Stellaris

Stellaris

Galactic Market Expansion
22 Comments
Aparajita 5 Aug @ 2:02pm 
So, this mod disables the trade mechanic within 4.0, requires an update to fix.
Crazylom 5 Jan @ 10:36pm 
One way to find out...
[INVALID STRING] 5 Jan @ 7:55pm 
Does this still work in the current version of the game?
Teaer  [author] 27 Aug, 2024 @ 6:16pm 
@UltimateKane99 - I was able to replicate your findings, i feel pretty stupid that something like that slipped through, but i am going to hold off on fixing it as the way it was previous, would break the game in a way another user messaged me about. I am going to try and messaging the creators of gigastructures on their discord and ask about the purpose behind the @ symbol in front of the flag "giga_amb_flag". I will see what i can do when i learn more. Thanks for bringing it to my attention. Will probably be awhile before i get around to working on a fix, as i am heading to Utah/Yellowstone for 3 weeks for a family reunion/gathering/vacation. Sorry, and thanks for your patience.
Teaer  [author] 26 Aug, 2024 @ 7:07pm 
@UltimateKane99 - I had made the change in there because another user who didn't play with gigastructures was saying he was seeing supertensile materials in the dropdown when he wasn't playing with the mod. I was able to make the change and it seemed that everything worked out, but i guess i broke something else, lol. I will look into it and see how i can solve both issues, thanks for bringing it to my attention.
UltimateKane99 16 Aug, 2024 @ 10:26pm 
Not certain if this is the right place for this, but when I subscribed to this mod, I lost the ability to see Supertensile Materials in the Rare Resources dropdown in UIOD, even though I could now see it in the Market. Traced it back to a missing @ symbol in my giga_amb_strategic_resources.txt that set the visibility_prerequisite variable. My instance had it set to { has_global_flag = giga_amb_flag }, but it needed to be visibility_prerequisite = { has_global_flag = @giga_amb_flag } in order to properly read the flag in UIOD.

Not certain if it was just a weird quirk on my end or something others have run into, but adding that @ at line 10 in \3243426922\common\strategic_resources\giga_amb_strategic_resources.txt resolved the issue for me.
Teaer  [author] 25 May, 2024 @ 2:39pm 
@George - I wish there was a way to have a dynamic market with limited resources. But, uncapping prices and getting rid of the market always returning to normal is a good imitation towards that goal. I love more realism and immersion when playing games (within an acceptable realm of disbelief as they are sci-fi/fantasy, lol).
George 24 May, 2024 @ 2:01am 
Neat! I'm going to try and mix this with the "no market normalization" mod, along with making the prices even more uncapped. Should lead to some *actual* market pricing, rather than the usual "resources from nowhere" effect, especially during wars.
Teaer  [author] 23 May, 2024 @ 10:25pm 
@abdulaheeti - I had a fix in place but i scrapped it as it changed way to many vanilla events and that would cause massive compatibility issues with other mods that change events. I did more testing and have a temporary patch in the works that works, but not where i would like it at, but i plan on uploading that very soon, as i have already uploaded it for one of my other mods. I just have to make more additions to the files to add in the extra resources from gigastructures and from ACOT. That will fix the issue for now, and then i can take more time to plan something more polished and nicer in the future. Thanks for you help and with bringing this to my attention!
abdulalheeti 23 May, 2024 @ 8:58pm 
Hello again Teaer. Thank you for taking the time to to look at this issue. I appreciate it. Take your time of course! I am interested to see what these new possible changes you're thinking of in regards to the Galactic Market, if you decide to add new features and time permits you to of course.

Thanks again!
Teaer  [author] 22 May, 2024 @ 3:58pm 
@abdulaheeti - I was able to replicate the bug you experienced. (I don't think i can actually call it a bug, as stellaris, when the galactic market resolution passes and the market forms, creates an event that dictates what can and cannot be sold on the "Galactic Market." I was able to leave the galactic community and all the trading options become available again.)

