Stellaris

Stellaris

[BETA] Additional Vanilla Buildings - Unofficial
506 Comments
owen 26 Sep @ 10:32am 
@crippencollin ok thanks for the help:steamthumbsup:
crippencollin 25 Sep @ 7:21pm 
@owen the mod that makes ethics and civics compatible with this is the berg building merger, made by the same guy that made this mod, for long time it wont be compatible with the new version of stellaris since he need to rewrite entire mod due stellaris changing the mechanics and other things
crippencollin 25 Sep @ 7:17pm 
@owen, half god, made a mod that makes ethics and civics compatible but its not up to date, but he is working on it, youll have to play with this mod disabled, or with ethics and civics disabled, there no in betwen for the time being
owen 23 Sep @ 1:38pm 
@crippencollin i do have ethics and civics , anyway to make them work together?
crippencollin 21 Sep @ 6:49pm 
@owen, if you have the mod ethics and civics, this mod will show the research completed but will not allow you to build the buildings that you researched, but it could also be a building mod conflict, but more than likley its ethics and civics
half god  [author] 21 Sep @ 6:28am 
If you have mod which override capital buildings it may not work together.
owen 20 Sep @ 3:48pm 
cant seem to upgrade capital past system capital complex
half god  [author] 20 Sep @ 3:47pm 
Description: "Don't support wilderness yet"
Gunzablazein 20 Sep @ 2:38pm 
Hello, this mod does not work with wilderness, requiring hive mind capital buildings instead of the unique wilderness specific capital buildings to be made. Thank you in advance for your hard work.
half god  [author] 20 Sep @ 7:14am 
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Darkfalcone 19 Sep @ 4:27am 
@half god: what lines should I add to delete AVB capital? And where should I put the line?
half god  [author] 10 Sep @ 6:41am 
You also need to fix decision which replace capitals. There's you have to add lines of deleting AVB capital
Darkfalcone 10 Sep @ 4:31am 
@Computica: I've tried using the Irony Mod Manager to make a custom patch for the conflicts, and yet this mod still have incompatibilities with ACOT and AOT buldings.

For example, if I tried to convert the Planetary Administration into a Void Palace from ACOT, there would be two buildings installed instead: the Planetary Administration AND Void Palace both present on the planet.

I think without iBerg, this mod won't be compatible with ACOT and AOT buildings
Computica 31 Aug @ 5:02pm 
@Darkfalcon Use Irony mod manager to fix conflicts since every mod can't account for every list.
Darkfalcone 31 Aug @ 2:26am 
I just realized while playing a minute ago, without iBERG, this mod doesn't play nice with ACOT and AOT buildings. I hope everything goes smoothly for the iBERG update!
Computica 29 Aug @ 12:29pm 
In "avb_deposit_buildings.txt" is missing a closing bracket in "building_avb_betharian_power_plant_2"
Computica 29 Aug @ 12:27pm 
In "avb_trade_buildings.txt" is missing a closing bracket in "building_galactic_stock_exchange"
Computica 29 Aug @ 12:23pm 
in "avb_tech.txt" you had a missing closing bracket in "tech_avb_construction_templates_3"
crippencollin 28 Aug @ 2:50pm 
thank you:steamthumbsup:
half god  [author] 28 Aug @ 9:46am 
Hi, Founded issue. Now will be fine
crippencollin 28 Aug @ 7:28am 
Hey half god i found something else, the precint house upgrades, teh hall of judgement gives 500 like it should, but the upgrade above that the academy of law only gives single digit 6 jobs so does the upgrade to the judicial headquaters that only gives single digit 8 jobs, ill be happy to continue to help you in finding other things, have a good day:steamthumbsup:
crippencollin 27 Aug @ 5:46pm 
@half god, thank you very much, yes everythings working as it should, im able to upgrade, and your welcome im glad i i was able to help with mod development, your doing such a awesome job on this mod, keep up the good work and have a wonderful day:steamthumbsup::steamthumbsup::steamthumbsup:
half god  [author] 27 Aug @ 9:41am 
Hi, I found issue. AVB override megaplex commercial which before was a upgrade from commercial zone, now its fixed. Army buildings file was missing override for vanilla buildings to allow them upgrade, now its corrected. Also I found that dread encampment havent tier 2 gfx so I was also introduced.

