Stellaris

Stellaris

[Outdated] Additional Vanilla Buildings v3.1.2
24 kommentarer
Andi 29. nov. 2021 kl. 12:11 
I've updated to 3.2.2 (and added compatibility for a couple other mods) here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2668442564
Terrabolista 28. nov. 2021 kl. 13:13 
Does this still make a duplicate planetary shield building when using more events mod?
Canadian Winter 25. nov. 2021 kl. 15:37 
Will there be a 3.2 update?
Andi 23. nov. 2021 kl. 7:39 
@Norma are there plans to update this to 3.2 or is someone else needed to pick up the torch? Biggest issue I'm seeing is that ag buildings don't work with the new angler civic (they give farmers instead of anglers, also hydroponics only give 1 angler so assuming upgrades should have half or reduced number relative to normal)
Quirinus42 21. nov. 2021 kl. 19:01 
I just typed "effect add_building = building_avb_machine_capital_4" in the console (open by pressing the key to the left of 1) to get my machine capital upgraded

I think you can use "effect add_building = building_avb_hive_capital_3" for hive capitals?
Yerian 19. nov. 2021 kl. 20:41 
Capital buildings is not updated either.
Norma  [ophavsmand] 19. nov. 2021 kl. 7:31 
@azure_wolf_22 If by "Additional worlds mods" you mean planitary diversity; it should work. This mod has included compatibility with planitary diversity from the start with Sam_'s devlopment. If it is a different mod and not planitary diversity and or its sub-mods, compatibility cannot be guaranteed expecialy if the mod adds new planitary classes.
Norma  [ophavsmand] 19. nov. 2021 kl. 7:22 
Will be looking into the meintioned issues. Was on holiday for the past week and a half, seems theres been an update to Stellaris itself. Expect some sort of feedback in the following week.
azure_wolf_22 18. nov. 2021 kl. 22:53 
yeah, sounds like the capital buildings are just inherently bugged. My best guess: external mod conflict, and insights show likely candidate is, unfortnately, Additional worlds mods, the ones adding the Karst and such
trollmen 13. nov. 2021 kl. 11:51 
@silos.mxjesc, @rhy55mith Just use irony mod manager - it will show you mod conflicts and conflicting mod lines like upgrade to or upgrades from... You can then edit this mod to upgrade capital building as you like. With your mod collection.
silos.mxjesc 13. nov. 2021 kl. 8:39 
I wish I knew more about how the files worked, the capital buildings are really the only problem I see, I was doing a normal empire play and had no problem, but with a hivemind one the hive capital buildings don't get recognized and I can't upgrade buildings.
rhy55mith 12. nov. 2021 kl. 9:35 
same problems exist in the original mod, the capital buildings aren't recognised as upgrades of the original. ruined the late game of multiple play through's as my original worlds couldn't be improved any further
76t5r 10. nov. 2021 kl. 11:28 
The Sentinel Nexus disappears every month.
kory c 10. nov. 2021 kl. 11:19 
I am having an issue with the commercial buildings no longer providing merchant jobs (this could be a conflict but it only started happening today)
Mike 10. nov. 2021 kl. 6:59 
I am having the same issue. The capital building can't be upgraded past a certain point and this means that you can't upgrade buildings
Gfan1954 8. nov. 2021 kl. 9:49 
I still can't upgrade buildings after upgrading the capital building. For example after upgrading the the capital building to the modded building I can no longer build things like research labs and administration parks. I would think that the reason is that the game doesn't recognize the new building as an upgraded version of a planetary administration.
howard0902 8. nov. 2021 kl. 6:20 
@John Bull
Do you have mod that changes how capital buildings are upgraded like ACOT installed?
That said, I'm now expecting an ACOT compat patch (I believe the existing one is outdated)
Ricky 8. nov. 2021 kl. 5:59 
It seems that the capital buildings are unable to be upgraded.
kryhavoc99 7. nov. 2021 kl. 23:16 
arievilo. I think that one is just a patch to make the original work with 3.1. From what I understand, you have activate both mods for it to work. This one stands on it's own. Also, I admit I have not tried the patch myself, but based on the screenshot, I am not certain if will generate english language for me. This one is just plain easier to use, IMO.
arieviloj 7. nov. 2021 kl. 15:00 
im confuse whats the difference from this mod to this one already updated?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2613612033
kryhavoc99 7. nov. 2021 kl. 8:32 
The ones I am thinking about are the Additional Vanilla Weapons and Additional Vanilla Components. That would be lovely. I have no tech skills. I know just enough about computers to get into trouble, but not enough to get out of trouble.
Norma  [ophavsmand] 7. nov. 2021 kl. 2:35 
@kryhavoc99 If you want me to I can look into it.
kryhavoc99 6. nov. 2021 kl. 13:59 
Will you be updating the other two mods, as well?
Wrath_of_Janos 6. nov. 2021 kl. 12:53 
xd