Stellaris

Stellaris

Cartman's Jobs and Buildings
8 Comments
Bischop  [author] 19 Mar, 2019 @ 3:54pm 
That's because he overwrites the vanilla hydroponic farm. Any mod that makes changes to it will need a compatability patch. This does give me an idea to limit my changes to just 3 buildings. Still any mod that would make changes to the Civilian Factory 3, Alloy Foundry 3, and Science Lab 3 will need a patch.
falkon311 19 Mar, 2019 @ 11:00am 
I don't know man. Thane has a mod to upgrade vanilla buildings and uses his own files.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1588069391
I just try and not use mods that don't touch vanilla files as it can affect players like me that use WAY too many mods at the same time lol.
Bischop  [author] 19 Mar, 2019 @ 9:55am 
Sadly Stellaris buildings require a line of code to tell them what their next upgrade is. To add more levels to vanilla buildings i need edit them. Good thing is a compatability patch is really easy to make for this, as it only adds one line for evey building chain.
falkon311 19 Mar, 2019 @ 9:41am 
So your mod now modifies 3 vanilla files? You definitely don't need to edit vanilla files to create buildings n jobs, and shouldn't #justsayin
Bischop  [author] 19 Mar, 2019 @ 4:50am 
@Jackwagon Try this patch: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1595876588
Let me know if it works! :)
falkon311 18 Mar, 2019 @ 10:39am 
This other mod I use, Extra Ship Components, also modifies the sectors_other_resource_groups.txt. Any way to make them compatible or a patch or something? ESC definitely wins (for me) but I'd like to add these buildings/jobs in for sure.
Bischop  [author] 11 Mar, 2019 @ 9:07am 
Thnx for the suggestion. It should be added :)
Lord Connir 11 Mar, 2019 @ 3:49am 
you should talk to the maker of this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1595876588 about having your mod added