Stellaris

Stellaris

More Standard Districts
126 Comments
Seuchi Kurogane 11 May @ 12:58am 
Yes great mod and I hope it will get 4.0 rework cause this gem deserves it.
LauraTons 9 May @ 11:22pm 
Any plans for a 4.0 rework?
victoriousdread07 (private) 5 Nov, 2024 @ 12:47am 
Can we expect an update for the newest dlc?
just a person ? 24 Aug, 2024 @ 9:24pm 
hmm, 1 problem where is research district in ecumenopolis world I remember the normal one have research district on it ???????
LegitGamer1017 9 Nov, 2023 @ 9:50am 
Is this mod still working fine for 3.9?
oscaryu0808 21 Oct, 2023 @ 5:29am 
Does the load order matter (when combined with basic planetview and basic planetview: more districts)?
NattyNuke 15 Sep, 2023 @ 3:19pm 
Will this mod be updated to 3.9?
Pump 20 Aug, 2023 @ 12:13pm 
cheers, DO3 hasn't been working so big thanks for making this
aquelarrefox 25 Jul, 2023 @ 11:52pm 
hi I have some question about the mod, there should be 2 reserch buildings in the menu, the original and the one this mod. i put this at last place so it override other mods. Is it right or the normal building should not be avaible?
corsairmarks  [author] 4 Jul, 2023 @ 12:47am 
@Pederastus - I'd say that this mod adds districts that fulfill the same role as most uncapped buildings. You could make your own mod to eliminate Commercial Zones, Research Labs, Fortresses, and Admin Buildings.
Degenerator 3 Jul, 2023 @ 11:12pm 
Do you have a mod that completely replaces repeating buildings with districts?
corsairmarks  [author] 24 Apr, 2023 @ 10:18pm 
@Frigglish I'll have a look - might have to restrict the military district.
Frigglish 24 Apr, 2023 @ 6:48am 
Just as a compatibility FYI, recent PD updates have added the 'pdwarform' special district set to their unique Cybrex Warform worlds.
Pikachu Pæc 2 Apr, 2023 @ 2:42pm 
Ecumenopolises should have Military Arcologies as well as Research Arcologies, otherwise a very cool mod :steamhappy:
corsairmarks  [author] 20 Jan, 2023 @ 10:32pm 
@Dr Fish There was a big Launcher change that broke playlists and whatnot. I'm glad you got it ironed out!

@Zalpha thanks for the compliments! I love hearing how my mods have made the game more fun! (saving a planet is awesome!)
Dr Fish 20 Jan, 2023 @ 1:25pm 
Hi,
Just thought I would say that I've managed to get it to work by following this.
Go to Documents/Paradox Interactive/Stellaris
Back up the folder on your desktop
Delete launcher_v2.sqlite
Go into the mod folder
Delete all of the ugc files
Verify the game cache in Steam
damn Paradox launcher / Steam :)
Zalpha 20 Jan, 2023 @ 11:30am 
I just wanted to say I love your mod. It has been able to fix planets I had issues with before. Like this one special planet from a mod that added in volcanoes and unassailable mountains, it had special planet building like a lava forge and lava smithy etc. Anyway I didn't have the tech to remove those obstacles from the planets and I had like -20 amenities on it and no option to build default districts. Which was awful, so this mod helped me sort out the problems I had encountered. That is just one example of how useful this mod is.
Dr Fish 16 Jan, 2023 @ 1:56am 
Hi, thanks for the information, unfortunately I could not figure out how to make it work from Paradox's instructions so never mind...my thanks again for the help.
corsairmarks  [author] 15 Jan, 2023 @ 10:14pm 
@Dr Fish it sounds like you are having issues with Steam not loading all the file correctly. Try downloading the files as a local mod - here's my GitHub repository: https://github.com/corsairmarks/more_standard_districts - you want everything in the "mod" folder

