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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.
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.
https://pastebin.com/5dLQKGzd
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.
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.
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.
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?
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!
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?
I used just this mod alone with no others and it happened every time.
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!
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.