Stellaris

Stellaris

Megastructure District Rework
92 Comments
CaptainKampfkeks 9 Apr, 2020 @ 8:30am 
@jtexasboyz Throw a link our way when you're done. :)
LittleRaskol  [author] 25 Jan, 2020 @ 6:12am 
Great, glad to hear it will be of use!
jtexasboyz 22 Jan, 2020 @ 8:42pm 
I may use some of your work for an upcoming mod. Will give credit.
Agathorn (SH) 23 Dec, 2019 @ 3:18pm 
I know this isn't supported/developed any more but does any know if it still works? I know often mods continue to work even though the game says they are out of date.
LittleRaskol  [author] 24 Oct, 2019 @ 5:46am 
Sadly, I really do not have time to develop this mod any more. I am leaving it up in case anyone else wants to use its code for a successor or spinoff or just to learn from it. (Reverse engineering mods is the best way to learn2mod!)
Bomb boy 16 Sep, 2019 @ 9:39am 
update Please
LittleRaskol  [author] 30 May, 2019 @ 5:59pm 
So looking forward to the new patch, it's going to shake up megastructures to the point that this mod might just not get updated after that. We'll see. The ringworld change looks like it's effectively just playing with numbers: same number of possible jobs if I'm not mistaken, but cheaper... Not sure if I'll want to change that.
Booperius 21 Apr, 2019 @ 9:59pm 
Minor issue to report: the UI patch awhile back broke whatever was hiding the normal Ringworld districts; so I can see both normal districts and expanses.
LittleRaskol  [author] 2 Apr, 2019 @ 3:52am 
Hey folks, gonna have to say that this mod's kinda on hiatus in terms of development. I just don't have the time to keep working on it right now. Is there a game breaking bug? Did a patch break a button? I'll look into that soon if so. Also I primarily developed this mod for my own use so there's a bit of an upper bound on how much work I'm going to do for compatibility's sake. At some point with mods you have to make a choice, and I don't begrudge anyone who chooses something else.
Clemens-HeinrichGrafvonKageneck 1 Apr, 2019 @ 2:41am 
Is this mod compatible with district diversity mod?
JenkoRun 26 Mar, 2019 @ 5:05pm 
I'd like to know as well, my game is already bugging up and an out of date mod won't help *snort*
tyralion 26 Mar, 2019 @ 10:19am 
Hi, does this work with 2.2.6? The Upgradestatus does not look like it. But it sounds really cool :)
Cephalon Sithalo 11 Feb, 2019 @ 11:51am 
GLHF Thanks for the letting us know :LotusFlower:
LittleRaskol  [author] 11 Feb, 2019 @ 6:10am 
Heads up: I'm going to be away on a business trip for about a week but I'm going to make time for this mod when I get back.
James Fire 7 Feb, 2019 @ 5:44am 
There's the Ringworld Ecumenopolis mod now. Can you do something about that?
JenkoRun 5 Feb, 2019 @ 7:13am 
Lotus!
Cephalon Sithalo 5 Feb, 2019 @ 7:11am 
You are probably right all things considered :LotusFlower:
LittleRaskol  [author] 5 Feb, 2019 @ 7:06am 
I don't think it was represented adequately tho. :p
Cephalon Sithalo 4 Feb, 2019 @ 6:35pm 
"To reflect the space available on a ringworld, all ringworld districts (called "expanses" now) are BIG."
Im pretty sure that was already being represented in the fact that you could fit 50 normal districts onto a single ringworld segment. Thats why they are the same districts cause thats 200 districts right there.

