Stellaris

Stellaris

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District Overhaul - FunEFork
   
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6.015 MB
Oct 31, 2023 @ 10:08pm
May 30 @ 1:00pm
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District Overhaul - FunEFork

In 1 collection by MrFunEGUY
[Out of Date] - 3.9 - MrFunEGUY's Stellaris v1.13
231 items
Description
Short Description:

- This is a fork of District Overhaul 3 ver 3.7 by Xenos Yatagarasu, which is a fork of District Overhaul 2 by RevansSchatten. Credit to both of them for the vast majority of the base code. See the original descriptions for more details.





Notes:

- You can access the secondary districts once you have ascended a planet at least once and have the requisite tech.




Plans:

- Make sure everything is running correctly.




Some Other Mods I've Made/Updated:

- Civil Wars

- Viable Feudalism and Imperialism - Empire Federation

- Useful Heirs

- Species Name to Nation Demonym

- End Truce & Close Borders

- We Require Borders

- No More Exclaves

- Ethics and Civics Alternative - FunEFork

- Galactic Bank - FunEFork

- Intervene: Help Friendly Nations - FunEFork

- Vassals Expanded and Reworked - FunEFork





Support:

For the best support, find me at #mrfuneguys-mods on the Stellaris Modding Den Discord:

[discord.gg]
Popular Discussions View All (1)
0
May 14 @ 11:02pm
l_russian
tzverg
43 Comments
Dr. Quackers M.D. Jun 8 @ 5:07pm 
I also think there are some real space issues especially with real space planetary stations. Those stations have none of there districts
MrFunEGUY  [author] May 31 @ 10:16pm 
@Jht_89 - Yes.

@JKingJ - I had just updated it to align with the new triggers, but didn't test if more was needed. After seeing how the new PD works, I'm unsurprised it's broken. I'll look into getting it fixed within the next few weeks.
JKingJ May 31 @ 5:11pm 
Curious if the native PD compat is out yet.
Starting on a cavern world and missing a bunch of starting districts leading to almost half of my pops being unemployed.
jht_89 May 31 @ 11:52am 
Am I right in saying this is a fork of the Xeno's mod from before the Interplanetary Agriculture mod was merged in?
tzverg May 14 @ 11:02pm 
MrFunEGUY  [author] May 12 @ 10:41am 
I'll get native compat with the new PD within a few weeks.
代考BISS May 11 @ 8:38am 
Hey there,

It seems the mod is having some problem with Planetary Diversity, if one of the new planet types added by PD is selected as homeworld, the this mod replace and overwrite their starting districts that consists of 2 mining, 2 farm and 2 generator, resulting in a jobless start that also faces massive resource deficit. I tested with PD collection, this mod, UI Overhaul and their corresponding comp patch. All planet type existed in Vanilla will work just fine, however planet type such as Dry Cavern does not.

This seems to be the return of previously mentioned problem (I was the same one who mention it in the comment last year), but specifically for PD planet type. I understand you may not have the time and energy to do a compatibility patch, in that case I think it would be better to leave a description in the mod page.
MrFunEGUY  [author] May 10 @ 9:35am 
Should be.
tzverg May 9 @ 7:09pm 
so, this is working now?
DormBrand Apr 20 @ 11:29am 
This is how it should be:

```
owner = {
OR = {
has_origin = origin_necrophage
has_technology = tech_advanced_metallurgy_1
has_technology = tech_engineering_2
has_technology = tech_basic_science_lab_2
has_technology = tech_alloys_2
has_technology = tech_luxuries_2
has_technology = tech_interstellar_economics
has_technology = tech_centralized_command
has_technology = tech_combat_training
has_technology = tech_global_production_strategy
has_technology = tech_colonial_bureaucracy
has_technology = tech_hydroponics
has_technology = tech_hyper_entertainment_forum
}
}
```