Stellaris

Stellaris

Expanded Mods Base
182 Comments
Darrow O' Lykos Jun 25 @ 11:54pm 
Thanks :)

I was wondering if you ever play with Ethics & Civics and PD yourself?
I tried to 3-way merge some files from your mod and those for districts, but those have some hiccups, especially the generator districts. E&C only uses the inline script for farmers_add and not for technicians (don't remember the miner one).

This is an example of a 3 way merge attempt by me: https://pastebin.com/XGuVGcFx

My thought process as a none-modder was this: make sure I copied all different variable cost-code related blocks to the patch. Same with the triggered_planet_modifiers.
Tovius  [author] Jun 25 @ 9:32pm 
Turns out the solution is simple: PD just changed what some of their scripted triggers were called for some reason.
Tovius  [author] Jun 25 @ 9:29am 
Sure, I can do that.
kNow Name Jun 24 @ 11:28pm 
Could you readd can_change_category = no to pop_categories\02_other_categories.txt wilderness_heart_strata as it is in the vanilla file to allow you to see your biomass amount on the planet otherwise, unless I am completely blind, you can't see the population or biomass on the planet.

It is also kinda weird because it just removes the biomass stratum completely, as with this mod the pops get split into menial drone, complex drone, and no category atleast on the management screen. Without it they are all listed as biomass in that box.
Tovius  [author] Jun 24 @ 4:00pm 
Thank you, that is very helpful
Darrow O' Lykos Jun 24 @ 2:24am 
Here is the pastebin for that file btw in case it helps. I don't know if it'll work on its own in expanded mods without PD

https://pastebin.com/5dLQKGzd
Darrow O' Lykos Jun 24 @ 2:22am 
Ok so I fixed part of the problem yesterday between PD and this mod regarding no resource deposits on planets.

For me the problematic file was in
Common\scripted_effects - generate_start_deposits_and_blockers

It wasn't all that complex to make a compat patch in Irony Mod Manager, I barely remember what I did. I'm not a mod maker at all, just have some basic knowledge about code.

I had different issues though that made me remove all expanded based mods for now (not entirely sure they are the cause, though)

When building districts (farm, generator...) no actual jobs were added. But I'm still troubleshooting that one.
Space Cat Jun 23 @ 1:15pm 
i know
Kosmischer_Kauz Jun 23 @ 9:55am 
he knows ^^
Sinon Lynx//Manifold Jun 23 @ 8:59am 
Issue with Planetary Diversity and this mod
For anyone else looking around, this mod is the reason why resource deposits wont spawn on planet types added by planetary diversity (and possibly other mods). Don't have the energy to figure out why or how to fix it though unfortunately.
Kosmischer_Kauz Jun 23 @ 6:58am 
Would be cool if u put information into the Changelog so people know when they can use the mod again^^
Tovius  [author] Jun 21 @ 1:36pm 
If someone can find what might be causing the issue, I can get to it faster, as I don't have time to look for myself until Expanded Pops is updated.
Kosmischer_Kauz Jun 21 @ 10:31am 
at least we know u working on it next so that will shut the most people up ^^
eqN Jun 21 @ 9:51am 
No worries Tovius. Thank you!
Tovius  [author] Jun 21 @ 8:49am 
I am still knee deep in updating Expanded Pops, so I'm afraid fixing compatibility with Planetary Diversity will have to wait.
Kosmischer_Kauz Jun 21 @ 1:27am 
Same here, the update basicly did nothing to change that to my knowledge/testing
Moros Jun 20 @ 2:46pm 
Yep, I've been running into the incompatibility with Planetary Diversity too since the most recent update.
tzverg Jun 19 @ 3:25pm 
eqN Jun 19 @ 3:03pm 
Can confirm after thorough retesting, with just PD + Ascension, Gaia, Exotic, and Vanilla Submods (Ordered according to the PD FAQ, to be sure) and Expanded Mods Base (above/first or below/last) that I often get the bug mentioned below when creating a new game with a random country and otherwise default settings.
eqN Jun 19 @ 2:04pm 
I can second I have noticed a similar issue with the latest PD patch where I often start a new game and the planet has no features besides default blockers. I didn't realize it was this base mod that is supposedly the cause.

