Stellaris

Stellaris

ANZ VOIDFRAME
94 則留言
Xahkarias  [作者] 8 月 20 日 下午 3:36 
@regis619: Bro the frameworld is disabled in gigas currently
regis619 8 月 20 日 下午 1:21 
An empty message giga_frameworld_origin.101 keeps popping up.... After the shutdown everything returned to normal
Megumin  [作者] 7 月 28 日 上午 5:59 
We depend on ACOT which don't preserve older versions and SOTS must be first supported in AOT only then can we set it up here.
Florian Geyer 7 月 27 日 下午 1:45 
when you make Secrets of the Shroud supported can you do it for 3.14 too
Xahkarias  [作者] 7 月 19 日 下午 12:51 
@fedekk2014: bro Gigas still has frameworld disabled
fedekk2014 7 月 19 日 上午 9:41 
Start game and it seems strange message: Event id giga_frameworld_origin.101.
error.log ->[18:36:09][eventwindow.cpp:369]: Triggered Event giga_frameworld_origin.101 has no valid options!
XavierMace 6 月 20 日 上午 10:13 
Last I checked Giga still has Frameworlds (and Alderson Disks) disabled with the 4.0 compatible version of the mod anyways.
Megumin  [作者] 6 月 19 日 下午 6:21 
I'd say not anytime soon, not touching any of my mods atm.
guirab09 6 月 19 日 上午 8:02 
i hope im not bothering you, but do you have any idea when this will be updated? i am very exited to play with this mod again
Nightbringer35 4 月 16 日 下午 5:27 
Thanks!
Megumin  [作者] 4 月 16 日 上午 4:18 
Occupy the vault normally, let it decolonize, planetary decision to invade the vault will show up in frameworld's tab (not the vault). Use it and invade, armies will spawn in the frame and will generally be stronger than default vault armies so build some defense districts first.
Xahkarias  [作者] 4 月 15 日 下午 1:06 
@Nightbringer35: There's some extra handling to allow you to fight the Phanon army on the vault, youll have to ask Megumin for the details on that part though
Nightbringer35 4 月 15 日 下午 12:15 
Yeah I was just stupid, apparently the one line I skipped in the guide was the one talking about how you need the buildings. But now I got a new issue, how are you meant to get the phanon tech to upgrade your frameworld with AOT if you can occupy the phanon vault?
MasterBot 4 月 13 日 上午 10:45 
Kind of late to request this cos of 4.0, but version for AI that doesnt require buildings built would be lovely.
Xahkarias  [作者] 4 月 13 日 上午 9:39 
@Nightbringer35: Did you build the Dark Foundry or Enigmatic Lab buildings? The districts use the building that you have as a reference to what level they should upgrade to. The situation log documentation has the notes for which district needs what building (or if they dont need a building)
Nightbringer35 4 月 13 日 上午 9:20 
Hey, I'm having a similar issue to rex, I have the research for Dark Foundry, Enigmatic Lab, and the better mega-construction material, but none of the districts have updated. My nexus, maintenance, and unity districts updated fine, but nothing else. Any clue?
Dinosaurusrex 3 月 23 日 上午 7:58 
Thanks for the quick reply! I figured that might be the case, but did not stop to unpause when I was testing a new game myself. Seems to be working now, documentation shows up 1 month into the game.
Megumin  [作者] 3 月 23 日 上午 7:17 
Documentation only shows up in new games.
Dinosaurusrex 3 月 22 日 上午 7:12 
Not sure if there's something wrong with my setup or if I've got a bug, but I don't see a Section 9 in the frameworld documentation.

I was hoping to find it because upgrading my frameworld to delta tier (via the black hole synthesizing decision added by this mod, not the "superior designs" decision), and then researching dark foundries hasn't changed my foundry districts.

