Stellaris

Stellaris

Low Jobs and Housing Alert [Outdated]
64 Comments
Plerion 18 Jun, 2019 @ 6:02pm 
Thanks a lot for your work TheSting :)
TheSting  [author] 18 Jun, 2019 @ 5:14pm 
hey guys, someone has made a far better updated version of this mod. as such i will not be updating this. please download the new mod here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1771845682
Starfoth The Burgundy Silk Rug 4 Jun, 2019 @ 11:51am 
If you do make it dependent on the job/housing types make it ignore upper class. It's very hard to create upper class jobs and the few options that exist are very situational. If you have unemployed rich people it's better if they demote.
TheSting  [author] 4 Jun, 2019 @ 7:56am 
righto, im currently in an exam period which ends next week. ill be taking a look at polishing this mod once i have some free time.

thanks for reaching out about this
Peter34 4 Jun, 2019 @ 6:55am 
It doesn't seem to discern between the two Job/Housing types. At all.
TheSting  [author] 4 Jun, 2019 @ 2:13am 
it should do. not 100% sure on that
Peter34 4 Jun, 2019 @ 12:11am 
Does this mod give separate warnings for Drone Jobs vs Bio-Trophy Jobs, for Rogue Servitor empires?
Thels 10 May, 2019 @ 1:41pm 
@Starfoth: Keep in mind that building a new building whenever a position opens up is NOT recommended! Your pops want to work in buildings over working in districts. You'll get starved for Credits/Minerals/Food/Amenities.
Starfoth The Burgundy Silk Rug 10 May, 2019 @ 11:19am 
Thank-you very much
TheSting  [author] 10 May, 2019 @ 11:00am 
sure, here it is:

https://discord.gg/D8eh8G
Starfoth The Burgundy Silk Rug 10 May, 2019 @ 9:10am 
Please send me an invite to the Discord
TheSting  [author] 10 May, 2019 @ 1:35am 
are you on the stellaris modding discord? if not i suggest you do. its the hub for modding for stellaris, im sure someone would know about the building slot condition. i dont unfortunately
Starfoth The Burgundy Silk Rug 9 May, 2019 @ 7:51pm 
Where did you find the list of conditions that you used?
The wiki seems out of date and doesn't have the free_housing condition and when I try to use free_building_tiles it doesn't work?

I don't mean to bother you, sorry if I am.
TheSting  [author] 9 May, 2019 @ 2:27pm 
@Starfoth

yea for sure man

@thels

yep can do
Starfoth The Burgundy Silk Rug 9 May, 2019 @ 1:40pm 
Actually, is it alright with you if I make the open building slots alert? I have some paradox modding experience
Starfoth The Burgundy Silk Rug 9 May, 2019 @ 1:25pm 
Does anyone know if there's a mod that does alerts for open building slots?
Thels 9 May, 2019 @ 9:00am 
Hi there. Nice mod you got there. However, would it be possible to only get an alert when there are zero jobs or zero housing available? I tend to find that if I build a new district/building whenever I get a popup that informs I've reached the limit, most of the time the new district/building completes in time enough.
TheSting  [author] 25 Apr, 2019 @ 5:09am 
thats weird, i have a flag assigned to the event that checks for said decision being active

i'll have a look on the weekend
WHR | TMaekler 25 Apr, 2019 @ 1:18am 
Hi again, have recently run a game where I could "declare population control" but planets I had set that flag still kept being marked by your mod as having too few jobs/homes.
Zee 22 Apr, 2019 @ 9:12am 
Thanks for the feedback. Good luck!
WHR | TMaekler 22 Apr, 2019 @ 3:57am 
Yeah, read that. Good look with that ;-). Just wanted to share some thoughts and if you think they are good, you can implement them.
TheSting  [author] 22 Apr, 2019 @ 2:17am 
ah now thats very simple, i can just remove one alert and rename the other to be "Low Housing/Unemployment on X planet"