I did find the file i need to make changes to, but this will take me time to test and get working, so please be patient with me, I am sorry about this, i had no idea this kind of thing would happen. This does open some cool possibilities where i might be able to make some changes with regard to the Galactic Market and possible have new resources available only to community members and on the galactic market as a whole. Will take time to figure out and test though. Thanks!
Teaer  [author] 21 May, 2024 @ 3:54pm 
@abdulaheeti - Let me see if i can replicate the issue. I don't think this mod should be affected by the forming of the galactic market. I will get back with you on what i find out. If i may, what mods are you playing with in the game where this mod stopped working? Thanks.
abdulalheeti 20 May, 2024 @ 12:36pm 
Hey Teaer, I love your mod and I thank you for maintaing it. I have an issue I'd like to broach if I may. Upon forming the Galactic Market, The mod suddenly stopped working. I placed this at the bottom of the load order, below UIOD and still nothing. Any insight?
Teaer  [author] 13 May, 2024 @ 4:47pm 
@Tanrice - Thanks for the explanation. That makes a lot of sense. Thanks for helping me learn and get better at modding. I wonder how many base files can't be renamed like the 00_strategic_resources file? I have on a few other mods i have been working on found out some weird quirks with wording and naming on just a few other files. Thanks again!
Tanrice 13 May, 2024 @ 4:20pm 
@Teaer Well, my bad for poor explainable. If you rename 00_strategic_resources to anything else, you can check it in console with "resource f" and count the candidates for all resources starting with letter "f". (or other resources you write in the file)
This is an implicit duplication. They are transparent to player since they use the same identity in localization files. Put it simply, you can only see one of the duplication, but you have no idea which one it refers to.
Teaer  [author] 13 May, 2024 @ 1:37pm 
@Tanrice - I reverted the changes on the base game file, so that should prevent any duplicate resources from spawning. Thanks for your help, still learning. its odd that some files can be renamed and overwrite the base files just fine, and others are unable to do so. lots to learn still.
Teaer  [author] 13 May, 2024 @ 1:25pm 
@Tanrice - i had to name the 00_strategic_resources file to 001_strategic_resources. Any other name prevented them from being tradable on the market. It also forced the three base game resources (astral, artifacts, and nanites) to appear first in the market screen. I didn't notice any duplicated resources, but i can just name it 00_strategic_resources again, though i will have to copy and past the from the original file again.
Tanrice 13 May, 2024 @ 11:28am 
@Teaer , NO, I just realize that what you are doing is right. 00_strategic_resources entries must be overwrite entirely or not at all.

If you change the file name and "override" what you want to modify, it cannot happen, but new resources with the same names will be duplicated.

For example, there will be two types of resources both called "food". This is definitely wrong since everywhere you mention "food" it will be refereed to one of it, or both, depending on how you instantiate. So it will happen that your pop can only produce one kind of food, but consuming both of them, so always in shortage of food.
Teaer  [author] 13 May, 2024 @ 10:51am 
@Tanrice - I am still new to modding and will try and clean it up a little. Thanks!
Tanrice 12 May, 2024 @ 2:37am 
please dont override all 00_strategic_resources entries, just override what you want to modify with
Teaer  [author] 10 May, 2024 @ 1:00pm 
I like the idea of expanding the market by adding more then 5 options to pick from, but sadly I think that might be above my skill level at the moment. (Not ruling it out completely as that would be a good challenge to learn.)

As for adjusting the current 5 buttons that could be more doable. I will do some experimenting and see what works well, thanks for the comment!
Gauntlet 10 May, 2024 @ 12:47pm 
Just started using this, and so far it is lovely. If you feel like a challenge, I would request you add additional levels of buying/selling... IE, new maximum quantities. For example, for Minerals, have an option for 20,000 and 50,0000/etc.

Alternatively consider changing the figures from 100/500/1000/5000/10000, to 100, 1000, 10000, 25000...

Or the like.