Stellaris

Stellaris

Morebuildings
38 Comments
Cochimetl 1 Oct, 2022 @ 7:06am 
So, I've created a temporary working version of the mod here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2869897791

I'll delete it as soon as the real version is updated.
razer666L 1 Oct, 2022 @ 3:10am 
I assume you'll upload the updated mod on Stellaris Workshop instead, @Cochimetl? Given that Crazywok hasn't been around for quite a while.
Mass Loco 30 Sep, 2022 @ 1:48pm 
Hey Cochimetl. Unfortunately, I dont think hes around at the moment. :(
Cochimetl 30 Sep, 2022 @ 1:37pm 
Hey @crazyewok! I've gone over your mod and got it working again for 3.5 (buildings seem to be buildable again, jobs can be taken). Can I give you the changed files to update the official version with?
razer666L 28 Sep, 2022 @ 4:16am 
Anybody in Stellaris workshop wants to take over this mod?
WhyAmIHere 19 Jul, 2022 @ 8:55pm 
pls update pops don't take jobs but surprisingly some buildings they do take i.e spy and pm. also not sure if this mod but my homeworld produces ruler pops only
GNDomke95 21 Jan, 2022 @ 8:44am 
Pops are taking none of the jobs
☹END+GAME㋛ 9 Dec, 2021 @ 7:58pm 
as of 3.2 it seems that pops wont take some of the new jobs provided for some of the buildings or only half of them, such as the imperial palace allowing the prime minister job while the two royal guard jobs are unemployable. Seems to be happening to the Brothel & department of intelligence as well.
Alphaslayer 10 Oct, 2021 @ 6:02pm 
Mod works fine for me so far
Beast-Storm 18 Sep, 2021 @ 2:09am 
Ever since 3.1 Lem I'm not sure if this mod works, but when I get the chance I'll test it out and report if this mod somehow (but not likely) works so stay tuned folks...

(Warning I'm a Master Class at procrastinating so expect my report to come late-ish X/ )
Beast-Storm 1 Aug, 2021 @ 11:27pm 
This mod works surprisingly :D
Seelenschwarz 16 May, 2021 @ 4:03am 
still works...
Beast-Storm 8 May, 2021 @ 6:14pm 
When can we expect this mod to be updated?
Beast-Storm 19 Feb, 2021 @ 3:26pm 
Alright good to know @Crazyewok

Stay Safe
crazyewok  [author] 19 Feb, 2021 @ 5:29am 
I think the spy job must be bugged from a update preparing for the launch of espoinage. I will wait until the new pack is out and have a look. See if I can blend the two or make the jobs a little diffrent.
Beast-Storm 14 Jan, 2021 @ 10:37pm 
Since Espionage is coming to Stellaris.... I saw that the Spy Jobs are in your new buildings but when I built one with Spys for Jobs no citizens were assigned to them is this a bug? or were you preparing ahead for the introduction of espionage eventually in Stellaris???

Either way this Mod still Rocks and the buildings fit the bill with their purpose :steamthumbsup:
crazyewok  [author] 14 Jan, 2021 @ 8:14am 
@ Cepheus It does work with current build. ignore the out of date mod warning.
crazyewok  [author] 14 Jan, 2021 @ 8:13am 
Wow thanks for the support. COVIDS kept me busy but I do plain a update next month fixing some of the spelling errors.
Beast-Storm 8 Dec, 2020 @ 1:59pm 
Now this is a mod that brings depth to the game that was seriously lacking in the Vanilla version

Thanks for making this mod @crazyewok
Eternum 14 Nov, 2020 @ 1:06am 
update pls
LordXenophon 10 Nov, 2020 @ 10:11am 
How many of these buildings are empire-unique, system unique and planet-unique?
MarkJerue 12 Sep, 2020 @ 1:48pm 
Suggestion for the modmaker:

1. Consider putting many of the cap-only buildings behind a cheap, cap-only placeholder building. Something like "Capital Expansion" for 20 alloys. Then that Capital Expansion could be upgraded into the various cap-only buildings. That'd reduce the crowding of the building screen.
2. Consider swapping our motes/gas/etc for minerals, energy, and/or alloys. A good amount of overhaul mods ditch those 3 rare resources, but I can't recall any that remove alloys or energy or minerals.

