Stellaris

Stellaris

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Building: Aquaponics Farms
   
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28 feb, 2022 @ 0:13
19 maj, 2023 @ 3:42
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Building: Aquaponics Farms

I 1 samling av corsairmarks
Corsair's Stellaris Mods
57 artiklar
Beskrivning
Overview
Adds an upgrade for Hydroponics Farms called Aquaponics Farms, which convert one farmer job into an Angler job. The technology to construct this building is available to all non-gestalt empires. Aquaponics is a combination of aquaculture (raising aquatic animals for food) where the nutrient-rich waste water is used to feed hydroponically-grown crops that filter it, and then re-used. The new Angler job already represents aquaculture, so it felt appropriate to upgrade the Hydroponics Farms building to provide one of each job instead of farming only.

Changes
Adds the new technology Aquaponics which creates an upgrade for Hydroponics Farms called Aquaponics Farms. Aquaponics Farms respect existing features of Hydroponics Farms: Void Dwellers gain an extra farmer job, Angler empires gain an extra Angler job on wet worlds, and farmer jobs convert to Acolytes of the Plow for Spiritualist fallen/awakened empires.

Localisation
  • English by corsairmarks (author)
  • German (Deutsch) by ThePionier
Compatibility
Requires the Aquatics DLC.

Overwrites the built-in Hydroponics Farms building (building_hydroponics_farm) in order for it to be upgradeable to Aquaponics Farms. Also overwrites the built-in Angler job (angler) so that any empire can work Angler jobs. This mod has built-in compatibility with Planetary Diversity.

Built for Stellaris version 3.8 "Gemini." Not compatible with achievements.

Known Issues
Overriding a building or job causes the game to log errors noting the overrides. Expect to see five lines in the error.log file like these:
[20:27:45][game_singleobjectdatabase.h:165]: Object with key: building_hydroponics_farm already exists, using the one at file: common/buildings/13_building_aquaponics_farm_resource_building_overrides.txt line: 6 [20:27:45][game_singleobjectdatabase.h:165]: Object with key: col_habitat_farming already exists, using the one at file: common/colony_types/10_building_aquaponics_farm_colony_type_overrides.txt line: 3 [20:27:45][game_singleobjectdatabase.h:165]: Object with key: col_habitat_gestalt_farming already exists, using the one at file: common/colony_types/10_building_aquaponics_farm_colony_type_overrides.txt line: 98 [20:27:47][game_singleobjectdatabase.h:165]: Object with key: has_any_farming_district_or_buildings already exists, using the one at file: common/scripted_triggers/10_building_aquaponics_farm_scripted_trigger_overrides.txt line: 3 [20:27:49][game_singleobjectdatabase.h:165]: Object with key: angler already exists, using the one at file: common/pop_jobs/13_building_aquaponics_farm_worker_job_overrides.txt line: 8
Changelog
See Change Notes

Source Code
Hosted on GitHub[github.com]

[discord.gg]
12 kommentarer
Maschinenmensch 28 jul, 2023 @ 4:11 
Nice
Thanks for still updating it
corsairmarks  [skapare] 24 dec, 2022 @ 1:10 
Whoops - that would be %USERPROFILE%\Documents\Paradox Interactive\Stellaris\logs\error.log - adjust the folder name based on your system language.
corsairmarks  [skapare] 24 dec, 2022 @ 1:07 
Mod load order won't matter in this case. It's the name of the individual files.

If you can restart Stellaris (no need for anything beyond starting up the game), send me this file. I am assuming you're on WIndows - if not, it will appear in a similar folder somewhere in your user directory. Click on the image "Member of the Stellaris Modding Den" above and you'll get a Discord invite to my channel there, which is somewhere you can upload the text file.

%USERPROFILE%\Paradox interactive\Stellaris\logs\error.log
ThePionier 24 dec, 2022 @ 0:49 
@corsairmarks
I suspect it too, I also have the mod at the bottom of the list, so it should actually overwrite others.
Is there some kind of log I could make available to you? Where can you possibly see where the problem could be?
corsairmarks  [skapare] 24 dec, 2022 @ 0:41 
@ThePionier I took another look at it. It work correctly for me, when I run the mod without other mods. I think you might have a mod conflict which is affecting the Angler job.
ThePionier 24 dec, 2022 @ 0:25 
@corsairmarks
Good morning,
no. Not a machine or hive, a normal biological species.
What surprises me is that the farmer jobs are being taken, but not the fishing job
corsairmarks  [skapare] 23 dec, 2022 @ 20:45 
@ThePionier are you playing a Machine or Hive empire? I think I made an oversight and didn't create any sort of Angler Drone job.
ThePionier 23 dec, 2022 @ 1:19 
Good morning,
I have the problem that my people don't do the fishing job. I have vacant workers but he just won't be occupied. Even if I prioritize him
LoiteringAround 19 dec, 2022 @ 1:37 
I moved the mod in the load order and Irony picked up some conflicts. I found the overridden code keeping the upgrade from showing. If helps someone else, it was the combination of 'sort those builds' and 'Starnet AI'. Patched in irony, all fixed. :steamthumbsup:
LoiteringAround 19 dec, 2022 @ 0:12 
You're probably right, thanks for info. I'll look into it.