Stellaris

Stellaris

Expanded Buildings Mod
22 Comments
MRDRK1 Jun 28 @ 11:09am 
Something in this mod is now interfering with the upgrade function of robot race buildings. On the home-world, it's impossible to upgrade the capital/administration building past it's initial stage. Just FYI.
communista  [author] May 27, 2024 @ 5:18am 
Fixed!
Faber May 27, 2024 @ 4:54am 
Firstly I want to say this is a great mod -- I love the addition of empire ministry buildings. I'm having an issue with the class-3 / 4 singularities in my game, however. I'm able to build nourishment complexes and quantum drilling plants by upgrading agri-complexes and mineral purification plants, respectively, but no upgrade option appears for the energy nexus, and I can't build the class-3 singularities straight up. Not sure if it's a mod conflict (the only mod that might interact that I'm currently running is Guilli's planet modifiers) or a separate issue.
Netrum May 23, 2024 @ 2:35am 
Limiting ancient refinery to one per empire is brilliant! It was way too easy to have insane amounts of gas, crystals, etc
communista  [author] May 22, 2024 @ 3:40am 
Since quantum drills, for example, are upgrades from mineral hubs, they are limited to one per planet. Like hubs, they also boost the output of other miners on the planet.

That seems fair to me - in a test playthrough I was seeing 5k+ minerals in late game with only a handful of quantum drills, which is more than you'll ever need.
Jane May 22, 2024 @ 1:12am 
kinda sad i can't build multiple Quantum drilling but great mod ngl

still wish i could build more like when i picked cosmo genesis any chance we get to see that?
Netrum May 20, 2024 @ 2:07pm 
Ohh just the kind of mod i was looking for!
Thank you for creating this <3
UltimateUniverse Apr 7, 2024 @ 7:44am 
I know its out of date but I used it because most features seem to work.

Bug identified with Gaia worlds. This mod enables Gaia seeders phase 4 on Gaia worlds as a building option even if the empire is not an Idyllic bloom empire. Despite it having a planet limit 1 in the description, you can build it multiple times. When running with an Idyllic bloom empire, seems to bug out the 5 year bloomed pop event so no pops bloom.
Melkorian Apr 6, 2024 @ 9:58pm 
any chance of an update? Honestly LOVE this mod and I feel it adds an amazing versatility and playthrough depending on your empire <3
Doomwarrior Oct 29, 2023 @ 4:20am 
Does this mod work with planet automation from vanilla? Like auto upgrade?
communista  [author] Oct 10, 2023 @ 2:08am 
I would suspect not. I’m still learning how to improve mod compatibility.
Conduit_Fetch Oct 10, 2023 @ 1:21am 
Since this mod alters buildings quite a bit, I assume it wouldn't be compatible with Zenith of Fallen Empires mod, but figured it would be worth asking just in case?
communista  [author] Oct 9, 2023 @ 10:17pm 
Rare resources as in synthetic crystal plants, gas refineries and chemical plants? Because the mod lets you upgrade those to dimensional fabricators.
PookySmile Oct 9, 2023 @ 1:00pm 
Seems to be working fine.. But I have an issue - all 3 of the rare resource buildings have an upgrade button. Maybe it's a compatibility problem with UI Overhaul Dynamic?
Because I don't have any mods that add or edit buildings other than yours.
communista  [author] Oct 7, 2023 @ 3:02pm 
@mhariz1993 yup.
@Conrade Phoenix. Not right now, but you could easily copy the code.
mhariz1993 Oct 7, 2023 @ 11:22am 
With the exception of the Ministries building, can these buildings be build more than once ?
Comrade Phoenix Oct 7, 2023 @ 6:10am 
Do you have any plans to add a building to produce living metal?
Baka Racker Oct 6, 2023 @ 7:32pm 
Right, forgot the AI. That's my answer right there. :D
communista  [author] Oct 6, 2023 @ 6:58pm 
Oh yes, that would work if you remembered everywhere you built one. AI might be trickier . . .
Baka Racker Oct 6, 2023 @ 3:41pm 
So it wouldn't work to downgrade or destroy the building? Go back to a vanilla building before removing the mod? Just theorizing here.
communista  [author] Oct 6, 2023 @ 1:44pm 
It seems ok with existing saves. It might alter your economic output a bit but not too badly. Just remember one you’ve built the new buildings you’d have to revert to a previous save if you subsequently turn off the mod.
Baka Racker Oct 6, 2023 @ 1:19pm 
Does this require a fresh start or would it be fine with an existing save?