Stellaris

Stellaris

!LLX's Mods - Level Five (2.5 'Shelly')
65 Comments
nekollx  [author] 26 Mar, 2020 @ 6:12am 
yeah i have support baked in for that mod they would only show up if the mod is installed, or should only show up
GhostKitey 25 Mar, 2020 @ 10:49pm 
That could be it, though in Vanilla you don't get mod workshops..you get them from the VF's Extra Buildings? I think..
nekollx  [author] 25 Mar, 2020 @ 9:56pm 
yeah i think in the 2.6 build ill make them their own building instead of vanilla upgrades i think thats whats breaking it
GhostKitey 25 Mar, 2020 @ 7:31pm 
Hopefully the update didn't make things more difficult for you. I do hope you find the bug too.. hmm
Or maybe it's because it's built on otherwise? Hmm..
nekollx  [author] 15 Mar, 2020 @ 11:06pm 
no, but with 2.6 about to hit i'll have to go back and patch it anyway
Vincenator 15 Mar, 2020 @ 9:47am 
Any info now?
Vincenator 8 Mar, 2020 @ 8:48am 
Have you fixed the bug yet? I've been itching for a update and fix on the mod.
nekollx  [author] 18 Feb, 2020 @ 8:17pm 
not sure on the workshop bug most normal buildsing are dont though its mostly th capitals, event, and branch offices left to do. Probably gonna update the nexus version next see if manual installs work
Vincenator 18 Feb, 2020 @ 1:18pm 
Any information on the next update? Especially the workshop bug?
nekollx  [author] 7 Feb, 2020 @ 4:50pm 
yeah and as you can see in the files theres 5 upgrades but not all 5 show up....its annoying trying to find the bug
Vincenator 7 Feb, 2020 @ 3:47pm 
I checked your mod files and everything seems right. But when I upgraded the workshop, it still is 1 job per pop. I don't really see anything wrong in your files yet that annoying problem keeps coming up. It will be scary for the lag when the enemy empires upgrades their building.
Vincenator 6 Feb, 2020 @ 5:58am 
@nekoll it doesn't work
nekollx  [author] 4 Feb, 2020 @ 8:52am 
so advice from the modding den is to restart steam to force it to grab the latest update
nekollx  [author] 3 Feb, 2020 @ 4:06pm 
looks like steam despite me uploading an update is not actually updating the file
Vincenator 3 Feb, 2020 @ 2:25pm 
I can support GhostKitey, there is definitely still 1 pop per 1 job
Black Stabbath 2 Feb, 2020 @ 5:31am 
so hang on one second, this mod adds 5 additional levels to all buildings? that's amazing! gonna give this a try
nekollx  [author] 1 Feb, 2020 @ 4:53pm 
gotta love paradox
GhostKitey 1 Feb, 2020 @ 2:25pm 
I just started a game without it on my mod list. Yeah, it's some how keeping it surprisingly. So it's cached into the old version, and not letting go.
nekollx  [author] 1 Feb, 2020 @ 1:46pm 
wondering if the game is caching an old version try unsubbing so that it vanishes from the list then resubbing so it grabs the latest version
GhostKitey 1 Feb, 2020 @ 1:11pm 
I did it on a new game too.
GhostKitey 1 Feb, 2020 @ 1:11pm 
Yeah, Integrated Workshop which is Tier 3, still keeps saying 1 Manufacturer per 1 pops. Downgraded and tried again..
Demolished it and rebuilt. It's still saying 1 pop per 1 job for the Manufacturer.
GhostKitey 1 Feb, 2020 @ 9:32am 
Will do so.
nekollx  [author] 1 Feb, 2020 @ 8:05am 
when i tested it it said 1 per 20 pops the game may be caching it try downgrading and then re upgrading or destroying and rebuilding
GhostKitey 31 Jan, 2020 @ 11:17pm 
The update didn't work unluckily, that I saw. It still was saying Manufacturer as 1 per 1 pop.
nekollx  [author] 31 Jan, 2020 @ 7:14pm 
in the last update i changed the multiplier so tell me if its better now
Vincenator 31 Jan, 2020 @ 4:11pm 
Can you balance the Integrated workshop to 1 manufacturer job per 15 or 18 pops. Mostly because 1 manufacturer per pop is going to make my computer explode especially if the AI starts upgrading them.
