Stellaris

Stellaris

Auto Upgrade Buildings [2.1]
Bob11 Oct 2, 2017 @ 8:42am
Buildable Ancient Buildings Patch
Hi Sayle. I've taken a moment to put together a patch for BAB, if you'd be willing to update your mod to include it.

Thanks for your hard work.


"building_hydroponics_farm_5" = { add_building_construction = "building_agri_processing_complex" }
"building_power_plant_5" = { add_building_construction = "building_dark_matter_power_plant" }
"betharian_power_plant" = { add_building_construction = "building_enhanced_betharian_power_plant" }
"building_mining_network_5" = { add_building_construction = "building_ancient_factory" }
"building_engineering_facility_4" = { add_building_construction = "building_planetary_database" }
"building_physics_lab_4" = { add_building_construction = "building_planetary_database" }
"building_biolab_4" = { add_building_construction = "building_planetary_database" }
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Showing 1-5 of 5 comments
Sayle  [developer] Oct 6, 2017 @ 4:23am 
Added. Thank you for taking the time to put it together - I don't use the mod.
Bob11 Oct 6, 2017 @ 7:09am 
NP, Thank YOU for adding it regardless :)
Bob11 Oct 7, 2017 @ 5:35am 
Ok so that aparently is fecking up all the non-BAB games? Is it possible to add an "If flag" statement in there so it only does it if BAB adds a flag to its mod?
Bob11 Oct 7, 2017 @ 5:02pm 
Ok, I've spent the better part of the afternoon testing various flags and triggers that should work with your mod properly now, so as soon as the author of BAB places a flag in his mod, you'll be able to just drop in a trigger flag then the code i made originally and it should work properly.

Just wanted to apologise again for breaking your mod earlier as well. I had assumed if it couldn't find an upgrade it would leave the buildings there, not destroy them...
Sayle  [developer] Oct 11, 2017 @ 8:50am 
@Bob11 I'm using a similar process to integrate Star Trek: New Horizons - it only tries to upgrade the buildings if the global flag for the mod being active is there. But yes, do let me know if the mod author adds a general global flag showing that Buildable Ancient Buildings is active.
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Showing 1-5 of 5 comments
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