just an fyi, im currently in the lead up to my finals. i will look into these when i get some time but im not sure when that will be. thanks again for reaching out!
WHR | TMaekler 22 Apr, 2019 @ 1:17am 
Cool. Another thing that came to me is that you get two warnings for one planet if both values are triggered. When I click through the list of warnings I personally look at both values and fix them, so it's unnecessary to get two messages. If there is a way that you only give one warning if both values are triggered... another QoL ;-)
TheSting  [author] 19 Apr, 2019 @ 1:05pm 
i will look into that as well
WHR | TMaekler 19 Apr, 2019 @ 8:04am 
Having used this mod for a while now. It's a great help. May I suggest an idea? Include the district/building queue into the alert calculation. If an alert would go off because of low housing / low jobs, check if there are buildings in queue which would solve that alert; and if so, don't let the alert go off. Would be a nice QoL that way.
Zee 17 Apr, 2019 @ 4:58pm 
I, of course hope it can be done.Thanks for trying either way.
TheSting  [author] 17 Apr, 2019 @ 10:58am 
thanks mate!
im looking into it for a fux, but i dont know if it can be done
Zee 16 Apr, 2019 @ 9:45pm 
Hope your exams went well!
I'd love to see the fix for the stuff that hasn't finished colonizing when you have time though! Thank you!
Grenade Salad 19 Mar, 2019 @ 12:51pm 
No, I demand you drop your crucial life-impacting task and fix this mod now! :)
TheSting  [author] 19 Mar, 2019 @ 9:02am 
im in the middle of an exam period, but once im done ill see what can be done
Grenade Salad 19 Mar, 2019 @ 5:55am 
This badly needs a fix for what I'm reasonably certain is an expression of the same low-stability-on-colonizing-planets issue from the first version of 2.2.6. As it stands, it's going nuts alarming about unemployment on worlds that haven't finished colonizing yet.
Gerishnakov 12 Feb, 2019 @ 6:33am 
@shilum_nehum @=BB= TheSting I would also appreciate that!
shilum_nehum 11 Feb, 2019 @ 4:33pm 
Greatly appreciated. the mod is awesome.
TheSting  [author] 11 Feb, 2019 @ 3:10pm 
sure!
shilum_nehum 11 Feb, 2019 @ 2:45pm 
could you make a version of this mod that pops up only when you have no housing or jobs available instead of giving the warning 2 to 1 jobs left?
TheSting  [author] 5 Feb, 2019 @ 12:01pm 
thanks! :)
DrBLOOD95 5 Feb, 2019 @ 11:12am 
A very good mod, well done sir !
TheSting  [author] 30 Jan, 2019 @ 4:56am 
oops, ill fix that when i get a moment
Estel 30 Jan, 2019 @ 4:56am 
whole part of key = "TYPE_FINISH_COLONIZE_PLANET" of original message_type.txt was omitted
TheSting  [author] 26 Jan, 2019 @ 1:54pm 
no, it alerts u when u have a low amount of free jobs/housing, so u can react to it accordingly
WHR | TMaekler 26 Jan, 2019 @ 12:40pm 
Quite not understanding the new mechanics yet. Do you know if those pops on planets where you limit grows simply grow as before but just go to other planets, once ourgrown?
TheSting  [author] 26 Jan, 2019 @ 4:53am 
thx for the report, will fix
Kryndude 26 Jan, 2019 @ 4:46am 
I found two bugs with this mod. One's when a colony is established it's alert sign is broken and shows big pink square with error written. The other one's no housing alert popping up for population controlled planets. Nothing seirous though.
TheSting  [author] 24 Jan, 2019 @ 5:57am 
nah ur not being picky ^^ and no problem
Kryndude 24 Jan, 2019 @ 5:47am 
I apologize if I was being too picky. I've tried your mod for a few hours now and it's wonderful. Thank you, thumbs up!
TheSting  [author] 24 Jan, 2019 @ 4:40am 
no, i recommend u make ur own mod
Kryndude 24 Jan, 2019 @ 1:33am 
Seems like it. It's working fine. Thank you! This doesn't auto-update to the original files though does it?
Kryndude 24 Jan, 2019 @ 1:26am 
Could you explain how? Do I just delete all of the following?

namespace = mod_check_UOA_U_2
country_event = {
id = mod_check_UOA_U_2.1
hide_window = yes
is_triggered_only = yes


immediate = {
every_owned_planet = {
limit = {
free_jobs <= 2
NOT = {
has_planet_modifier = "planet_population_control"
free_jobs < 2
}
}

create_message = {
type = MOD_UOA_UNEMPLOYMENT_2
localization = MOD_UOA_UNEMPLOYMENT_2_DESC
days = 30
target = this
variable = {
type = name
localization = PLANET
scope = this
}
}
}
}
}
TheSting  [author] 24 Jan, 2019 @ 12:49am 
hm, as far as im aware there is no 6 month trigger, but u could very easily change it to 1 slot
Kryndude 24 Jan, 2019 @ 12:41am 
Actually with the reduced numbers check every 6 months should be fine.