Stellaris

Stellaris

Bigger Colonies - Physical Size fix
106 Comments
James Fire  [author] 12 May @ 1:13pm 
I plan to update this mod, but I haven't looked at this one yet.
Immortal Zeki 9 May @ 7:33pm 
Planets were completely changed with new update, it def wouldn't work without an update. So no, not just you. Don't think it even increases planet size either
ℳɑℵƐɳƮɨɳʊᎦ 6 May @ 5:39am 
So did this break district specialization, as in trying to specialize a district causes a crash, for anyone else or do I have to go trying to find what is wrong on my end?
James Fire  [author] 23 Dec, 2024 @ 11:47pm 
This mod absolutely does not do nothing. Read the description, check that what it says the mod should do is indeed happening, then get back to me.

It does not need the original.
James Fire  [author] 18 Apr, 2024 @ 8:31am 
This has no requirements.
YogSJordan 18 Apr, 2024 @ 8:26am 
Does Bigger Colanies need to be installed or can you run this mod on its own?
MYSTERIO 5 Dec, 2022 @ 10:09am 
Hello, so it seems to be adding technician drone jobs somehow even though I'm playing a normal empire.
James Fire  [author] 30 Nov, 2022 @ 4:08pm 
Fixed.
James Fire  [author] 30 Nov, 2022 @ 4:02pm 
Sounds like I screwed up when pulling changes from vanilla. I'll have it fixed momentarily.
mgr 30 Nov, 2022 @ 2:38pm 
I love this mod and have been using it for quite some time. With the latest update (and only this mod installed) it is creating 2 extra district types on each planet that only have a closing bracket or the word 'and' as the description. I think I found an error in the number of closing brackets near the end in bigger colonies rural_districts.txt but that didn't fix it. Can you help please?
James Fire  [author] 1 Jul, 2022 @ 10:03pm 
The mod doesn't touch industrial districts. Look elsewhere.
xT0RMENTORx 29 Jun, 2022 @ 5:43pm 
There seems to be an issue between this mod and the Mastercraft Inc civic for megacorps where you don't get the artificer jobs instead nor the build slots
lonely_grass 6 Jun, 2022 @ 7:07am 
it will make other
1. Unlocking the building MOD will be invalid, the kind that increases the building through the original block
2. Some mods that add blocks will also fail, but this problem can be solved through the ideal city or the ring world

But it doesn't matter, thanks to the author for always updating this mod

Sorry for the incomprehensible sentence translated by Google:steamthumbsup:
James Fire  [author] 3 Jun, 2022 @ 6:17pm 
I've now corrected this, and overwrite less now that I can.
James Fire  [author] 3 Jun, 2022 @ 6:14pm 
Ah, right. I make changes to rural districts to allow a higher maximum per planet.
Lord Nobody 2 Jun, 2022 @ 6:24pm 
I tested it and this mod suffers from the same issues. I only tested the ring world and subterranean origins and neither of those work properly. It seems any origin that changes how districts work will not work properly. For ring world starts all districts but housing and industrial are simply deleted from the UI. Subterranean origin with this mod enabled does not allow uncapped mining districts like it's supposed to.
James Fire  [author] 2 Jun, 2022 @ 11:46am 
This does not have those issues, due to working differently. I updated it fine.
Lord Nobody 2 Jun, 2022 @ 9:34am 
The Bigger Colonies mod by dr blood has a lot of incompatibilities with modern stellaris such as the subterranean origin not working properly or the ring world origin not working properly. Is this mod compatible with the current build of stellaris?
James Fire  [author] 17 Dec, 2021 @ 2:40pm 
Yes, doesn't matter, doesn't matter.
cydad111 16 Dec, 2021 @ 11:35pm 
Can this MOD be used alone? What is the order? Do I need to be behind the UI?
James Fire  [author] 10 Dec, 2021 @ 11:07pm 
... the sheer stupidity of that question doesn't deserve a response.
Beast-Storm 10 Dec, 2021 @ 11:06pm 
Is this mod dead???
James Fire  [author] 8 Dec, 2021 @ 7:08am 
I don't think so
shexplorer 8 Dec, 2021 @ 3:02am 
will this work in 3.1x?
Tex 13 Jul, 2021 @ 3:26pm 
I was just wondering as I haven't been keeping up to date with the changes to Stellaris for several months now. Thanks.
James Fire  [author] 11 Jul, 2021 @ 10:38pm 
Yes, why wouldn't it?
Tex 11 Jul, 2021 @ 6:14pm 
Does this still work with the current version of the game?
mako616 24 Apr, 2021 @ 7:19am 
i was just lazy to remove the other
James Fire  [author] 23 Apr, 2021 @ 6:31pm 
Especially since the original isn't even updated...
James Fire  [author] 23 Apr, 2021 @ 6:30pm 
Why would you use both?
mako616 23 Apr, 2021 @ 11:17am 
also thx for update
mako616 23 Apr, 2021 @ 11:17am 
I see u have updated the mod, but the problem i said is not fixed. Although i am using bigger colonies with this one, could be some incompatibility issue?
mako616 20 Apr, 2021 @ 7:03pm 
good
James Fire  [author] 20 Apr, 2021 @ 6:39pm 
Yeah, 3.0 changed some things in the script, so I gotta do a batch replace to make it work again.

