Stellaris

Stellaris

ACOT: Worker Buildings
31 Comments
Dragon of Desire  [author] 24 May, 2022 @ 8:37pm 
Unfortunately, it does not. It's mostly been abandoned with the new shift in ACOT economics.
Elitephoenix 24 May, 2022 @ 4:08pm 
Does this mod still works with 3.4? love this mod and hope that it still works.
Dragon of Desire  [author] 21 Apr, 2021 @ 5:50pm 
No real need for it to be with the new changes to economy and ACOT's upcoming "Lost Paradise" update. Get the ACOT Buildings Patch instead.
Sjru 🐲 21 Apr, 2021 @ 5:38pm 
Will this be updated?
Dragon of Desire  [author] 25 Mar, 2021 @ 9:10pm 
Mostly because I have taken a bit of a break from modding and I'm going to have to completely re-learn what I did and how I built the mod, and how things work again. With current RL problems (And currently migrating to a new laptop) I will take a while, a while that will end up probably crossing over to the new Nemesis expansion and thus making this mod obsolete.

If you like, you can friend me and then toss me the editted file and I'll review and apply the changes you made so that it'll get pushed out before then.
Robert 25 Mar, 2021 @ 1:12pm 
It's a 1 minute fix. Not sure why you'd wait with that.
Dragon of Desire  [author] 25 Mar, 2021 @ 12:25pm 
Hmmm, alright, thanks! but I'll wait to make this change once I see what Chiru is doing with ACOT in 3.0.
Robert 25 Mar, 2021 @ 12:13am 
I have actually poked around in the mod files, and I made it available for Hive mind and Machine empire buildings. It's quite simple actually:

The "dmps_base" building has, as requirement "tech_dm_ancient_palace". This is the DM capital for regular empires.

The DM capital for Hive minds is called "tech_dm_ancient_hive_cluster", and the DM capital for Machine empires is called "tech_dm_ancient_control_center".

Personally, I added 2 more of the same building in the mod file, with as requirement the other capitals respectively, because I couldn't find the OR function. The alternative is to simply add OR (the other capital buildings) to the "prerequisites" function.
Dragon of Desire  [author] 24 Mar, 2021 @ 3:53pm 
AI Empires make it? Holy crap. I didn't expect that. But I'm not sue how to make the buildings available for hiveminds unfortunately...
Robert 23 Mar, 2021 @ 11:25am 
As far as I can tell, this building doesn't seem to be available for Hive Minds? I'm currently playing a Hive Mind, and I've never seen the tech for this, while AI empires far behind me (but also with Dark matter tech) do have it.
Dragon of Desire  [author] 1 Dec, 2020 @ 1:22pm 
The job decision doesn't always work and causes a LOT of lag. Not to mention the jobs given don't get any bonuses and instead give a very minor flat amount. Thus why I made this.
Argus von Stein 1 Dec, 2020 @ 8:41am 
Great mod! Waiting for sigma building chain )
That Turret Guy 30 Nov, 2020 @ 5:08pm 
Author, thank you for the quick response !
Oh alright, so its limited to 1! All right, I'll check out the mod. Seems very good!
zulu9812 30 Nov, 2020 @ 11:50am 
ACOT now has planet decisions that automatically create jobs for unemployed (there's a tech for this) that completely solves this issue, so perhaps this isn't as relevant as when first released.
Aza 29 Nov, 2020 @ 1:27pm 
Its... beautiful. I've looked at it for five hours now.
Dragon of Desire  [author] 29 Nov, 2020 @ 11:00am 
They're already 1 per planet.
That Turret Guy 27 Nov, 2020 @ 7:25am 
Author, maybe limiting such buildings to 1 per planet is a good way of balancing? It seems too good to be true like this. I would definitely check it out, if, I would be pretty limited in its use. Seems far too powerful to use for now
Dragon of Desire  [author] 24 Nov, 2020 @ 8:09pm 
Considering by the time you get to Delta your only real downside is lack of dark matter and energy, I think this mod is pretty balanced.
Paradox Engine 23 Nov, 2020 @ 7:17am 
finally, a way to steal entire empires populations via migration!
JenkoRun 22 Nov, 2020 @ 4:23pm 
Somewhat, I've held off playing for months and forgotten pretty much everything, I'm looking to get back into the game.

So would this mod be unbalanced?
Comfort Creature 22 Nov, 2020 @ 1:29pm 
But since you are saying this, I imagine you've already played ACOT and understand it already...
Comfort Creature 22 Nov, 2020 @ 1:28pm 
Jenko, there are certain buildings within the ACOT that require large numbers of pops to fully give their buffs. Having jobs that aren't trash that can be spammed means that you don't need to run one of the researchable planet campaigns that give practically nothing.
JenkoRun 22 Nov, 2020 @ 10:17am 
I'm a bit confused, what would the reasons be to use this mod exactly?
Archanadian 22 Nov, 2020 @ 9:57am 
The mod is fantastic, and it works like a charm. I am looking forward to the new features.
JenkoRun 22 Nov, 2020 @ 7:24am 
Some pictures would be nice
Syn 21 Nov, 2020 @ 3:49pm 
That was quick! Looking forward to seeing how it works :)
Dragon of Desire  [author] 21 Nov, 2020 @ 2:43am 
Found the error, and everything should be working now! Uploading the update now.
PhysalisZero 21 Nov, 2020 @ 12:43am 
Regarding the error, I believe there's extra bracket(s) under "potential" in both "dmps_mineraldelta" & "dmps_mineralalpha".

Other than that, I like the idea. Keep up the good work!
Dragon of Desire  [author] 20 Nov, 2020 @ 11:46pm 
Oh shit. Trying to find where I fucked up. I'm really sorry about that.
Cheesemongle 20 Nov, 2020 @ 8:54pm 
those 'buildings' look like there's an unenclosed bracket in the code.
not the owner of the mod, but they shouldn't appear
Syn 20 Nov, 2020 @ 1:03pm 
I am seeing these buildings in a nearly brand new game. Also seeing some that I think may be for debugging?
https://i.imgur.com/RtJ97hN.png