Stellaris

Stellaris

Expanded Mods Base
239 Comments
Synge 8 Sep @ 11:00am 
Hey, just a heads up this mod is no longer working with Planetary Diversity. It is removing districts when the game begins, reducing them now to 1 or 0. Same issue is caused by the Blocker Mod.
Tovius  [author] 5 Sep @ 6:07pm 
There is probably another mod that is causing problems.
Mael 5 Sep @ 5:48pm 
wait, machines don't get administrative arrays, that's another type of empire. Well now I'm baffled
Tovius  [author] 5 Sep @ 5:41pm 
This mod does not effect capitals of simulation sites
Mael 5 Sep @ 5:34pm 
I'm playing as a machine empire and am trying to upgrade my Simulation Site to a Simulation Center. It won't let me however and when I hover over the upgrade it says that I'm lacking an Administrative Array. Which should be the tier 2 Capital Building for machines.
Tovius  [author] 5 Sep @ 5:12pm 
What is the building you are trying to upgrade?
Mael 5 Sep @ 2:10pm 
Pretty sure this mod is what's keeping me from being able to upgrade a building because I don't have an "Administrative Array" which is the tier down from what is currently on the planet. Today is the first day I've had this issue and this mod is the only one to update that I can see. Will you try and look into it? Thanks!
Tovius  [author] 5 Sep @ 10:25am 
I am using variables in preperation for a BPV comp patch I am working on. I got the values on the variables mixed up, they should be working now.
[SHL] Oda Nobunaga 5 Sep @ 9:08am 
I look in your mod.

In file 2994821528\\common\zones\00_zones.txt
in zone_default you have

max_buildings = @BPV_CITY_SLOT (WHY NOT JUST 6 LIKE IN VANILLA??)

in 2994821528\common\scripted_variables\zzz_BPV默认值.txt
@BPV_ZONE_SLOT = 6
@BPV_CITY_SLOT = 3

I DONT know WHY you use variables and not just 6 but i change to max_buildings = @BPV_ZONE_SLOT and everything is fine now.
Cardolam 5 Sep @ 8:58am 
Just to report the same problem. Building slots on planets disappear.
Feanor 5 Sep @ 8:56am 
Yep, same problem here. Bulding slots dissapear after today update.
[SHL] Oda Nobunaga 5 Sep @ 8:44am 
Totally agree with @laoslyxid but not districts - 4-6 building slots on EVERY planet was dissapperead
K0rruptedYouth 5 Sep @ 8:22am 
Thanks for that note Tovius. The only other mod I use that edits that is Scripted Trigger Undercoat. I will drop a message over there.
laoslyxid 5 Sep @ 8:04am 
Hey, i saw you updated 3 mods which i subscribed today ('expanded mods base', 'expanded events', 'z Expanded Traits, Civics, Pops, and More')
Since then, the planet view is corrupted. On every Planet the City Districts 4-6 are destroyed and i cannot repair them with the message 'no available slots' or something.

Yesterday there wasnt this problem and i checked, the 3 mods i mentioned above are the only ones which were updated since then in my playset.
So i guess one of these 3 does somehow limit the city districts to 3.
This happens on fully developed planets, but also on new planets (here is only slot 1-3 visible then)

If you need more informations let me know, hope you can help

update: after a bit of trial & error its the 'Expanded Mods Base' mod. As soon as i activate this, i only have 3 city districts instead of 6. I´ll post this message in the other mod bug-section too.
Tovius  [author] 4 Sep @ 10:27pm 
I don't see that on my end. If you are using another mod that modifies country_uses_food, that might be causing an issue.
K0rruptedYouth 4 Sep @ 9:56pm 
AI doesn't seem to get agriculture districts with the mod enabled.
Tovius  [author] 31 Aug @ 8:53am 
@forerunner398
Even in the save you provided, I cannot replicate the issue.
Tovius  [author] 31 Aug @ 8:41am 
Thanks
Sicissa 31 Aug @ 5:21am 
It looks like you missed a few minor changes in common\colony_types\undercoat_colony_types.txt →
col_habitat_mining:
"modifier = district_hab_mining_max" to "modifier = district_hab_mining_max_add"

col_habitat_research:
"modifier = district_hab_science_max" to "modifier = district_hab_science_max_add"