Vincenator 30 Jan, 2020 @ 6:44pm 
Ok thank you good man for this and your hard work
nekollx  [author] 30 Jan, 2020 @ 5:36pm 
i think medical workers will be finxed in the next update
Vincenator 30 Jan, 2020 @ 4:39pm 
Yeah, can you balance the workshop, and also can you fix the medical worker job not appearing? I checked and I'm pretty sure it's this mod because when I turned it off, medical workers reappeared.
GhostKitey 30 Jan, 2020 @ 3:32pm 
Integrated Workshop. That darn Integrated Workshop is still driving me a bit crazy XD.
nekollx  [author] 29 Jan, 2020 @ 5:48am 
the discord was a big help to me click the banner for the Stellaris Modding Den and it should take you right there
Vincenator 28 Jan, 2020 @ 7:19pm 
Since you seem like a cool dev, where did you start on learning how to mod? Google searches for me usually lead to old tutorials.
nekollx  [author] 28 Jan, 2020 @ 6:57pm 
since i have to make ALOT of buildings i havent gotten around to giving them a name in localization, once i finish all the buildings the next stel will be giving them ulock techs of their own and fixing the names
Vincenator 28 Jan, 2020 @ 4:54pm 
Another bug I noticed is that Gene clinics don't make pop jobs, thus giving no pop growth bonus. I hope you can fix this as this is a good mod and I don't want to stop using it.
Vincenator 28 Jan, 2020 @ 3:40pm 
BTW what's up with the building_(insert something like xeno zoo)_2 or _3?
Vincenator 28 Jan, 2020 @ 3:10pm 
That's scary for the lag
GhostKitey 28 Jan, 2020 @ 10:11am 
The Modular Workshops third upgrade. You have it as 1 pop equals 1 job there. XD
nekollx  [author] 28 Jan, 2020 @ 9:52am 
which building/building are you having the issue with GhostKitty
nekollx  [author] 28 Jan, 2020 @ 9:51am 
i just insteaded the pop per job incrementall if you think it effect ballance with other jobs i can reduce it
GhostKitey 28 Jan, 2020 @ 9:46am 
Heh, one thing I have to ask on. Did you mean for 1 pop to equal 1 job in the third upgrade of the Modular Workshop? That is both awesome and yet, makes things difficult unless you have specialized worlds. I mean, I like it..jobs for all time at least..but it does mean others get ignored at times.
nekollx  [author] 27 Jan, 2020 @ 12:15pm 
they are also named differently when i merge the file the vfb logicians will be able to upgrade to level 5
Vincenator 26 Jan, 2020 @ 2:08pm 
The only difference in your logistician is that it has 20% plus resources from jobs while VF logistician has 10%
Vincenator 26 Jan, 2020 @ 8:27am 
I think it's separated because your mod's logistician has different values than the VF logistician, causing it to separate. Perhaps making your logistician have the same values as the VF one will make the 2 merge and not cause my immersion to break.
nekollx  [author] 25 Jan, 2020 @ 9:08pm 
yup its a seperate instance
Vincenator 25 Jan, 2020 @ 5:53pm 
Wait I have VF extra buildings, but what I understand is that you haven't linked the central logistician building to VF, causing 2 separate logistician jobs. Also sorry for wrong words earlier, autocorrect on phone is big gay.
nekollx  [author] 25 Jan, 2020 @ 5:34pm 
the logicians ones i a artifact of the support for VF Buildings, when i made the bilding seperate, that one building i havent linked to the original mod and by relation whould only show up if you had that mod. The allow etc is something im trying to find the source of
Vincenator 25 Jan, 2020 @ 3:58pm 
Also I hope you don't make this mod die, keep going modded!
Vincenator 25 Jan, 2020 @ 3:49pm 
Some to bug you but I have some problems with the mod. First, in building tab, the centralized logistics building has the "mod_job_logistician_add" instead of logistician. Then secondly there's buildings that is named "allow", "potential", "planet_modifier" and "upgrades". That's the first bugs I've seen with this mod considering I just started a new campaign.
nekollx  [author] 25 Jan, 2020 @ 10:28am 
@GhostKitey think i fixed it with the lastest update good luck
GhostKitey 24 Jan, 2020 @ 9:43pm 
Well, I can say it wasn't. DX. Technicians and Miner jobs don't show up for me period. I resubbed and everything.