Stellaris

Stellaris

[BETA] Additional Vanilla Buildings - Unofficial
491 Comments
Computica 9 hours ago 
In "avb_deposit_buildings.txt" is missing a closing bracket in "building_avb_betharian_power_plant_2"
Computica 9 hours ago 
In "avb_trade_buildings.txt" is missing a closing bracket in "building_galactic_stock_exchange"
Computica 9 hours ago 
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 #Maintaintf2 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 #Maintaintf2 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 #Maintaintf2 10 May @ 2:08pm 
You love to see it! :happy_creep: Take your time, friend!
Zeizei Pumpum 7 May @ 1:32pm 
hell yeah
half god  [author] 7 May @ 3:13am 
Yes, AVB for sure will be working 4.0 and it'll not be abandon
Zeizei Pumpum 6 May @ 10:18am 
so u have plans for a 4.0 update?
half god  [author] 6 May @ 5:00am 
Ye it's 101% broken in 4.0, I will play few hours to recognize how much buildings were change since beta. Then fix AVB and then BERG (it'll take longer, bcs I will rewrite almost entire mod in different/easier way)
xray163 5 May @ 6:05pm 
i believe that 4.0 broke this mod. Hopefully you're still up to fixing it. I really enjoyed playing it
maverick91141 19 Apr @ 2:39pm 
Causes CTD with no other mods enabled
Darkfalcone 26 Mar @ 12:48am 
Yeah, I don't know what caused this either. The issue just suddenly appear one day, even though I didn't change anything to my modlist. For now, the issue still persists. But anyway, thanks for your help and quick response!
half god  [author] 25 Mar @ 11:38am 
So I don't know. Last thing you can check is using Irony Mod Manager with analyze mod
Darkfalcone 25 Mar @ 11:21am 
Okay, I tried deleting the "zavb_vanilla_amenity_buildings", but I still can't upgrade the overrided buildings. Also, it affected the ACOT buildings, as I can't upgrade from Void Palace to Phanon Palace. But when I disabled AVB, these upgrades working normally.
half god  [author] 25 Mar @ 10:37am 
AVB is overrided by BERG and if you see a gray "upgrade" it may be only scripted trigger issue, because to build paradise dome you have to build upgraded capital. If you want force to work and you are sure that overrided building is the issue you can delete file or from this file "zavb_vanilla_amenity_buildings". I hope I helped
Darkfalcone 25 Mar @ 8:52am 
Hi! Like I said in BERG thread, I stumbled upon a problem of not being able to upgrade the buildings when used with ACOT and AOT. I also used BERG and a Merger of Rule. Is there anything I can do to fix this issue? I really love your mod! Thanks a lot!
half god  [author] 31 Jan @ 3:50am 
In theory it's easy, but I don't know if someone did this. Practically you can do it by yourself, because it's easy. You just need to create a mod and override 1T of alloy foundry by removing base_cap_amount line.
Here's the link https://stellaris.paradoxwikis.com/Modding
If you have any questions or need help you can write to me on Discord (dc in profile)
|--_TATOEGOD_--| 31 Jan @ 1:52am 
Love the mod but Is there a mod that removes the alloy foundry build limit that's compatible with AVB?
CikenJamur 18 Jan @ 1:59pm 
thanks mate! great to see this mod is still maintained!
half god  [author] 18 Jan @ 1:55pm 
It doesn't matter in what order. However, you have to add a Merger of Rules because ACOT and AVB override scripted triggers.
Porter 18 Jan @ 1:29am 
what would be the load order if would be playing with ancient cache of technology would i want it to be below ancient cache or above ?