Stellaris

Stellaris

DistrictOverhaul 2 - [Beta]
374 Comments
RevansSchatten  [author] 18 Mar, 2020 @ 7:42am 
District Overhaul 2 is now out. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2026330346

(and it has the GPM compatibility)
AT 18 Mar, 2020 @ 5:56am 
Integrated GPM support will be awesome and definetly worth waiting. Thank you!
RevansSchatten  [author] 17 Mar, 2020 @ 5:39pm 
Ok, I am not 100% sure if I can finish it tomorrow as I have finally been able to find a good solution for the issues with planet modifier (e.g. that they provide +1 Generator District, although the planet has Wind Turbines)
This will mean that I will have a good compatibility for Guilli's PM ready (with some integrated content) that should be worth waiting an extra day, as I manually have to write the tooltips for over a hundert planet modifiers...
The release will either be on wednesday evening or on thursday.
RevansSchatten  [author] 17 Mar, 2020 @ 3:16pm 
Just did about two hours of testing. It seems that everything (in my local version) works fine. I did an about 50 year AI only game and every AI was able to keep a stable economy. Some more AI improvements will come in the future.

My goal is to release DO2 tomorrow, when I have finished the description and the images for the mod.
CB|Torlo 17 Mar, 2020 @ 3:16pm 
Just a small note to everyone who might see this: Stay safe and keep yourself entertained. A bored mind might be try something stupid. Hope everyone enjoyed their St. Patrick's Day (for those that celebrate it) and I hope you all be careful and mind your hygiene, it could literally mean your life, or worse, that of a loved one.

As for DO2, your doing great!
jweller12 17 Mar, 2020 @ 1:30pm 
@RevansSchatten take your time.
scott4dges 17 Mar, 2020 @ 12:51pm 
@RevansSchatten Thanks! Really appreciate all your work on the mod. Not sure what the lockdown situation is like in your part of the world- or where your part of the world might be :) - but take care of yourself wherever you are.
K0lyan 17 Mar, 2020 @ 12:42pm 
Hello, i got a problem with district overhaul 2 and planetary divercity - planetary habitats. district overhaul messes with habitats districts: it exchange one district for city district.

For example barren habitat looks like: habitation district, leisure district, city district, mining district.
Without mod habibats districts work fine and look like: habitation district, leisure district, mining district, research district.
Same thing happens with gas, molten, frozen habitats. I tried to change load order of mods, but it didnt help.
RevansSchatten  [author] 17 Mar, 2020 @ 11:44am 
I am working on the 2.6 patch right now and it should fix the origins and the bug with the star wars mod.
scott4dges 17 Mar, 2020 @ 10:09am 
@whitewolf87912 I've seen that as well and made a comment. I think it's extra code from the Star Wars mod that somehow made it into this mod, Revans has said it should have been removed, but it still shows up somehow. AFAIK there's no way to use this, since the technology isn't in this mod.
white_wolf87 17 Mar, 2020 @ 9:45am 
So, this appeared, and I haven't seen it before. I've tried using research_all_technologies to get the associated tech (which apparently I can't do). What is this meant for and what does it do exactly? I feel it might be bugged.

screenshot [imgur.com]
RevansSchatten  [author] 17 Mar, 2020 @ 7:40am 
Yes, I mean those origins.
white_wolf87 17 Mar, 2020 @ 7:31am 
When you say origins are not ready where you don't start on your normal world, are you talking about origins like the habitat and ringworld ones where you don't start on a terrestrial planet that matches the one you can pick in the homeworld menu upon creating empires?
RevansSchatten  [author] 17 Mar, 2020 @ 2:11am 
The UI Overhaul is also "semi updated", so it works, but there are some bugs.
RevansSchatten  [author] 17 Mar, 2020 @ 2:10am 
Any other origins (where you don't start on your "normal" world) are broken with DO2, but are playable if you use cheats at the beginning of the game to fix your homeworld.
RevansSchatten  [author] 17 Mar, 2020 @ 2:07am 
Great news, DO2 will directly work with Stellaris 2.6 (at least with the basic origins).
RevansSchatten  [author] 15 Mar, 2020 @ 11:48pm 
Yeah, I actually did quite a bit of testing to check whether they appear without the star wars mod and thought that it worked. Maybe there was an update or something that messed up my "checking" for the mod.
scott4dges 15 Mar, 2020 @ 7:49pm 
Hi there, I wanted to note that starting a new game, I also see the Tibanna Mines district and Kyber mine district. I've never downloaded any Star Wars mods, so maybe that was code that got put in there by accident?