Currently the only work around I know of is to use Real Space to designate the capital with a new planet subclass in order to reset the features, but this also inadvertedly butchers some origins and makes it so you have no generator/mining/farming districts at game start, and thus are still both lacking housing and at a resource deficit from the first month onwards.
Duke Fontaine Jun 19 @ 1:00pm 
Apologies, tested it a bit more and it seems to be a conflict with Planetary Diversity. Could you add in a mod description? Kinda hard to anticipate conflicts without having to dig through the files ourselves.
Tovius  [author] Jun 19 @ 12:43pm 
Could you please double check that the problem persists with only this mod active?
Duke Fontaine Jun 19 @ 12:00pm 
Yup, entirely different issue
Cardolam Jun 19 @ 11:49am 
@Duke Fontaine

Recently I had troubles with Expanded Mods Base but solved all of them by updating to the latest version of Stellaris. Are you using latest version?
Duke Fontaine Jun 19 @ 11:40am 
Bug: This mod obliterates planetary features at game start for all empires, entirely destroying the game balance. Kinda devastating, just had an incredible game start with sanctuary 4 jumps away. RIP
nukestar Jun 18 @ 2:28pm 
What mods require this? Also, the inline script call in the civilian pop category is borked. It reads inline_script = "pop_categories/inline_script = "pop_categories/worker_modifiers""
Cardolam Jun 18 @ 4:41am 
@Tovius

It was my fault. I was not running the latest version of the game. Problem solved.

Continue the great work and thank you for your mods!
Tovius  [author] Jun 17 @ 9:48pm 
Again, it is working on my end. Try redownloading the mod.
Cardolam Jun 17 @ 2:08pm 
@Tovius

Thanks for the fast answer. I am only testing with this mod enabled and after that with my Stellaris vanilla install. With the mod the mentioned district specializatiuons are bugged, without it they are ok. Does it help if I send a pic?
Tovius  [author] Jun 17 @ 10:17am 
They look fine on my end. I suspect a mod conflict.
Cardolam Jun 17 @ 9:58am 
Research Enclaves, Physics Research Spec, Soc Research Spec, Eng Research Spec, Administrative Hub, Spiritual Enclave, Sanctuary Enclave, Planetary Defenses and Commercial Nexus are all bugged.
Cardolam Jun 17 @ 9:53am 
Playing a normal human empire and there are quite a few district specializations that last 0 days to build, cost 0 to build, don't provide bonuses, don't have any associated buildings to build there and lack specific icons.
fox501st Jun 15 @ 11:45pm 
bug: Nanite worlds crash game when you try to specilize the districts. Attempted to turn a Nanite world into a mining focused planet after turning into nanomachines.
Tovius  [author] Jun 15 @ 2:55pm 
It should be fixed now
MegaZorZ Jun 15 @ 11:11am 
Bug: This mod causes the specialized districts on a Machine World to give negative housing, rather than the positive they are supposed to. (eg: Resource Consolidation origin.) No other mods running.
MechaMarshmallow Jun 13 @ 12:28am 
I can confirm that fixed it!
Tovius  [author] Jun 12 @ 11:48pm 
Should be fixed now
Tovius  [author] Jun 12 @ 4:25pm 
I'll look into it
MechaMarshmallow Jun 12 @ 2:31pm 
I'm not sure what patch broke this mod, but now if you play as Life Seeded origin, at the end of month 1 your city district disappears from your homeworld.

I used just this mod alone with no others and it happened every time.
Tovius  [author] Jun 11 @ 8:48pm 
fixed
Ministry of Justice Jun 11 @ 8:41pm 
pops won't work any trader jobs in the latest update. can_fill_specialist_job should be can_fill_specialist_job_trigger
Tovius  [author] Jun 11 @ 10:47am 
Fixed.
Mael Jun 11 @ 5:59am 
Hey this mod causes an issue that I've just found.
I don't know how far it extends as I haven't tested it but here's what I know it break

When using the Resource Consolidation Origin, the bottom three specialized districts spawn unspecialized. When you try and click on one of them to specialize them the game automatically crashes.

Hope you can fix this soon as I love your Extended Starbase Mod

Cheers!
Aki Zeta-9 Jun 5 @ 10:35am 
lost_colony_generate_parent_effect have been updated in recent patch
Tovius  [author] Jun 3 @ 9:58am 
Maybe try redownloading the mod, because enforcers are working just fine for me.
Eleley Jun 3 @ 8:48am 
Someone else mentioned enforcers not working and I will add... both enforcer and educator jobs seem to be sitting at 0 always even when set as favorite. Confirmed that only having this mod enabled causes this issue.
Tovius  [author] May 30 @ 9:35am 
@Hydra
That is an addition from Expanded Pops that should have been coded to not happen if you don't have the mod. It will be fixed in the next patch.

@Nik I've noticed that too. I will be increasing the pops you get next patch.
Nik May 30 @ 8:32am 
@MechaMarshmallow I appear to be missing drones. I barely have enough to cover my complex drone job and basically no drones for resource gathering. I have the game up in front of my but It was something like a total population of about 3.3k or think when I think I should be around 4.9k. This was done by comparing the population with only the expanded mods base and then with no mods.
Hydra May 30 @ 7:22am 
Whenever i start a game as a Life Seeded Hivemind, it starts me on a Hive World instead of a Gaia world. I did test this with just EMB enabled and it still happened.
MechaMarshmallow May 29 @ 10:29pm 
@Nik if you're talking about having 2000 bio trophies that was an update made with the new pops system, not this mod. I'm getting 2000 bio trophies correctly with this mod.