Stellaris

Stellaris

Expanded Mods Base
Počet komentářů: 270
Maddy před 21 hodinami 
Thanks Tovius
Tovius  [autor] před 21 hodinami 
I've reverted the the last version until I have time to investigate the problem.
Tovius  [autor] 13. říj. v 10.44 
Thanks. I'll investigate the issue when I have time.
laoslyxid 13. říj. v 10.29 
yeah same here, without the expanded mods i dont have any problems
☩Engelbert Dollfuss☩ 13. říj. v 9.51 
After update this mod deleted all my districts, the default cap set to 0 at start of the game.
LexyVexy 13. říj. v 9.20 
Can confirm that the current update broke my game. Interesting with the subterranean species I was using, it actually duplicated the mining district so I have two. So something is going on with districts.
jackrackham001 13. říj. v 8.49 
Same issue as @Bobbanz. This is the only mod I turned off and it fixes the problem.
BrokeLZ 13. říj. v 5.40 
same here
Upforsale 13. říj. v 4.35 
same issue
@Bobbanz
Maddy 13. říj. v 4.12 
I am also getting the issue Bobbanz has described
garyriley1982 13. říj. v 2.36 
ok, that seems to have fixed my issue, thanks for quick response :-)
Bobbanz 13. říj. v 1.12 
Doesn’t happen without mods, doesn’t happen when this mod is disabled
Tovius  [autor] 13. říj. v 1.10 
And it is not happening with no mods installed? If so, I may need to verify my files to make sure nothing is out of place
Bobbanz 12. říj. v 22.58 
Nope, using the latest in buggy Stellaris official releases, tried turning off every one of my mods one by one until this one was left, tried running it with only this mod and without fail, whenever a new month rolls around, it clears the planet of any buildings and specializations.

Redownloaded the mod too just to make sure I wasn’t running an older version of it and the issue still occurred.

Mod was working fine yesterday too, but after the latest update, this started happening.
Tovius  [autor] 12. říj. v 20.56 
I saw that as well, but it also happened with no mods enabled.

Are you using the beta branch by any chance?
Bobbanz 12. říj. v 20.33 
Hello!
I should note, that the latest update seems to have broken the district and specialization system?
Currently whenever this mod is enabled, I can only play for a month before the game suddenly deletes all specializations and districts on the planet.
Tovius  [autor] 12. říj. v 18.36 
Should now be fixed
Tovius  [autor] 12. říj. v 15.39 
Looks like they changed how capped and uncapped districts worked in a recent patch, so I will need to update the district files.
Tovius  [autor] 12. říj. v 14.57 
Something weird is going on with rural districts. I am currently investigating a fix.
garyriley1982 12. říj. v 9.21 
This mod now seems to conflict with 'Guilli's Planet Modifiers and Features', when you start a game no rural buildings are generated, is this something that can be fixed? I would really like to play your mods with Guilli's.
Tovius  [autor] 9. říj. v 22.05 
@Tyrex It should be fixed now
andrewmutsc 9. říj. v 17.38 
what does this mod do to resource modifiers? when i disable this mod, my empire has normal starting income. enabling this mod causes my empire to start with negative minerals and negative consumer goods. different empires do have differently effected resource modifiers, not always negative, but always wildly different with mod enabled.
Tyrex 9. říj. v 12.10 
I have no idea why this would be the case, but Shroud Forged can not work some jobs with this mod enabled. If I unenable it then they can work jobs like metalergists. With it they just leave those jobs unfilled.

This is the only mod I have enabled.
Zenchi.Senkusha 4. říj. v 18.28 
Looking through my crash log for something else but spotted this:
[19:14:34][localization_reader.cpp:223]: Expected quotation mark (") at end of line 138 in localisation/english/expanded_undercoat_buildings_l_english.yml
MagnusGrey 29. zář. v 20.20 
@Alexios Ive been having the same/similar issue where I cannot set the assimilation citizenship type, but i dont have this mod on so idk whats causing it right now
Tovius  [autor] 28. zář. v 2.08 
Not sure how I missed that. It will be fixed shortly.
Alexios Komnenos 27. zář. v 22.06 
I believe there might still be an error with your living standards. Specifically, due to the update to psionic tradition tree, the psionic assimilation living standard necessary for pops to actually assimilate is unobtainable (and thus pops don't assimilate). I suspect a similar issue might be at hand for some of the other living standards.
Tovius  [autor] 25. zář. v 21.54 
Mod updated.
Tovius  [autor] 24. zář. v 9.12 
Reminder to NEVER use outdated mods after a major patch. Wait for an update.
Ghost Fox (ΘΔ) 24. zář. v 7.36 
Probably because this mod hasn't been updated yet, as the author pointed out in the comment immediately before yours.
Tovius  [autor] 23. zář. v 13.35 
Reminder to NEVER use outdated mods after a major patch. Wait for an update.
Pietrn 22. zář. v 14.22 
here to report the issue i noticed with gigastructures; electromagnetic accelerators tradition and triggered district names is still present
Tovius  [autor] 5. zář. v 18.07 
There is probably another mod that is causing problems.
Mael 5. zář. v 17.48 
wait, machines don't get administrative arrays, that's another type of empire. Well now I'm baffled
Tovius  [autor] 5. zář. v 17.41 
This mod does not effect capitals of simulation sites
Mael 5. zář. v 17.34 
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  [autor] 5. zář. v 17.12 
What is the building you are trying to upgrade?
Mael 5. zář. v 14.10 
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  [autor] 5. zář. v 10.25 
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. zář. v 9.08 
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. zář. v 8.58 
Just to report the same problem. Building slots on planets disappear.
Feanor 5. zář. v 8.56 
Yep, same problem here. Bulding slots dissapear after today update.
[SHL] Oda Nobunaga 5. zář. v 8.44 
Totally agree with @laoslyxid but not districts - 4-6 building slots on EVERY planet was dissapperead
K0rruptedYouth 5. zář. v 8.22 
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. zář. v 8.04 
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  [autor] 4. zář. v 22.27 
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. zář. v 21.56 
AI doesn't seem to get agriculture districts with the mod enabled.
Tovius  [autor] 31. srp. v 8.53 
@forerunner398
Even in the save you provided, I cannot replicate the issue.
Tovius  [autor] 31. srp. v 8.41 
Thanks
Sicissa 31. srp. v 5.21 
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"