Stellaris

Stellaris

Sentinel Network
18 Comments
BrockTrainedAsh 24 May @ 11:58am 
Man, I wish this existed for 4.0
LennyTheLing 18 Mar, 2023 @ 2:15pm 
This mod is working as of 3/18/2023.
Shamaster 2 Mar, 2022 @ 3:20pm 
Hi! This mod is broken for 3.3 and will probably not be updated by this point but you (you being the person looking at this page, not the mod creator) can fix it super easy in a few steps.

1. Subscribe to this mod.
2. Find the folder containing this mod and unzip it. (the folder path will look something like E:\SteamLibrary\steamapps\workshop\content\281990\1786574609)
3. Go into the "Content" folder and copy paste that shit in 02_government_buildings in the actual stellaris directory. (I only copied the tier 2 building but in THEORY the tier 3 would work as well)
4. Take the localization file from the mod and put it in the actual English localization folder.
Niroj 5 Jul, 2020 @ 1:25am 
Does the Mod still work?
Easy V 21 Dec, 2019 @ 9:19am 
Thanks a lot. What were the devs thinking not letting hive minds access to Hall of Judgement?! Don't even have that planetary edict that fights crime
Sumatris 10 Jul, 2019 @ 4:30am 
Awesome, now it works! :-)
Void Dragon  [author] 9 Jul, 2019 @ 9:45am 
Fixed the problem, which was "no build" tag which I overlooked somehow.
Void Dragon  [author] 9 Jul, 2019 @ 9:21am 
@Sumatris I'll test it.
Sumatris 9 Jul, 2019 @ 2:05am 
I see. Okay, I tried this in a long-running campaign where only the repeatable techs are left in the tree. Maybe your mod doesn't kick in if the technologies it's tied to have already been researched. Guess I'll see what happens when I start a new campaign some day, and if it still doesn't work, I'll get back to you :-).
BTW, it doesn't seem to be a compatibility issue. I just disabled all other mods that might mess with buildings, but the problem persisted. So, that's that.
Anyway, thanks for the reply, mate, and keep up the good work :-).
Void Dragon  [author] 9 Jul, 2019 @ 1:58am 
@Sumatris Hello. Since writing in the update requires replacing the vanilla files, I decided it wasn't worth it. So, now there advanced buildings exist by themselves, not as an upgrade to the basic Sentinel Post. You can still just replace the basic Sentinel Post with the "upgrade" to the same effect. You need the same techs you need to get Tier 3 and Tier 4 main building upgrades.
Sumatris 9 Jul, 2019 @ 1:39am 
Hi! Am I right in assuming that these advanced buildings are upgrades to the basic Sentinel Post? Because whatever I do, my SPs don't get an upgrade option. Do I need to reaearch this first or do something else in advance? Or is this just some mod incompatibility rearing its ugly head?
Jameskiro21 7 Jul, 2019 @ 4:25am 
Alright, thanks. This mod is a big help for Gestalt Conciousnesses, which got super nerfed in 2.2.
Void Dragon  [author] 7 Jul, 2019 @ 2:29am 
@Jameskiro21 I've added overpowered version. It requires Galactic Administration tech and dark matter on top of huge amount of exotic gases, to be slightly less overpowered.
Jameskiro21 5 Jul, 2019 @ 11:35am 
20 seems to be the sweetspot after I added it into the game and did some quicc mafs.
Jameskiro21 5 Jul, 2019 @ 11:15am 
Could you possibly make an overpowered version (one that provides in excess of 100 (if not more) per building), as I've had to install a increased building slot mod just to be able to afford the excessive amount of drones I have. Each drone, unlike people (if happy), provides deviancy, so when your ringworld has over 300 drones, it becomes extremely hard to manage without simply spamming the building. To elaborate how I have so many, I have a mod that decreases robot production time to 25 instead of the regular 100 points. The reason for this is so that I don't have like 5 bajillion available jobs.
TurtleShroom 5 Jul, 2019 @ 8:32am 
Darn. That's how it works in CK2. What a shame.
Void Dragon  [author] 5 Jul, 2019 @ 8:27am 
@TurtleShroom I did put the new building in a separate file, but you can't say to upgrade "from", only "to". That's how it works, unfortunately.
TurtleShroom 2 Jul, 2019 @ 2:29am 
Can't you put the new building in a separate file and tell it to upgrade from the old building? That's how it worked in CK2.