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Side note Abominus [GER] - if you want the University of Wisdom to be approx as powerful as an upgraded Fallen Empire building (1200 jobs) you could use the AMOUNT = @fe2_jobs value - this should set each to have 1200 until pdox change the value
I'll fix my version manually again, this is the line with the error from what I can see, the others are working fine in game (thats the RoboFac/EWF/BioLab) As a side note
AMOUNT = @@building_static_jobs_very_high
@Simon you'll also find that even with this fix you're still going to have 1800 pops without a job as the original job number was a static 1200/1200/1200 and 'very_high' scripted amount is only 600/600/600
I'll reload this mod and see if the UoW is working without my changes
@Abominus [GER] - On a side note, I've also been in/out of the game a ton this afternoon as "building_fe_assembly_1" - the FE Robot complex and its upgrade isn't adding jobs - the code indicates it should be adding 'FE_jobs' qty but it doesn't - just the robomodding effect.
I don't have any mods that touch that FE building (that I can see) and I can change other things about it (build time/Cost) but it just REFUSES to add jobs to the planet and I'm still on 4.0.21...
Any tips?
Also most of my base resources districts (energy, minerals, food) are wiped out, but I can't prove the problem comes from this mod, however the issue appeared as soon as the patch dropped.
Now all my planets have insane level of unemployment by losing thousands of jobs, and my economy is in shambles.
I played without any issue 2 hours before the patch, then saved and logged off to cook diner, when i came back to the game and reloaded my save file, I was having all those issues, and noticed this is the only mod I play with that got an update in the meantime.
I play on 4.0.21, but switching to 4.0.22 does not fix the issue.
Loading a previous save shows the same issue.
Long story short... I've copied the 'regular_empire' variable and it works fine, actually adding the specified jobs to the planet.
UoW example below:
modifier = {
job_physicist_add = 1200
job_biologist_add = 1200
job_engineer_add = 1200
}
Can you make this awesome mod compatible with another awesome mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3482693757
They have a guide on their workshop on what things to add to districts files etc to make it compatible.
Though, I think you still need to notify them so that they can implement the triggered modifiers etc to enable your district changes when both mod gets enabled.
Building is buildable but does not have any jobs associated and just gives flat production (RoboFac gives a 5% boost)
The robotics Facility is also not listed as adding jobs - as in, the description flyout doesn't list them and on build they don't get added. it DOES add the 5% Eng science boost though
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3536879147
Does the ctd occurs only with new games or only when you transform one world?
C:\Program Files (x86)\Steam\steamapps\workshop\content\281990\1311725711\common\districts\00_urban_districts.txt
(or wherever your steam downloads mod content to)
Search for "slot_hive_01", "slot_hive_02", and "slot_hive_03" - each appear once, change to just "slot_hive"
Search for "slot_nexus_01", "slot_nexus_02", and "slot_nexus_03" - each appear once, change to just "slot_nexus".
Save the file and load - it stops the crashes for the hive worlds at least.
When using this mod, machine worlds are quite corked. All districts are urban, and attempting to specialize crashes the game. Similar situation with Nano worlds after subsuming.
I've tested several times, including with this mod only enabled.
Hoping for a fix soon, since this mod is one of my favorites
I got a new building (Pillar of Affliction) from the Mutagenesis tree and it's not even showing up to build on any planets.
edit: Nevermind, I found it under the agriculture districts specialization slots you have to pay to unlock for the planet (it's not a regular building slot like where a resource silo would go to). Everything else I tested also works, like the bonuses the traditions give, as well as ascension slots.
So I was wrong. This mod is fully functional in Stellaris v4.0.21 (the last update as of 2025-06-29).
Giving an award to the mod creator, because this mod is simply amazing in traditions options!