Stellaris

Stellaris

District Overhaul - [Beta]
120 Comments
RevansSchatten  [author] 4 Jun, 2019 @ 11:34pm 
The update to 2.3 will be a bit more complicated as Stellaris changed some relevant game mechanics. So I am going to have to rebuild about 50% of the mods code. The "first" 2.3 update will probably drop here and then when I fixed some bugs probably about a week later the main version will release / be updated.
Doomon15 4 Jun, 2019 @ 4:33pm 
Is this or main branch going to be updated soon?
troopersmith1 16 May, 2019 @ 1:44am 
Ok. Thanks for the update
RevansSchatten  [author] 16 May, 2019 @ 1:38am 
Yeah, I will use this mod some time in the future if I want to test new content, but for the while, sub to the "main" version
troopersmith1 16 May, 2019 @ 1:36am 
So, unsub from this, sub to that?
RevansSchatten  [author] 16 May, 2019 @ 1:21am 
troopersmith1 11 May, 2019 @ 1:04pm 
Excellent. Take your time, school comes first.
RevansSchatten  [author] 11 May, 2019 @ 11:44am 
Yeah, I will do that, I have multiple mod, where compatibility will come soon written down already, but not jet on this steam page. My ETA for the release is next Friday, because currently I am busy with two exams Tuesday and Wednesday, then on Thursday I will be able to finish the rework of the home planet and add some compatibilites and then release on Friday.
troopersmith1 11 May, 2019 @ 10:10am 
Hey Revan, Guili's Bioform Hive Mind mod adds in a new planet class similar to Hive worlds. If you could find time to look into compatibility between your two mods, I'd appreciate it.
RevansSchatten  [author] 1 May, 2019 @ 5:40am 
I will look into it.
Desy 1 May, 2019 @ 5:05am 
Also to add this here: There seem to be an issue with the very latest version of "PJs :: Improved Megastructures". After todays update of that mod most non-living space Districts are gone on an older savegame once a month passes which basically breaks my empire. Is there anything I can provide to nail this down or is this something to fix on PJs side?
RevansSchatten  [author] 30 Apr, 2019 @ 10:49pm 
Thanks for the report.
pheonix89 30 Apr, 2019 @ 7:32pm 
Found the problem: Alphamod is overding the UI changes.

Solution I used? Make a local version of the UI overhaul and rename it.

Which leads me to a bug - I've got four base techs per generator district with AM running: Two from your code that dupes base game funcionality, and two from the Alphamod auto-gen or no section, because you didn't have a block for the base game ones going off with AM active.
RevansSchatten  [author] 30 Apr, 2019 @ 12:53pm 
That's weird, the UI Overhaul worked for me. I had the space for 8 districts.
pheonix89 30 Apr, 2019 @ 11:27am 
Ok, so how does this Alphamod compatibility work?

Alphamod is overriding the planetary UI and I can't figure out to stop it.