forerunner398 28 Aug @ 3:32pm 
I can try and send you a save file if that works. With this mod and Universal Modifiers, I cannot colonize, with no mods, I can. https://limewire.com/d/zdTb6#nxaMlrUSDM
Tovius  [author] 27 Aug @ 9:02pm 
I just tested it with just this mod and Universal Modifier Patch active, and I cannot replicate your issue. I can only assume it is caused by a mod conflict.
forerunner398 26 Aug @ 3:42pm 
And I tested recently, it is Expanded Mods Base specifically. Is it possible you accidentally re introduced a vanilla bug which got patched in like, 4.0.15 or 4.0.16 wrt Vritual
forerunner398 26 Aug @ 3:41pm 
Only your mods, yes.
Tovius  [author] 25 Aug @ 10:13pm 
Does that happen with only my mods active?
forerunner398 25 Aug @ 9:19pm 
To clarify my prior comment, you start colonizing, then the colonization vanishes
forerunner398 25 Aug @ 9:05pm 
Hey, as an FYI, either this mod or expanded diplomacy prevents virtual from colonizing somehow. on 4.0.23
Tovius  [author] 22 Aug @ 11:40pm 
Updated for the latest patch. I'll probably be working on expanded pops next.
Hereward 16 Aug @ 6:33am 
Just a heads up. Apparently it goes live next week. A lot of modders are holding back so well done with the onslaught of updates.
Tovius  [author] 16 Aug @ 6:26am 
It is not updated for the beta.
Hereward 16 Aug @ 5:32am 
Using the 4.0.22 Wilderness Beta version with just this mod.

The entertainers in the holo theatres have become duellists.
Pietrn 15 Aug @ 1:32am 
Does this mod at all effect the district names triggered by zones/techs, i.e. the yellow flavor name underneath the actual district name? Running this with Gigastructures, and its Electromagnetic Accelerators Traditions which gives a metallurgist alloy bonus for mining stations in the system caused every planet to have one of the Forge Zone Names
Fatetaker 1 Aug @ 12:42am 
My modlist is running pretty stable with several of your mods featured, its a wild ride so far looking forward to see if it survives to mid to late game...
Fatetaker 1 Aug @ 12:40am 
@Tovius sorry forgot to update, its a conflict with Stellar Manipulation Revival
Tovius  [author] 30 Jul @ 9:54pm 
It is working on my end, so it must be another mod or mod conflict
Fatetaker 30 Jul @ 6:40pm 
@LHZ I am getting a crash now on new starts, havent confirmed it with this mod but am testing now.
방딸 29 Jul @ 12:18pm 
Anyone else playing well after the update?
My saved file crashed after this mod update
I'm posting a discussion about what other people think
Tovius  [author] 27 Jul @ 11:48am 
It is now fixed.
Tovius  [author] 27 Jul @ 10:48am 
I haven't touched Squire jobs, so I'm not sure why they're acting weirdly.
SpacePoon 27 Jul @ 2:48am 
The latest updates broke the squires job (turns them into civilians) from Knights of the Toxic God origin. Yes, it was this mod because disabling it fixed the issue. It was working before the recent flurry of updates. Was only using it with your expanded diplomacy mod
Centurion Teri 26 Jul @ 6:18pm 
Thanks for the quick fix working fine now.
Tovius  [author] 26 Jul @ 5:40pm 
It should be fixed in the latest update.
Centurion Teri 26 Jul @ 4:57pm 
I have the same problem as PURUNGUI says: we have renounced claims on this empire.
Disabling this mod fixes it but thats obviously gona cause other problems
PURUNGUI 26 Jul @ 9:56am 
So I was playing just fine a playthrought now into middle game, while I do have unrestricted wars now I cant claim anyones system(It said i have renounced making claims) and this was the only mod I been using that updated, might have been some new bad interaction with other mod and yes I am cursing myself for not having made a irony mod manager copy of my current modlist
greatswizard 14 Jul @ 3:26am 
love this mod. makes starbases more meaningfull.
a feature I could possibly see be added, would be maybe adding extra slots to the defense platforms that scale with the starbase upgrade level.
I also seem to be having the bug where sometimes I also have unused slots on the starbase, but that hasn't happenned recently and it seems to be mostly in effect when I don't have X/T slots weapons unlocked.
Tovius  [author] 12 Jul @ 3:11pm 
I do not see that on my end. There is an issue with starbases not using extra large weapons, but that's not caused by this mod.
Ministry of Justice 9 Jul @ 10:14am 
ah. yes you're right, I saw exp_tree_caretaker and assumed it was this mod when, in fact, it's a fuckin vanilla bug. sorry bout that
Tovius  [author] 9 Jul @ 9:24am 
@Ministry of Justice It has the same requirements as vanilla, at least where robots are concerned. Are you sure this is not caused by another mod?
Ministry of Justice 9 Jul @ 8:31am 
utopian abundance is banned from robots in organic empires even with full synths, makes it impossible for the universal prosperity mandate galcom resolution to work properly
noor18 9 Jul @ 6:40am 
This mod makes indentured servitude available only to authoritarian states. I don't understand why added this feature.
Tovius  [author] 5 Jul @ 11:57am 
It has one when I try to download it, so I'm not sure what's happening on your end.