Stellaris

Stellaris

! frameworld tweaks
26 Comments
lyra_tcm  [author] 3 Oct @ 9:31am 
Pushed an updated fixing an issues ppl were having with the frameworld game start events not firing leading to districits missing and other weirdnes
@Irres Polynom pls let me know if this update fixes your issue
Irres Polynom 3 Oct @ 4:58am 
I don't know why, but at game start I only have one city district, nothing else, this does not fix itself after a month or so. Tested load orders are <Gigastructures - tweaks - UI overhaul mods> and <Gigastructures - UI overhaul mods - tweaks> and <Gigastructures - tweaks>.
Flying Fish 3 Oct @ 2:19am 
Can't wait for giga to bring back the frameworld and for voidframe to be updated

This is great in the meantime tho very nice mod
malentar 29 Sep @ 4:56pm 
@lyra_tcm Dms sent in discord, with a save file. Enjoy.
malentar 29 Sep @ 2:47pm 
Wish I could but I played it through GFN (Geforce Now) and those saves aren't recoverable. If you like I can very slowly create a new iteration of the same bug on my crap laptop.
lyra_tcm  [author] 29 Sep @ 9:11am 
@malentar Can you dm me the save (im in the gigas discord and a mod on stellaris official discord)
malentar 29 Sep @ 12:59am 
Playing as an assimilation robot empire with only gigas, uiod, and this mod. After conquering my first neighbor I'm stuck with their planets, no automatic resettlement or turning the colonies into planetary outposts. Also can't resettle at all from them manually.
lyra_tcm  [author] 26 Sep @ 9:09am 
That was the case at one point, i added more ptions to thge asteroids that won't be harvested, must have messed up the script for stopping it. will fix for next update
qwerty 26 Sep @ 8:40am 
If it wouldn't be too hard to implement, could you have the asteroid situation automatically pause/be free when there's no asteroids? I was paying 42 energy a month for nothing until I realised haha
lyra_tcm  [author] 26 Sep @ 5:26am 
@Irres Polynom i had missed that it wasn't getting set at game start (rarly use manual expand), fixed for next update
Lunatic 26 Sep @ 4:53am 
I would love to test it all, but right now my game crashes every time I start or load a game. I used a pre .23 version and PDX deleted them all. So far 0.23, 1.0 and 1.1 give me all CTD. A quick check of the error log suggests that the latest updates from PDX broke many of the mods I use. Will test your mod later with a reduced mod list and hopefully some mods will get updates.
Irres Polynom 26 Sep @ 4:15am 
The variable fwt_frameworld_expansion_cost_multiplier_dec is not correctly set at gamestart, this disables the decision to do manual expansion with alloys until you have done one automatic expansion cycle after which the variable is set correctly.
lyra_tcm  [author] 25 Sep @ 4:15pm 
Description should be slight better and mod has a (bad) icon now
lyra_tcm  [author] 25 Sep @ 2:50pm 
@jojolagger try with my new updates and see if the issues still remains if so can you dm me the save (im in the gigas discord, the modding den and a mod on stellaris official discord)

@lunatic could you do the same but for your missing buildings, of note when you do the ecu upgrade to the frameworld you get 3 districts that can take any building type
lyra_tcm  [author] 25 Sep @ 2:48pm 
I have pushed a couple of updates over the last couple of days to fix a few major issues:
the starting eco should be far stronger
there should only be the job type zone and a city zone chooseable per district
lyra_tcm  [author] 25 Sep @ 2:05pm 
ah frameworld extra goodies isn't update to 4.0 (don't expect it to work until after gigas updates the frameworld to 4.0)
Nikola M 25 Sep @ 1:51pm 
i thought that was a dependency since i've seen someone post those two mods posted in the same message
Nikola M 25 Sep @ 1:51pm 
it turns out having frameworld extra goodies was causing the issue, which is weird, as when i didn't use that mod when using my mod list + frameworld tweaks, the orgin didn't show up
Nikola M 25 Sep @ 1:05pm 
@Lunatic i've tested it with only gigastructures, ui overhaul, ui overhaul gigas compatibility, frameworld extra goodies, frameworld tweaks in this order and it still doesn't work

the "Specialised Farming" is the district that appears for me, but has almost no jobs and crashes when specialisation
Lunatic 25 Sep @ 11:15am 
@Nikola M
You need to use the "Specialized Farming" and not the "Argicultural District". There is one district for food with almost no jobs etc and that one will crash the game. If you are using the correct one and still crash, maybe a mod conflict? Could be mod you load after this one.
Nikola M 25 Sep @ 10:52am 
i tested it using proton, it thankfully doesn't seem to be an issue with the linux version. still don't know what's causing it
Nikola M 25 Sep @ 10:45am 
the farming district doesn't work for me, it only gives one farmer job, has no cost, has no specialisation, and attempting to add a specialisation crashes the game.

i looked through the mod files but couldn't find any difference to the mining district, i really hope this isn't another issue of the spaghetti compiler in the linux version
Lunatic 22 Sep @ 5:15am 
I agree that the mod could use some fixes or fine tuning. The "no starting districts" sounds weird to me, because I had districts: 1 main, 2 alloy, 1 artisan, 2 energy, 4 mineral, 1 food, 1 science and the others. Planet size was 16 and all 16 slots were used by districts. The only thing that I was lacking in the beginning were buildings. I had the capital building and nothing else, not even the machine assembly plant. The districts had their correct specialization, too.

The trade district gives only housing tho and the Amenities district has hunter-seeker-drone jobs. Replacing a district shows a list with "specialized farming" and "argiculture district", the latter shouldn't exist.

More building slots would be nice. I remember using a mod for that but no idea if it would work right now.

I'm happy to have frameworld back. Thank you! ^^
jojolagger 21 Sep @ 4:07pm 
I have been eagerly awaiting frameworld in 4.0 but have encountered a few issues.
1) Terrible starting economy, no starting districts, not even energy/minerals/food
1a) graphics list districts as 'specialized' from the start but you need to build and then specialize all of them, which makes the start economy situation even worse. Also you can specialize them other than what they're labelled as, which seems like a problem
2) I'm not sure how I did it, but I was somehow able to get the automate station module situation to crank out modules super fast (by year 2225 I had 240 built). I initially set it to 0% to pause it while fixing economy, then once I had that sorted I set it to 20% and it seems like it was giving a module monthly after than.
qwerty 17 Sep @ 3:57am 
W mod <3
Graepix 14 Jun @ 2:13pm 
For some reason the frameworld is really small at the start.