All the suggested prereq UI changes are being overridden by AM.
troopersmith1 28 Apr, 2019 @ 4:10am 
Awesome. I'll give it another go and let you know if I find anything else.
RevansSchatten  [author] 28 Apr, 2019 @ 4:06am 
Ok, I added compatibility for the True Ring World mod and the new civics and traits mod. Also I fixed the gestalt job for the academy district
troopersmith1 28 Apr, 2019 @ 1:13am 
Thanks for the info. Sounds like I have to trace that one down.
RevansSchatten  [author] 27 Apr, 2019 @ 11:23pm 
@troppersmith1 no I didn't add Meteor Mines to ringworlds. Probably one of the mods you use. I will add compatibility for those mods soon.
troopersmith1 27 Apr, 2019 @ 5:52pm 
Speaking of ringworlds, is there any chance you could look into ringworld start compatibility? I have two mods that feature ringworld starts: True Ring World and Ring World Home, both of the mods have the same basic ringworld district as the homeworld.
troopersmith1 27 Apr, 2019 @ 4:39pm 
Hey, did you add the Meteor Mines district to ringworlds?
RevansSchatten  [author] 27 Apr, 2019 @ 2:56am 
Well, enjoy, the Glavius's AI compatibility is out now (for the districts, jobs and decisions will come later). Feedback on the AI would be apreciated.
troopersmith1 27 Apr, 2019 @ 1:58am 
I look forward to Glavius compatibility. Glavius is a must for me now
RevansSchatten  [author] 27 Apr, 2019 @ 1:54am 
Next up is the glavius's ultimate AI
RevansSchatten  [author] 27 Apr, 2019 @ 1:52am 
The AlphaMod compatibility is here, just be carefull as it is incompatible with some other mods.
falkon311 26 Apr, 2019 @ 8:35am 
Very nice! Will do some testing this weekend for sure.
RevansSchatten  [author] 26 Apr, 2019 @ 5:12am 
AlphaMod will take some more time but I will get it done (hopefully)
RevansSchatten  [author] 26 Apr, 2019 @ 5:09am 
Just pushed the next update out. Some bug fixes and compatibility for PJs :: Imprived Megastructures and the Master Computer Authority
RevansSchatten  [author] 24 Apr, 2019 @ 10:01pm 
If you haven't got it installed there will be no problems with this mod.
falkon311 24 Apr, 2019 @ 1:23pm 
Yeah I hear yah. AMod adds too much imo so I won't be using it. Hopefully not having it installed will bypass any patching/compatibility issues.
RevansSchatten  [author] 24 Apr, 2019 @ 7:24am 
The problem with a standalone patch is that it (for this mod) makes everything more complicated. It is for me easier to integrate the compatibility in the main mod itself. (I will add in the description that some mods might have conflicts with other compatible mods)
falkon311 24 Apr, 2019 @ 6:15am 
In all honesty, you may want to create the AM patch as a standalone mod as it sounds like it clashes with a bunch of other mods. I imagine it's also not compatible with Real Space/NF, The Belt, New Worlds, etc.
RevansSchatten  [author] 24 Apr, 2019 @ 6:09am 
Yes and no, I will make some of it compatible but can't check all compatibility problems.
falkon311 24 Apr, 2019 @ 5:37am 
So does that mean that you'll be making AlphaMod compatible with Planet Diversity? Just looked at AM's page and it states several times in varying fonts that they're not compatible lol.
RevansSchatten  [author] 22 Apr, 2019 @ 11:53am 
Ok, AlphaMod compatibility will take a bit longer. That's a lot of patching…
As I am working on the patch some other bugfixes won't release yet, but with the AlphaMod compatibility.
RevansSchatten  [author] 22 Apr, 2019 @ 4:23am 
Currently I am working on the AlphaMod compatibility, it is a bit more complicated but it should (hopefully) come out later today.
RevansSchatten  [author] 22 Apr, 2019 @ 12:48am 
Ok, I will check that
Mice 22 Apr, 2019 @ 12:45am 
thanks for the quick reply, I was just curious since I am getting some glitched wind turbine districts but I was not sure if it was this mod, they seem to not have any upkeep or cost, just the time to build them
RevansSchatten  [author] 22 Apr, 2019 @ 12:27am 
But for the best experience I advice using either Planetary Diversity of Real Space New Frontiers.
RevansSchatten  [author] 21 Apr, 2019 @ 11:52pm 
No, all mods in the description are optional.
Mice 21 Apr, 2019 @ 11:46pm 
does this also need planet diversity?
RevansSchatten  [author] 21 Apr, 2019 @ 9:53pm 
Thanks 👍
ScytheKnight 21 Apr, 2019 @ 4:04pm 
Really been waiting for a GAI patch for DD to play a really cooly modded playthough with PD and The Belt. But from what I've been seeing, it'll be worth the wait.
falkon311 21 Apr, 2019 @ 12:50pm 
Wow. So your mod is also like this crazy compatibility patch as well because RS and PD normally can't be run together. Once you add compatibility for Glavius I don't think I'll have to install any other patches! So awesome. Thank you for all your efforts :)
RevansSchatten  [author] 21 Apr, 2019 @ 12:23pm 
Yes
falkon311 21 Apr, 2019 @ 11:45am 
So RS:NF states that it requires the base RS mod. Do you run with RS as well?
RevansSchatten  [author] 21 Apr, 2019 @ 10:19am 
Well, I am playing with both mods right now and it works...
falkon311 21 Apr, 2019 @ 9:25am 
Hmm, doesn't that clash with Planet Diversity? Or does this mod allow using both at the same time?
RevansSchatten  [author] 21 Apr, 2019 @ 8:43am 
Real Space New Frontiers.
falkon311 21 Apr, 2019 @ 7:42am 
Which mod provides those subclasses?