That said im always up for more resources I just wanted to point that out :LotusFlower:
Wicloz 4 Feb, 2019 @ 4:45pm 
The second point requires you to make your new arcology districts buildable on the PD eco-arcology, as long as you feel this is appropriate. The third point requires you to make a patch containing AI weights for your new districts which are like those of Glavius AI, which is kinda difficult and also not strictly required.
LittleRaskol  [author] 4 Feb, 2019 @ 1:07pm 
I know what can be done about the first of these, but not the other two.
Wicloz 2 Feb, 2019 @ 10:19am 
This mod has been added to my district patch as much as possible. However, there are still some incompatibilities which require changes to the new districts added by this mod. These are:
- The Zenith of Fallen Empires: Utopian Paradise which I've already commented about
- The eco-arcology from Planetary Diversity
- AI behaviours from Glavius's AI
Booperius 31 Jan, 2019 @ 8:39pm 
I mean, habitats already give a lot of bio-tropy jobs and housing therein for a lot cheaper than an entire Ringworld. For the cost of three habitats you can create as many spots for biotropies as an entire Ringworld section using your districts and for significantly less admin cap cost.

So yeah, it probably be better to either greatly increase the benefit from building Elysian districts or simply strip them out and give Rogue Servitors the same district as all other machine empires.
LittleRaskol  [author] 31 Jan, 2019 @ 6:33pm 
Kinda curious now how many people think that's a bad design decision. I could just as easily revert it.
Booperius 31 Jan, 2019 @ 2:25am 
Why do rogue servivtors miss out on a district for increasing their robotic pop growth on Ringworlds?
Reya 29 Jan, 2019 @ 1:08pm 
You really should reach out to the person behind this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1635222296

To see if you can get your mod inculded, while most of the mod in that patch needed no help from the original authors it looks like yours might. This mod looks like it fixes how bland Ringworlds are and allows them to be useful to Gestalt empires as wel as the changes to Arcology districts. I would consider this a must have but for it breaking most of the other mods I have.
LittleRaskol  [author] 28 Jan, 2019 @ 6:13pm 
Yeah, this is another mod that is confirming for me that my clever hack to add new ringworld districts without modifying any base game files ironically creates more compatibility problems. Any real compatibility here would probably require some creativity but I'd definitely need the other mod to have a global flag alerting to when it is installed so I can selectively disable some things.
Booperius 28 Jan, 2019 @ 6:04pm 
Personally I prefer your districts for megastructures/habitats over the authors, but they has a lot of nice districts for planets.
LittleRaskol  [author] 28 Jan, 2019 @ 4:43pm 
Folks, a link to the relevant mods would be super helpful for these requests for patches!
Booperius 28 Jan, 2019 @ 3:46pm 
Is it possible to make a compatibility patch/support for District Diversity?
LittleRaskol  [author] 28 Jan, 2019 @ 1:55pm 
So, there's likely going to be an incompatibility with a mod that changes the way all/many of the base game districts work, but the specialization issue is probably not related to the ecology mod. More likely, it's because the logic that checks specialization doesn't check for modded districts.
tyriael_soban 27 Jan, 2019 @ 7:44pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1603330813
It -may- be having an issue, either that or its internal and is a problem with modded districts on ringworlds.
LittleRaskol  [author] 27 Jan, 2019 @ 5:52pm 
What's the ecology mod? I'm looking into methods of improving mod compatibility but there's a limit to what I can do.
tyriael_soban 27 Jan, 2019 @ 5:03pm 
I believe this may be having issues with the ecology mod, ringworld colonies are not becoming specalized when they reach a population of 10 and the admin upgrade is done.
LittleRaskol  [author] 26 Jan, 2019 @ 7:13pm 
Whatever the issue was, it wasn't any of that. I honestly don't know what it was... I couldn't even edit the description. Hopefully the error is gone now though.
StaffOfHades 24 Jan, 2019 @ 6:33pm 
@LittleRaskol Also make sure that both the description name in the .mod file matches the name of the mod in the title ie "Megastructure District Rework". If you change the title in the Workshop, you gotta do the same for the .mod file.
Cruye 24 Jan, 2019 @ 11:03am 
Hey I had the same problem as you in my mod of it not showing it as compatible despite me changing the version to say it was. Turns out I was only changing the descriptor.mod file in Stellaris/mod/MODNAME and not the MODNAME.mod file in Stellaris/mod because I forgot that one existed. Are you sure that you've updated it in both?
LittleRaskol  [author] 21 Jan, 2019 @ 5:26pm 
Aaaand now it's giving me an error when I try to upload. There's no reason I can think of why it wouldn't work with any version of 2.2, please just ignore the warning.
LittleRaskol  [author] 21 Jan, 2019 @ 5:22pm 
There's no reason it shouldn't so I'm honestly a bit annoyed that somehow the .mod file isn't listing its compatibility as 2.2.*
Archemyre 21 Jan, 2019 @ 5:09pm 
Does this function with 2.2.4?
LittleRaskol  [author] 19 Jan, 2019 @ 8:20am 
It would be possible, but I definitely don't want to maintain that many mods.