Soon TM.
mako616 20 Apr, 2021 @ 10:47am 
probably because of 3.0, i'am not getting much agricultural, mining and energy districs as much as i am getting industrial, like i can construct 50 industrial or city districts, but only five or 6 of the rest.
James Fire  [author] 20 Apr, 2021 @ 6:53am 
Soon TM
James Fire  [author] 20 Apr, 2021 @ 2:13am 
Yes.
Tex 20 Apr, 2021 @ 1:52am 
Will this be updated for Nemesis?
Darkmessiah 27 May, 2020 @ 12:03pm 
Yeah, got that ^^ Thanks for the quick responses and have a great week :D
James Fire  [author] 26 May, 2020 @ 7:19pm 
So I presume that's a 'no'?
James Fire  [author] 23 May, 2020 @ 6:05pm 
All planets in this one have more districts. Because I edited the define for that so you get 2 districts for each size. Planet size is unaffected.

There is no interface, because the changes are to defined things that you can't change during a game.
Darkmessiah 23 May, 2020 @ 2:04pm 
So in other words, your mods different approach has a higher percentage of planet with larger size (in terms of districts) or does it actually have an interface for the server host to interact with?

Also thanks for the quick response.
James Fire  [author] 23 May, 2020 @ 1:44pm 
In his mod, there is a default that is assumed, and it is not All Planets get it. As for having the All Planets option put in, you'd need to change what the default option assumption is.

The other thing you could do is use this mod. The only differences are that this mod doesn't give an option, cause of the way it works. And the way it works is that planet size gives double the districts, instead of increasing planet size.

Otherwise, they work the same.
Darkmessiah 23 May, 2020 @ 10:54am 
Hi James Fire, clever idea on your changes, well done. Since you made this fix, I assume you had some decent time in the code. I have a question that Dr. Blood on his post didn't answer for a couple of weeks now and I wanted to ask if you might know a solution.

To put it short: Bigger Colonies in Multiplayer, How?
My gaming group tried for a while to get it working, but the menu wouldn't show (which is normal as far as I understand). On top of that, trying to use the command to trigger the menu did duck all. So we kind of went and played with over two thirds of our worlds at <16 size and select few being 45 size. Because of those few really big colonies, we know the mod works, but is there a line in the files that needs to be changed for a multiplayer parameter?

Anyway, sorry to bother you with this and Kind Regards. Also if you feel this is no topic for your mod page, let me know and I'll delete it ^^.
James Fire  [author] 22 May, 2020 @ 2:53pm 
Can anyone please use the console to turn on "debugtooltip" (Type that in the console without quotes and enter), and hover over some habitable planets, sending me screenshots of the tooltip?
James Fire  [author] 16 May, 2020 @ 6:36pm 
Okay, fixed that on my end.
K0rruptedYouth 16 May, 2020 @ 5:53am 
Seems to be working, but I changed the district file to reflect the 2.7 change, and so I can use with Starnet.
James Fire  [author] 14 May, 2020 @ 7:25pm 
It shouldn't break anything, but I haven't tried.
K0rruptedYouth 14 May, 2020 @ 6:35pm 
Can I use with 2.7, or will I need to wait?
James Fire  [author] 12 May, 2020 @ 12:10pm 
That's for compatibility with other mods. They do nothing.