Stellaris

Stellaris

Galactic Market Expansion
Showing 1-6 of 6 entries
Update: 23 May, 2024 @ 11:24pm

Version 1.4

Fixed an issue that comes later in the game when the galactic community establishes the Galactic Market. Something i didn't know would happen was that the added resources won't show up on the new market. But, if you left the community you had them available again, which means that there is a difference between the galactic market and the local market. I have spent a lot of time trying to figure out what i could do and for now this is a patch that adds a new monthly check for an hidden event to fire slowly adding missing resources from the market one month at a time. I hope to learn more about events and see if i can create something a little more polished in the future, but this should fix any issues for now. (This was my second attempt at a fix, the first was altering a massive amount of vanilla events, which would create compatibility issues, so that lead me to this rough patch for now.) Thanks!

Also, i added more texture files from the gigastructures mod that should allow you to see several of them on the market now instead of a question mark. Thanks!

Update: 16 May, 2024 @ 4:50pm

This is another attempt at a version 1.3 upload, as something went wrong on my end. Sorry about that.

Update: 16 May, 2024 @ 4:17pm

Version 1.3

Changed some of the descriptor.mod file, and renamed some internal files. Mostly an update to get rid of the yellow out of date triangle.

Update: 13 May, 2024 @ 1:32pm

Version 1.2

I reverted changes on the base game file from previous version 1.1

I had to use the original file 00_strategic_resources.txt from the base game as that's how paradox programmed it. Renaming only my trimmed down changes caused a duplicate resources bug.

What this means is that if for whatever reason you want to download a market change mod that changes the base price or amount of resources that can be sold it will not be compatible with my mod as one file must overwrite the other. In order to be compatible, a compatibility patch would have to be created that would merge both mods together.

Update: 13 May, 2024 @ 1:16pm

Version 1.1

Made changes to the following files:

00_strategic_resources.txt --------- I renamed it 001_strategic_resources.txt

# Had to do a lot of testing as any other rename of the new trimmed down file prevented (astral threads, nanites, and minor artifacts from being tradeable on the market)


I also made changes in the three strategic resources files from ACOT and Gigastructures (giga has two files) on each resources line in "visibility_prerequisite ="

In ACOT i changed each resources visibility from { always = yes } to { has_global_flag = acot_activated }


In Gigastructures 1st file i made the change from { has_global_flag = @giga_amb_flag } to { has_global_flag = giga_amb_flag }

# I had to remove the @ symbol as it was preventing the flag from being read.


In Gigastructures 2nd file i made the change from ( always = yes } to { has_global_flag = giga_game_start }

# The reason for the changes here were some users were still seeing the resources in the top bar despite the fact they weren't playing with the mod, and this change only makes these resources visibly if the global flag that each of those mods "sets" at game start are active.

Update: 10 May, 2024 @ 2:09am

Version 1.0

Initial Upload