Stellaris

Stellaris

BPVR - More Building Slots
Adaptive Slot Count
This question/request is within the parameter once a game has started. If we have mods which say +1 building, if we change them to match this mod's terminology, which slot types will be capable of accepting these changes through: technology, AP, traditions, etc...

I ask this because while I like being OP, I like having to first overcome conundrums and challenges which later become easier to ignore later. Therefore, I would prefer to start with for example: X building slots for cities and Y building slots for 'other', then later around mid-game, late-game, and end-game, gain various X+2 or Y+1 modifiers.

Further more, if other mods can easily integrate with yours, if designed to account for this possibility (if not already), your mods would become more popular.

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Similarly, you may want to glance at what some other mods do for early game decisions like Giga's and ACOT, where on day 0 after game generation, players select options. So in BPV's case, we would select 9,10,12,14 etc...building slots. Then your mod would consolidate a lot and avoid load order issues for many new to that concept.
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Showing 1-3 of 3 comments
Sakura  [developer] 30 Sep @ 11:29am 
Hello, and thank you for your suggestion. Unfortunately, Stellaris has extremely strict limitations on GUI functionality: the position, size, number, and hierarchy of all GUI elements cannot be changed at runtime, which means interface mods have almost no adaptive capability. Moreover, Stellaris doesn’t even allow GUI files to reference each other, which makes it impossible to adjust part of the layout through submods. This is why the UIOD mod has multiple versions for different resolutions, and why this mod provides both single-row and double-row versions instead of merging them into one.

Of course, you are welcome to subscribe to the mod, study its code, and try to discover approaches to customize the layout. If you come up with a good method, please feel free to leave a comment anytime. From a user’s perspective, I’d also love to have a popup at game start that lets players choose the slot settings, instead of switching between different mods. For me, having to upload and maintain so many separate mods is also troublesome, and it’s not what I really want either.

Thank you again for your message and hope we get a good news from you :-)
Cool, I'll do that, I'm thinking if we can't add except at start, to allow the max to be allowed and only allow the intended bonus slots to unlock once tech/AP/tradition unlocks them. Might require a new section?
Sozen 5 Oct @ 5:28pm 
I have been searching for this as well. I don't want to have immediate access to 9 or 12 or however many more additional building slots immediately, I want to be able to unlock them through tech, or traditions, etc.

It seems though that it will be quite difficult and I am no modder lol

I came to desire this functionality from acquiring modded ascension perks that add building slots and realizing that I am not actually getting building slots.

I suppose I will just impose my own rule that I cannot use additional building slots until X is achieved in-game. for instance, for every second ascension perk I unlock I can build one additional building.. or something to that effect.
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Showing 1-3 of 3 comments
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