Overall, props for creating this <3 I'm gonna be using it once I check on AI behavior toward the buildings.
MarkJerue 12 Sep, 2020 @ 1:46pm 
Disclaimer: I haven't checked how the AI uses this mods' buildings and jobs yet. I'll open up a Fallen Republic save and see how they do.

Disclaimer 2: this mod adds a LOT of buildings to your capital, so having a UI mod that lets you see more buildable buildings would be a good idea. Having a mod that expands building slots could also help.
MarkJerue 12 Sep, 2020 @ 1:43pm 
Came to stop by here and comment on this!

For those wondering:

1. Almost all the buildings & jobs work except the Department of Defense.
2. The mod has a number of typos, but everything's readable & understandable.
3. A lot of nice artwork for this mod - props to the modmaker for creating it, and using some of AlphaAsh's assets and modifying them!
4. The buildings and jobs aren't necessarily balanced.
5. Many buildings are meant for late-game.

To my shock, this mod is COMPATIBLE WITH OVERHAULS. I was -not- expecting it to work, but it worked with Star Wars: Fallen Republic.

The balance between Star Wars: Fallen Republic & this mod is way out of whack, b/c Fallen Republic takes a different philosophy to building efficiency (each building has about half the jobs of it's vanilla equivalent) and Fallen Republic doesn't include motes/gas/etc, but you can get around the lack of rare resources with other building mods like VF's Tech & Buildings.
sango213 4 Sep, 2020 @ 7:32pm 
corparate?
cold 31 Aug, 2020 @ 8:49pm 
I really really like this I just wish it worked
cold 31 Aug, 2020 @ 8:43pm 
Most of the buildings do not work, at least some of the jobs from each do not appear
cold 31 Aug, 2020 @ 7:14pm 
Some of the jobs do not appear, Department of Defense seems to be the first I found.
Bhakta1641 14 Aug, 2020 @ 3:22pm 
Some of thejobs don't show up
barkingnoise 9 Aug, 2020 @ 3:47am 
First of all: I like the extra buildings and jobs this adds. It adds flavor, which is always nice.

Minor suggestions:
-the spelling errors are somewhat annoying, but ultimately insignificant
-some of the icons are offset, specifically the bunkers/trench/turrets/mine fields
William de Burge 29 Jun, 2020 @ 12:59am 
@crazyewok: Yup I use that mod. Thanks for the info.
randy 25 Jun, 2020 @ 5:45am 
Cool. I'll try it out. Need more techs to extend the early game, when playing on 2500-star galaxy with very few AI empires.

@Dj0z Use this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1715968157
Makes the building icons smaller, so the list scrolls faster. Works with all building mods.
crazyewok  [author] 22 Jun, 2020 @ 12:27am 
@dloxly I have some good and bad news. I have found the problem. Unfortunatly its not my mod.
Its popped up with Vanilla buildings. If you have more than one species on a planet and one species appears that is better for a job then it will displace a infreior species that job. I will look to see if I can do anything at least for my buildings as I can adjust weightigs.
William de Burge 19 Jun, 2020 @ 4:08am 
Probly too many.
crazyewok  [author] 18 Jun, 2020 @ 5:18am 
I am trying to repeat your problem but for me the Brothel works fine. What other mods are yoru running?
crazyewok  [author] 18 Jun, 2020 @ 3:27am 
I will look it to the brothel and see if I can have a fix by Saterday at the latest. In fact that may be causing the slow down as it is recalculating the pop each month.
William de Burge 17 Jun, 2020 @ 5:24pm 
The Brothel buildings Pimp Jobs are dumping the pop in the job to Unemployed and hiring a new one from a lower Strata every month or so. Unemployment is rampant on my Plesu ... err .. Resort World.

Also, the game as slowed down significantly since installing this mod mid-game.
Dj0z 17 Jun, 2020 @ 4:35pm 
Before i even look at this, does it include some sort of scrolling speed increase for the list of buildings ingame? It might sound petty but the buildings added by other mods already have me bored scrolling anytime I'm looking for a building that's listed in the second half of the list.

If it doesn't, i suggest you keep the amount of buildings as low as possible and consolidate their functions (make them do the job of 2 of your buildings in one) wherever possible.