Nexus and maintenance districts have been upgraded, however.
samsockeater 3 月 22 日 上午 3:22 
i have merger, its at the bottom, its the first mod to go in since it's always needed, the only things under it are the big resource patch and the big modifiers patch
Xahkarias  [作者] 3 月 21 日 下午 5:11 
@samsockeater: something is overriding the acot definition of an upgraded capital; get merger of rules and put it at the end of your modlist
samsockeater 3 月 21 日 上午 10:00 
any idea what could cause issues with ACOT capitals not being adequate tier to build brain uplinnks and or why after conquering the vault i got a decision on the main frame to turn it into a dark energy/matter habitat? only thing that changed afaik in game was getting the vault however i think merger had also updated that day so unsure
Альфа 1918 2 月 12 日 上午 9:07 
NEVER CARED FOR WHAT THEY DOOOO
NEVER CARED FOR WHAT THEY KNOO-OO-OOW
BUT I KNOOOOOOOOOOW
Xahkarias  [作者] 1 月 29 日 上午 6:06 
@shadowz: Ah, I see what you mean now. That's something we'll get around to in the next update (to help out irony users like you), but its pretty much bottom of the barrel priority since they are functionally identical.
shadowz 1 月 28 日 下午 6:42 
@Xahkarias: The only reason I bring it up is because when going through mod conflicts in Iron Mod Manager I noticed that the lines didn't add up. While you're right that 'maginot_shield_army_count_frameworld' starts with 'mode=weight' for the base and switches to 'mode=add' for the new districts, 'maginot_bunker_army_count_frameworld' uses 'mode=add' for the base as well as the new ones. maybe it's an extremely recent fix since I redownloaded the mod a few days ago, but when I check the files it's right there on line 110, using add instead of weight.
Xahkarias  [作者] 1 月 28 日 下午 5:10 
@shadowz: Both the normal gigas code and our override start with `mode = weight`, which sets the variable to be equal to the number of base gigas districts. In the override, we then add a multiple of the number of voidframe districts, since we weight them more than the normal districts.
shadowz 1 月 28 日 下午 5:01 
At [code] common\script_values\zzzzz_voidframe_giga_override.txt [/code]
there are the variable sets [code] maginot_shield_army_count_frameworld [/code] and [code] maginot_bunker_army_count_frameworld [/code]
In the default Gigastructures files they use the function mode = weight , but this mod uses mode = add .
Is this intentional, or is this a bug / feature that hasn't been updated?
Megumin  [作者] 1 月 6 日 下午 4:04 
Done
Inny 1 月 6 日 下午 1:03 
Hello, can you please add a scripted variable for compatibility? @anz_voidframe_mod = 1
Thanks!
CoCoNoobie 1 月 2 日 下午 2:07 
i wish this was how ACOT and AOT worked, with district upgrading buildings.
Dyna-saur 2024 年 12 月 16 日 下午 3:37 
Ahhh, that makes sense. I haven't gotten the tech to upgrade the frame world itself yet, probably soon. Also, thank you for responding so quickly, I really appreciate it, I was about to make a new save if this didn't work out.
Xahkarias  [作者] 2024 年 12 月 16 日 下午 3:25 
@Dyna-saur: Ah, I forgot to ask the important question: Did you housing districts upgrade to delta? Im betting that while you researched the tech to unlock the districts, you havent unlocked the tech + did the decision that allows you to actually upgrade the Frame to Delta tech.

The housing district is a good sign if your frame is delta or not, as it automatically upgrades with the frame (no building or other tech needed)
Dyna-saur 2024 年 12 月 16 日 下午 1:48 
I have built 7 dark foundry buildings just in case, but it is still showing as regular foundry districts with metallurgist jobs instead of alloy transmutators. Do you know if there is any mod that could be conflicting with this? Currently, I am using giga (with manipulation) + acot (with sub mods), NSC, 108 building slots (with dirty fix), a couple of traditions and AP mods.
I am new to playing modded stellaris, this is my 3rd modded playthroughs and first one with Frame World, so I dont really know where it went wrong.
Xahkarias  [作者] 2024 年 12 月 15 日 下午 9:59 
@Dyna-Saur: Build the building, and it upgrades the normal district to the delta version. There's documentation in the situation log.
Dyna-saur 2024 年 12 月 15 日 下午 5:01 
So I don't know if I am doing something wrong, but when I researched dark foundries, it said I had unlocked both the dark foundry building and dark foundry district. But I can only build the said building and not the district. I checked the decision's tab, but there is no mention of it. Is there something I am missing?
Craitus 2024 年 12 月 13 日 下午 6:46 
oh okay I misunderstood the description when I read it thanks
Megumin  [作者] 2024 年 12 月 12 日 上午 11:00 
When AOT supports it
Craitus 2024 年 12 月 12 日 上午 7:03 
Hey sorry if this has been asked before but is there any update on when secrets of the shroud will be fully supported for this mod?
Xahkarias  [作者] 2024 年 11 月 6 日 下午 2:49 
As a note, Voidframe works properly with patch 3.14, we just havent updated the version number.
Viing 2024 年 10 月 5 日 上午 7:01 
Thank you and good luck with the coding.
Megumin  [作者] 2024 年 10 月 5 日 上午 6:12 
@Viing I got it to partially work and not crash but need to redo the whole ascension path code which is a nightmare. Had to remove bunch of outdated mods too so right now it's ~80 mods big instead of ~100.
Viing 2024 年 10 月 5 日 上午 4:12 
Sorry if this is the wrong place to ask this but is there any chance of the eternal light modpack returning?
Westrian 2024 年 10 月 4 日 下午 6:05 
yea it was for megacorp, i mixed it up with the knights of knights of the toxic god overlord building (cause i use your other mod) but it didnt seem like the branch office upgraded, but maybe i was missing something.
Xahkarias  [作者] 2024 年 10 月 3 日 上午 10:14 
@Westrian: There are two frameworld related buildings in Gigas: one is a dummy placeholder that is put on frameworld outpost planets, the other is a branch office building for megacorps. I'm not aware of one for overlords.
Westrian 2024 年 9 月 14 日 上午 9:01 
im not 100% sure about this, but i believe frameworld overlords get a special building that they can use that doesnt seem to be covered by the mod, i could be mixing up one of the other mods that adds buildings for the frame.
Old Ways 2024 年 8 月 24 日 下午 2:31 
Thanks
Megumin  [作者] 2024 年 8 月 24 日 下午 1:19 
yes
Old Ways 2024 年 8 月 24 日 上午 6:22 
Hello, will this mode work if im using 36 building slots?
Xahkarias  [作者] 2024 年 8 月 4 日 下午 2:04 
@Russky: We don't modify any ACOT / AOT buildings, this isnt an issue on our side
Russky 2024 年 8 月 4 日 下午 1:09 
Im using ACOT not AOT