Hopefully you can pull that out for the next release?
RevansSchatten  [author] 15 Mar, 2020 @ 12:23am 
Thanks @CB|Torlo, can you send me the file (although due to the AI reworks it probably won't be nessecary for 2.6), I still might be able to use it, depending on what the Performance Mod does for 2.6
CB|Torlo 14 Mar, 2020 @ 4:34pm 
So, I made a patch for DO 2 to add a check incase the custom pop counter modification, found here is running. It doesn't necessarily need a patch however, and can be integrated. You just need to add a check under possabilities under each job in pop_jobs. Would you like me to send you the file? It's the same as the one you have released but with the extra code. Anyone not running pops performance will not have anything happen at all, so it's okay to add, according to both my own tests and according to the developer of pops performance.
NHunter 14 Mar, 2020 @ 4:42am 
Ocean Farm needs an updated description: aquatic farmers no longer produce unity
Railgunner2160 13 Mar, 2020 @ 11:54am 
Be sure to take precautions against COVID-19, I really hope this doesn't become the next Spanish Flu or otherwise known as the Pandemic Flu of 1918.
RevansSchatten  [author] 13 Mar, 2020 @ 11:28am 
Yes and no, the new compatibility is build for the 2.5 version, but due to updates it is likely that there might be incompatibiltes. I am currently visiting my family, but will be home on Tuesday, then I will fix that compatibility and get ready for 2.6
CB|Torlo 13 Mar, 2020 @ 10:49am 
Star Wars Weapons got switched to 2.5, as well as having a new dependant mod file. Just happenned recently Revan, you might have missed it. You can see both tibanna building, and the district.
Railgunner2160 13 Mar, 2020 @ 4:59am 
No I don't. Haven't been playing a star wars themed game of stellaris for awhile. I've since done a complete wipe and reinstall of stellaris since my last star wars themed game.
patrickevans61 13 Mar, 2020 @ 4:25am 
would love to learn to mod -newly retired an niothing but time -at least until they make me more grand kids
patrickevans61 13 Mar, 2020 @ 4:24am 
well had to quit to game got some other bug also no clue if its related it keeps deleting my colonies any thing over 19 colonies goes poof
just tired of fighting with mods atm lol got to walk away
patrickevans61 13 Mar, 2020 @ 4:22am 
no
RevansSchatten  [author] 13 Mar, 2020 @ 4:19am 
Thanks for the report @patrick, do you have the Star Wars Weapons Mod 2.3 installed?
Railgunner2160 13 Mar, 2020 @ 3:40am 
Minor bug, I've got Tibbana Gas mines showing up on alot of my planets, but I don't have Star Wars Core Components downloaded....
RevansSchatten  [author] 13 Mar, 2020 @ 12:07am 
Ok, for tier 2 districts there are two requirements, have the tier 1 District selected & have more that 40 pops on the planet (but you should see the decisions even with less pops)
scott4dges 12 Mar, 2020 @ 7:50pm 
Hey @RevansShatten thanks for the update! I wanted to mention something I noticed:

With an in-progress game using DO2 with many Secondary Districts built, including a few Tier II districts, after the update the tech for each type of district came up as research options. I went ahead and researched them, but nothing seems to be effected.

I assume it has to do with something / somehow you changed the way districts & tech work. I'm not saying it's a problem or bug, just pointing it out that's what happened in my current playthrough.
RevansSchatten  [author] 12 Mar, 2020 @ 5:27am 
@patrickevans61, for the Stellaris Origin that allows you to start on a ringworld, I will add some mechanics to make this easier.
@CB|Torlo, yes I intend to use the AI plans for the districts.

So a big update for this mod just came out. Lot's of compatibilites (for the Event Horizon Mod a compatibility will come soon) and some more content for ringworld.
patrickevans61 9 Mar, 2020 @ 8:56am 
hi there no clue if its your mod or from the ring world mod -but major issue if you try to have a ring would home world all the districts need specials to build an maintain so your doomed also if you add a district you only get one an the selections disapear unless you add them all at 1 time an leave them on the build que and no clue if its your mod or 1 of the other hundred but when i capture a planet or another race all my hive buildings go poof an i have all there buildings an maxed out un happy so any help would be great i would acualy love to get a full play thru for once
CB|Torlo 8 Mar, 2020 @ 12:01pm 
The economic AI Dev also went in-depth in how the numbers add up, while also giving a small list of new modifiers and what they do while concerning how the AI builds on a galactic scale, and not just a planetary one (it's why the AI was so bad, it built per planet, trying to balance out a planet, not it's empire, which share resources *facepalms*. However, they will next patch.)
CB|Torlo 8 Mar, 2020 @ 11:58am 
Any plans of including AI that make use of the planned, well, "Plans" feature? There isn't too much about it on the Steam News, but if you go to the Paradox Post, the Economic AI Dev posted seperately on the same thread the Military AI Dev's Dev Dairy is on. Just toggle Dev only responses while looking at it. Might give you some ideas. I know it gave me some....
RevansSchatten  [author] 8 Mar, 2020 @ 10:46am 
@GoldenGod48, I have a large patch coming up (probably tomorrow, as I currently have a minor bug) and then the full release will be shortly after the 2.6 patch from Stellaris (I will need to wait until there is a compatible UI mod and I possible have to rewrite the whole AI, which would take a while).
GoldenGod48 8 Mar, 2020 @ 10:11am 
Hey, huge fan of yours. I dont want to be rude or rush you or anything, but I was curious if you had a timeline of the release of the next update and/or the full release version.
Hangfish 8 Mar, 2020 @ 3:11am 
If you ever need help, feel free to ask, I sorta want to pick your brain as well, since I sort of want to use your work to remake/upgrade a few mods that are lingering about, to use your district decisions to build some of their districts.