But I also wouldn't stop anyone else who wanted to do that.
OmgWhy 18 Jan, 2019 @ 11:16pm 
Might it be possible to also release this lovely mod in the form of sub-mods separated by megastructure type?
Cephalon Sithalo 14 Jan, 2019 @ 9:17pm 
I wasnt sure how many districts you had or planned to have. Glad it can be of some use. I know while doing research ive seen lots of people complaining about districts and how they can/do lead to incompatibilities so im glad to have found a solution.

Thats pretty much exactly the code I shared lol. I tried the value thing for the remove/add but it doesnt seem to work so for me personally ill have to just make the event outcome over and over again hundreds of times.

Yay >.<
Boisegangpc 14 Jan, 2019 @ 8:23pm 
Uninstalling this mod, demolishing all districts on the ringworld, and re-activating the mod seemed to work.
LittleRaskol  [author] 14 Jan, 2019 @ 8:16pm 
I'm like 90% sure Stellaris's event logic allows for while loops. They aren'y used much but I think someone could make that code block check for limit = { num_districts > { type = whatever value = 0 } }

And I'm not sure I'd really want to replace districts, my main concern is freeing up the slots. If I implemented something like this, it would be a planetary decision that would just get rid of them and refund their cost. Making it a decision is so that the player can execute it when they're ready and not mess up their economy unexepctedly.

Thank you for showing me that though! I can make use of it, cool stuff.
Cephalon Sithalo 14 Jan, 2019 @ 7:41pm 
@LittleRaskol There is no replace district coding but if you dont mind copy pasting a bunch you can use events to convert vanilla districts to modded ones w/o overwriting the vanilla ones.
Here is a picture of my code that I just tested and found it to work.
textpic [ibb.co]

For mine it involves using the Terraforming Complete On Action for the event creation so the creation of an event for you or others will need to be tailored to suit your needs. Mine involve lots of terraforming lol.
Also since this is dealing with uncapped ringworlds it will need to be done 50 times per district you need to replace >.>

Its not ideal. An ideal sollution would be for paradox to include a replace_district effect but for now this is the best ive come up with and the only thing ive seen that allows you to turn vanilla districts into modded ones w/o overwriting vanilla files :LotusFlower:
Cephalon Sithalo 14 Jan, 2019 @ 2:25pm 
yeah sorry I originally had a link but i copypasted the comment to make an edit and forgot about the link mb.

Mod

Course you could have also searched "Planet View (36 Buildings + 6 Districts)" lol :LotusFlower:
Boisegangpc 14 Jan, 2019 @ 1:51pm 
@Sithalo: Which mod? There's a whole bunch available when I search "Planet View".
Cephalon Sithalo 14 Jan, 2019 @ 1:07pm 
Ive been looking into making an event to clear up the phantom districts and replace them with another but they do not seem to use all the effects possible in their events files.

@LittleRaskol Id recomend you making an event that auto runs and use the effect
"remove_district = district_generator" for the vanilla districts that may cause a problem.

They have an add_district effect but no where in vanilla do I see where they appear to use remove district but it still works in my test. Im trying to find a way to just replace the district.

@boisegangpc You can use this mod Planet View (36 Buildings + 6 Districts) to access at least 2 other districts and remove them. Idk if that will fully solve your issue but I hope it may be of some use for you :LotusFlower: