that can pop up at game start can be really overwhelming, making it really easy to miss something that can and will cripple your economy later ;___;
VPanasenko Jul 10 @ 11:33pm 
Any help with Grey Tempest and Hollow worlds? The GT fleets just stay on orbit of these worlds and dont move further.
Vlad_1492 Jun 24 @ 4:14pm 
MarcusPetral same here, and I'm not playing Exterminator. My Awakened start on two planets and the third, the capitol, is featureless and unpopulated.
MarcusPetral Jun 21 @ 7:01am 
Not sure if it happens because I was playing Exterminator, but the Awakened start I got stuck with only 2 planets. Every time the home planet ended up having no one on it and I would have to repopulate it with a ship- which with that start is miserable already. I would like to say I am loving the real space mods though!
chippktquvne Jun 12 @ 6:13am 
I have never encountered a legendary planet in a game,perhaps we can create a starting option for a legendary planet?
chornobyl Jun 7 @ 1:32pm 
why cant we choose the new sub class planets at the start of the game?
Falitoty Jun 2 @ 5:15am 
So, this isn't compatible with Planetary Diversity then? Is there no way to have both?