Have you ever heard of mastery of districts? I think you could use your district code for all the land based "decision" districts from that mod.
RevansSchatten  [author] 7 Mar, 2020 @ 12:17pm 
For your other suggestions, I already had a idea in the back of my mind (for another mod), which I would call micro terraforming.
For districts this would definitely make sense as well… but I will have to create some kind of "Districttree", which would determine what you would be able to swap. If this terraforming would be homeworld only, you could simply say that each of the vanilla districts gets upgraded to a better version (e.g. from farms to nature farms).
This definitely is a very interesting that will be added to my ToDo and these aspects will probably be the first new content post release.
RevansSchatten  [author] 7 Mar, 2020 @ 12:17pm 
Thanks for the suggestions @Hangfish, that definitely makes sense…

I think I will add government ethic dependent secondary districts (probably rework some of the current ones to represent an ethic (but this will have to be pushed back, after the 2.6 update).
With the levels it might be possible to say, you can build any tier 1, if you have the ethic, upgrade to tier 2 and if you have that ethic "fanatic" then you get access to tier 3. These districts would then also affect the planets ethics.
Hangfish 7 Mar, 2020 @ 5:20am 
@RevansSchatten yeah, terraforming might be a bit late, depending on what the player focuses on. In my eyes terraforming would make more sense, immersion wise, since you've unlocked the ability to change other worlds, I feel that you'd be able to fully utilize whatever world your on?

For what districts too unlock... mainly the three basic resources variation districts? And if the planet is capable of having a housing type of district that one as well, maybe with a percentage chance for the housing?

An alternative is to make techs for all the various districts, which would bloat the mod, and make it a pain to maintain I bet.

For the Tempel District for spirtualists, that sounds like an secondary decision district too me. But it would be cool if all the various ethics had a unique district to unlock! (An idea could be that only certain ethics can get an unique level to the secondary districts? Like maybe a materialist gets a third level of the logistics hub or something?)
RevansSchatten  [author] 6 Mar, 2020 @ 11:20pm 
@Hangfish, I am just looking to finish of one of the more complex compatibitys, my guess is probably a release within the next 48 hours.

Yes I was thinking about adding something similar to this, but I am just not sure yet what kind of districts should be added, any suggestions? Maybe a government ethic related district (e.g. Tempel District for spiritualists,…). Just not sure whether terraforming is the right "time" to unlock it. My idea would be: that it is a homeworld & has more then 40 pops.
Hangfish 6 Mar, 2020 @ 4:47pm 
@RevansSchatten you mentioned a few compatibility and bug fixes a few days ago. Any eta on that one?

Also a feature suggestion. For Primative and Capital Worlds, maybe you could implement a solution like this:

Add a descision that is unlocked when you unlock terraforming, that generates a random amount of planet specific districts to your capital.

Anyway, thanks for the awesome mod, and good luck with 2.6!
RevansSchatten  [author] 6 Mar, 2020 @ 2:32pm 
Ok, the update for 2.6 and the final release will definitely be delayed a few days. As the ai of stellaris will get a large overhaul I will need some time to understand the new systems and how to adapt the districts. I currently have no idea how some parts of the AI will work in the game files, so this will definitely be interesting. Hopefully it will only require minimal rework of the current district AI.
RevansSchatten  [author] 3 Mar, 2020 @ 10:42pm 
I haven't yet figured out completely how the ai works for primitiv worlds. But it isn't really a bug if I am not mistaken. As the game decides that they can't build the existing districts it blocks them (in the same way as districts get blocked when you create a resort world.
This is not intentional (from my point) as I would like to add some mechanics to the primitiv worlds.
Hangfish 3 Mar, 2020 @ 3:58pm 
Thanks for the response! :) I have sort of figured that out by now, just wanted to add to someone that mentioned that the Unofficial Hive DLC was causing issues, I have to agree.

What is the intended functionality for primative worlds? From what I'm seeing they also lack your districts, but that may be beacuse of other mods.
RevansSchatten  [author] 3 Mar, 2020 @ 1:17pm 
The homeworld districts were replaced with secondary districts (locked by techs that will come pretty early), these districts can be added (via decision, 1 type per planet), these are districts that have no logical connection to planet deposits (e.g. stores, industry's, university's,…). These are separated into two tiers, with the possibility to "upgrade" them after unlocking another tech.
RevansSchatten  [author] 3 Mar, 2020 @ 1:13pm 
Yeah there still is a unidentified bug (with Planetary Diversity), that causes an issue with some of the district spawning.
Yes the districts are random now (but there are spawn weights, so that e.g. Ocean farms will spawn nearly on every ocean world, on some continental worlds and won't on desert planets).
Hangfish 3 Mar, 2020 @ 9:08am 
My final feedback, while using 100+ mods, is that whatever conflicts I have, are causing districts to be generated super inconsistently. There are lots of planets that only have two districts, often city and one random other, either a default district or one of yours. Or they only have the default districts.