Thank you for taking part in developing mod
crippencollin 26 Aug @ 5:52pm 
Hey Half god, i disabled all mods and i left yours enabled, its still showing the tech is finished but its not allowing me to upgrade the capital above the system complex and its not allowing me to upgrade the forts, the commerce buildings even though i researched the tech, but the hologram building, the alloy foundries, and the consumer factory"s allow me to upgrade but then stops when they require the next tier capital building above the system complex. could this be a bug of some sorts or could it be something else of a different type of mod conflict? and thank you for your time and effort for this mod:steamthumbsup:
crippencollin 26 Aug @ 5:16pm 
very well i will check for mod conflict, thank you
half god  [author] 26 Aug @ 2:11pm 
One possible issue is using another mod which overrides capital buildings.
crippencollin 25 Aug @ 10:04pm 
like i can upgrade the alloy and consumer buildings but when i need to upgrade the capital building the tier above the system capital complex i cant, the commerce buildings wont allow me to upgrade neither neither will the fort buildings even though i have the tech unlocked, if anyone can give me information that will be much appreciated:steamthumbsup:
crippencollin 25 Aug @ 9:58pm 
Is Anyone else not able to upgrade buildings to next tier or is it just me, i unlock the tech but it wont allow me to upgrade it, wont even show it neither but the techs there. im confused
half god  [author] 22 Aug @ 1:12pm 
I got today that I push update without changes (wrong directory).



Backup for Stelaris 3.14 AVBU 1.7.5 is on my git repository.

The link you always wanted: https://github.com/halfg0d/AVB-Unofficial/releases/tag/Stellaris3914

Just create mod for yourself using lanucher and place there those files
衛宮 22 Aug @ 8:19am 
Same problem with Darkfalcone.
Darkfalcone 22 Aug @ 6:24am 
The latest update seems to break this mod again. I got crashes when starting a new game with this mod activated.
GnoSiS 21 Aug @ 1:33am 
Can you please update the mod description for this under 4.21 version?
Because whatever the mod did under 3.xx is now irrelevant!
xray163 17 Aug @ 6:45pm 
the Planetary overhaul completely threw everything about buildings that we had previously established. it was so different that i still know a few people that refuse to update to 4.0. I'm just glad to hear that you are still working on it. since i'm sure that it was quite the difficult journey to get to this point. and your the only one i've seen still working on a building mod like this
Darkfalcone 17 Aug @ 5:49am 
Thanks for your hard work maintaining this mod! Can't wait for the mod update!
half god  [author] 16 Aug @ 10:05am 
Oh thanks for reminding me. Update will be in next week so with wilderness update I will wait.
alankraskow 16 Aug @ 9:07am 
*Or subscribe to beta, to see the changes.
alankraskow 16 Aug @ 9:07am 
@half god please mind that they made some changes in wilderness beta. You might wanna wait for that one to drop before updating it, cuz Wilderness is reworked there as far as I know.
half god  [author] 16 Aug @ 8:06am 
Before me last 5 files of buildings and 1 which contain every building for wilderness. I'm thinking of updating mod without wilderness and then update with it.
Misterwheatley 13 Aug @ 7:44am 
Not to be rude, but any status update? You doin' ok my dude?
half god  [author] 22 Jul @ 10:15am 
Hi @alankraskow, I understand your stand and agree with you that current state of game is kind a unplayable. I hope they will fix it soon. I wish you nice rest with plenty of ideas.
alankraskow 18 Jul @ 8:16pm 
Hi @half god, thank you for fast response.
Sorry to hear about your disc failure.
Unfortunately I won't be able to help.
In last two days (after I wrote to you) I encountered some serious issues with performance in Stellaris and I'm not happy with the current state of the game, which led me to make the decision that I will take a break from it and put my own mods on hold until Paradox fixes the issues.
Sorry for the inconvenience and good luck with your progress.
half god  [author] 18 Jul @ 1:10pm 
Hi @alankraskow, I'm still trying to maintain the mod. Just last month I had to focus on studies due to end of semester. I wanted to write here how much I made, but apparently I lost my almost every files (disk failure). Well, I'm starting from 0. However If you or anyone want help there's a repo on github so any help will make it faster.
alankraskow 16 Jul @ 4:46pm 
Hey @half god, just checking in. I saw you mentioned updating your building mod a while ago, but since there hasn’t been any recent update, I wanted to ask if you’re still planning to continue it. I’m currently working on a mod that also focuses on buildings, and if you’re no longer interested in maintaining yours, I’d be happy to incorporate it into mine, with full credit and a link to your profile. Only if you’re okay with that, of course :)
Blazingdevil 5 Jul @ 1:30pm 
any progress on the next update? take your time and dont rush it
xray163 9 Jun @ 8:09am 
especially with how much 4.0 changed everything. It probably needs to be rebuilt from the ground up. Good luck with the update. So if you need another month or two just to make sure you release something amazing. I can wait.
Misterwheatley 4 Jun @ 12:36pm 
Don't rush the mod update. I'd rather wait for a finished update than a rushed buggy mess.
half god  [author] 4 Jun @ 5:12am 
I will try to make it before end of month. For while many buildings will be temporary disabled, because of lack textures for convert versions (or I will make placeholder and change graphics later)
Ekmah [FR] 2 Jun @ 12:35pm 
Can we have an estimated update date for the 4.0 version?
Misterwheatley 10 May @ 2:08pm 
You love to see it! :happy_creep: Take your time, friend!
Zeizei Pumpum 7 May @ 1:32pm 
hell yeah