Stellaris

Stellaris

EG* - Planet View + 36 Building Slots
63 Comments
无尽晚霞不见君 25 Apr, 2020 @ 8:05pm 
Come on, writer. We'll wait for you
ButtJunkie  [author] 28 May, 2019 @ 7:07pm 
I would update it, I just have too many mods plus my own game I'm working on :(
mammey 29 Apr, 2019 @ 11:15am 
@ Criticopulus

You can circumvent the problem with "crash when clicking on a planet"

You keep using the broken mod here, but you also need to run this mod "Bigger Planet View"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1587178040

The new mod fixes the problem with the old mod. You will get the "normal" planet screen, but all 36 building slots from the broken mod will be there AND it works with savegames.

Marianojoey 22 Mar, 2019 @ 2:30am 
I know. I found one with 45 slots, that's way much.
ButtJunkie  [author] 21 Mar, 2019 @ 11:03pm 
I'd be more likely to update the 24 slot version to be about 20-24, since the other planet UIs go huge rather than just a altered layout + slight expansion.
Marianojoey 21 Mar, 2019 @ 1:23pm 
ditto, hope someone makes a new (at least) 20 slots version soon. :lunar2019wavingpig:
Criticopulus 21 Mar, 2019 @ 2:12am 
Bummer. Good luck on the overhaul in that case
ButtJunkie  [author] 21 Mar, 2019 @ 1:01am 
Yes, the recent update from PDX changed the planet UI, so this is now incompatible. Since others are happy modding the planet UI I'll leave that to them, as I have an overhaul that takes up 99.9% of my modding time, may as well take up the other 0.1% ;)
FattCattMatt 20 Mar, 2019 @ 4:30pm 
I know how you feel @criticopulus. He probablly knows though. From what im reading, the ui changes were substantial so it might take awhile for an update. I would say roll back to 2.2.5 but since many mods have already updated to 2.2.6 youll probbally end up crashing still.
Criticopulus 20 Mar, 2019 @ 1:53pm 
I really really wish you suddenly feel the need to update the mod because I have an amazing 30 hour Devouring Swarm campaign going on that you would be saving...
Criticopulus 20 Mar, 2019 @ 1:51pm 
I just tested a new game with just this mod activated and upon trying to open the planet window I got a crash. This is part of the error log:

[22:48:03][containerwindow.cpp:809]: interface/planet_view.gui: Could not find instantTextboxType "planetary_consumption_output_amount" in window "planetary_resources".
[22:48:03][containerwindow.cpp:809]: interface/planet_view.gui: Could not find instantTextboxType "branch_office_production_output_amount" in window "branch_office_resources".
[22:48:03][containerwindow.cpp:809]: interface/planet_view.gui: Could not find instantTextboxType "branch_office_consumption_output_amount" in window "branch_office_resources".
[22:48:03][containerwindow.cpp:839]: interface/planet_view.gui: Could not find icon "planet_devastation" in window "defenses_window".
[22:48:03][containerwindow.cpp:788]: interface/planet_view.gui: Could not find buttonType "close_branch_office" in window "branch_office_flag_window".
Criticopulus 20 Mar, 2019 @ 10:41am 
I'm somewhat certain this mod breaks 2.26. It worked just fine in 2.25 but as soon as the game updated it started crashing whenever I try to open a planet or ringworld view. The error log says something about missing textures and buttons and so on
Exaxxion 15 Feb, 2019 @ 3:49pm 
ow wow im dumb, thanks your awsome have a lovely day
ButtJunkie  [author] 10 Feb, 2019 @ 10:06pm 
There are bigger versions (hundreds of buildings!) made by other authors - just search for "buildings slots" etc.
Exaxxion 10 Feb, 2019 @ 3:12pm 
do you have a bigger version?
ButtJunkie  [author] 25 Jan, 2019 @ 1:18pm 
I don't use such high limits myself, as the game and engine isn't balanced/designed for it. A lot of buildings and pops will have an effect on performance (more so than it should IMO), and I use a mod that doesn't use vanilla mechanics anyway.
udkudk 18 Jan, 2019 @ 5:18pm 
Will there be enough district slots if I use this mod?
TheFi0r3 4 Jan, 2019 @ 12:33pm 
They can with Ecumunoplis, otherwise they should reach about 100-120 in normal planets.
Demiurge 4 Jan, 2019 @ 10:16am 
are so many building slots really needed? can the planet's population get that high?
kedifar 26 Dec, 2018 @ 6:10am 
Thanks for your mod and your guidence. And I found something may account for the ruined buildings.
In the save file, there are codes recording the status for all the buildings on each planet, like "ruined={ no...} disabled={ no...}" , There are 16 "no" s in each brackets for an old file, so the building beyond 16th will be set as ruined automatically. So it's possible to edit the save file by typing in more "no"s in the brackets.
GA 26 Dec, 2018 @ 2:58am 
Can I ask why the blue backdrop and upgrade arrow is off center? Or is this a dark UI bug?
NECEROS 26 Dec, 2018 @ 12:39am 
This looks really cool, but I feel guilty for wanting this many building slots. How do we reconcile it? I mean... it is a whole planet..
ButtJunkie  [author] 25 Dec, 2018 @ 12:37am 
It's not a bug; vanilla sets the building cap at the start of the game, so if it's exceeded, the excess building will be ruined. Starting a new game (or editing the save file) solves this.
燕园飞雪 24 Dec, 2018 @ 7:23pm 
@ButtJunkie Do you mean that if I start a new game with this mod, this problem will be solved?
I'm curious about this bug and have spend several hours to check all on-action scripts. Could you please tell me the reason of this bug?
ButtJunkie  [author] 24 Dec, 2018 @ 4:27pm 
Yes, that's why the mod only works on new games.
燕园飞雪 24 Dec, 2018 @ 9:17am 
Hey, thanks for your work and I love this mod very much!
I just meet a problem that if I build a building over No.16, it will automatically become ruined. Does anyone have met this bug before?
feezer06 22 Dec, 2018 @ 9:08am 
Thanks I'll see if I can create a patch. With your permison of course
HolyCrab 22 Dec, 2018 @ 4:51am 
thank you.
ButtJunkie  [author] 22 Dec, 2018 @ 12:47am 
@Karancynicism - the current size keeps it compatible with <1080 resolution, plus, larger is just taking up space for the sake of taking up space (there's already enough room for everything IMO).

@du Mouvement Social - yes they work fine together.

@feezer06 - it appears the building slot cap is set at the start of a new game, so adding the additional slots during the game will cause them to be unusable (buildings in those slots will be 'ruined'). I've been told this can be edited in savegame files though.
feezer06 21 Dec, 2018 @ 10:04pm 
Any idea why it isn't save game compatible? Feels like something might be fixable there
HolyCrab 21 Dec, 2018 @ 4:06pm 
Can I use your mod and "UI Overhaul 1080p Plus" mod together?
Kirinica 18 Dec, 2018 @ 4:22am 
can you make it bigger... might break the ui but hey it'll probably be fine.
Disaster Gay of Crisis 17 Dec, 2018 @ 4:22pm 
This is really cool though maybe change the corporate section to be less demanding? 300 pop planet from an AI is never going to happen.
PlayOnWords 17 Dec, 2018 @ 3:31pm 
Do you know if a save file from "https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1587178040" is compactible with this mod?

Also, that link above provides a discussion about how to fix your save files. :D
ButtJunkie  [author] 17 Dec, 2018 @ 11:35am 
@XPHonza - the nick is a Dutch joke :P

@YakaryBovine - Strategic choice/performance/balance/didn't think more would fit the UI etc. I think more buildings better reflects the developed nature of the massively populated worlds though - 36 buildings vs 1 for a new world.
YakaryBovine 17 Dec, 2018 @ 7:33am 
This should be vanilla. I couldn't guess why building slots are so limited but this balance change feels right, and Stats and Production are much more readable as columns.
XPDev 17 Dec, 2018 @ 7:04am 
But is it really the reason for your nick?
Kamulyan 16 Dec, 2018 @ 8:54am 
As someone who likes to play tall rather than wide, this mod is literally dream come true! Thank you :Gifting:
ButtJunkie  [author] 16 Dec, 2018 @ 7:52am 
Thanks, I made it vertical for another mod I have (unreleased) that adds a ton of resources/goods, and it was a mess as a box!
Fulci 16 Dec, 2018 @ 2:56am 
I'm using another planet view mod at the moment as I'm running Iron Man mode. But I really like what you did with the production column. Makes it so much easier see. Thumbs up!
SkyStalker-铁铁 14 Dec, 2018 @ 7:40pm 
that is very good
BobGrey 14 Dec, 2018 @ 7:24am 
@ButtJunkie Nice update. Looking good:
https://i.imgur.com/r2MN0EH.jpg

@Lavaflow It works perfectly with the 1080p mod:
https://i.imgur.com/JOBgMbp.jpg
Xoatl 14 Dec, 2018 @ 4:50am 
Oh I didn't notice that, nvm its good.
ButtJunkie  [author] 14 Dec, 2018 @ 4:15am 
I agree, but I've left the pop requirements the same, so it only starts to make a difference on planets 125 pops and above at least.

"How does this interact with the 1080p UI mod?"
Replaces their planet view UI with this one.
Xoatl 14 Dec, 2018 @ 2:12am 
Hey man I talked to you through the dev discord. Love this mod, I haven't tested the corporate building slots but 12 sounds like too many. 6 or even 8 would be perfect.
Lavaflow 13 Dec, 2018 @ 7:47pm 
How does this interact with the 1080p UI mod?
Irie 13 Dec, 2018 @ 7:39pm 
Great work man, can't wait to see some more buildable planets in the future!
ButtJunkie  [author] 13 Dec, 2018 @ 11:41am 
Updated, including some corporate tab adjustments.
BobGrey 13 Dec, 2018 @ 8:14am 
Oh? A 50-slot version!? You've got my attention!
ButtJunkie  [author] 13 Dec, 2018 @ 8:04am 
I was wrong re the planet class and planet type not being movable outside the picture area - they are and I've had them elsewhere on it before, so not sure I thought that! Anyway I've moved them now to a place I think looks right. Where it is in vanilla isn't ideal, and it is a distraction to the planet pic.

The description alignment issue only occurs on colonisable non-colonised planets, as non-colonisables, colonisables and colonised each have a different layout (you'll notice non-colonisables don't have districts). I've re-aligned the desc window for colonisables;there's a ton of blank space and not much info provided so it looks a bit empty, but what can you do...

I'm also adjusting the other tabs to be more efficient and aesthetic. After this I think I'll use this for 16, 24 and 36 slot versions, then make a 1080 version for 40-50 slots.