And here are the PDX instructions for doing a "local install" of a mod https://stellaris.paradoxwikis.com/Mods#Installation
Dr Fish 15 Jan, 2023 @ 3:50am 
i, I am having an error from this mod in that I cannot activate it where it is saying "Missing descriptor file" so I cannot activate it. I have the required planet view mods (used to use the older districts mod) and other mods that I have installed after this have been okay.
I've subd, unsubd, verified files, but for this one it just seems to not want to play ball...anybody got any ideas?
Thank you
corsairmarks  [author] 26 Dec, 2022 @ 11:57am 
@Darh I could have elected for a horizontal slider, but either way it would need to be a separate UI mod.
Darh 25 Dec, 2022 @ 5:27am 
I suppose that Horizontal Slider does not exist to make a more compatible Mod
corsairmarks  [author] 24 Dec, 2022 @ 9:45pm 
@//MX` see my other mod, which allows up to 12 district types to show: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2654043078
//MX` 24 Dec, 2022 @ 4:13pm 
Hi, can the slider for the types of districts be modded to make more districts visible? Might need a stand alone mod that allows to see districts that cannot be scrolled down to.
words 20 Dec, 2022 @ 3:12am 
In general, I lack more types of buildings that can be modified than districts that can be built
Asherah 16 Dec, 2022 @ 11:43am 
Wonderful, one of my favourite mods.
corsairmarks  [author] 16 Dec, 2022 @ 12:23am 
All up-to-date with 3.6 "Orion" - mostly just underlying game changes to support tweaked mechanics. Added an exclusion for the megalopolis planet from GPM.
Sniggledorf Fumpledink 27 Oct, 2022 @ 7:17pm 
does this mod still work?
corsairmarks  [author] 15 Jun, 2022 @ 2:21pm 
@Caelis123 check out my mod Colony Designation: Ecumenopolis Commercial. I'll have to add a link above.

This mod is mostly to enhance tegular planets, although I do suppose an Ecu research district seems like a natural fit considering the former Relic World bonus.
Caelis123 15 Jun, 2022 @ 10:36am 
@corsairmarks Could you perhaps add some arcology districts as well? A research and trade district would be nice. Because now my ecumenopolis serves basicly as a glorified alloy factory.
corsairmarks  [author] 7 Jun, 2022 @ 12:24am 
@Sarsd I'm not sure what you mean by autoscroller. If you're looking for a mod that minimally adjusts the window to show more district types, try this mod: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2654043078
Sarsd 6 Jun, 2022 @ 11:42am 
@corsairmarks could you make districts UI smaller? Or add to it autoscroller, at last?..
corsairmarks  [author] 30 May, 2022 @ 12:56pm 
@Vliing I should be able to exclude the Frameworld's district set.
Viing 30 May, 2022 @ 7:10am 
I recognise that this is only a very small issue given that it only affects one origin and is less an issue within your mod itself and more a mod compatibility issue, but the mod is adding districts to the Frame World from Gigastructural Engineering (Data warehouse District, Military District, Research District) that perform the function of districts you otherwise have to complete researches for (Relay District, Stronghold District and the identically named Research District). Furthermore once you do complete the relevant tech you end up with two districts performing effectively the same function albeit with entirely different balancing on their upkeep and production.
corsairmarks  [author] 16 May, 2022 @ 8:22pm 
@809880211 Because that's how Paradox wrote their UI. Use one of the recommended UI-enhancement mods (see this mod's description for links).
米卡 16 May, 2022 @ 7:29pm 
why my game cant completely show every district?
corsairmarks  [author] 15 May, 2022 @ 5:40pm 
@SingABrightSong that's a good point from both sides. And if you didn't know, ringworlds did get Foundry/Factory designations (and job shifts) in 3.4 - beyond that I'm not quite sure ringworlds are lacking. I suppose a mod to add research to ecumenopleis would also be a good opportunity to add unity districts to ringworlds - but these are just "more of the same" in terms of gameplay.

I wonder whether we could come up with a more innovative idea for ringworlds.
SingABrightSong 15 May, 2022 @ 4:34pm 
Any particular thoughts on Research Arcologies for Ecumenopoleis? IIRC it's a deliberate design decision not to include them but I'm curious why that is, per se. Since research districts are considered urban I think there should be a variant, but I imagine that one possible reason could be that it would make ringworlds somewhat less unique.

Incidentally, I am rather interested in a mod that adds more interesting mechanics to ringworlds.
corsairmarks  [author] 19 Mar, 2022 @ 4:53pm 
@words I don't speak Chinese, so I used Google Translate on your message.

Thank you for your feedback. I moved much of the building functionality to districts based on recommendations by the person for whom I wrote this mod. It could make sense to undo the Research Lab changes and instead create a new building to add the per-Researcher bonus. That would work similarly to how (with this mod) there are both Administrative Districts and all of the unity-related buildings.

@henk - hard to say without looking at the other code - would you please post a link?
words 19 Mar, 2022 @ 3:29am 
在这个版本,区划严重增加了规模,而且很难消除区划的规模,似乎把建筑功能全部弄到区划上不是很友好
henk 8 Mar, 2022 @ 5:23am 
Does this work together with Customizable Habit Districts?

I'm building up a Voidborn type of playthrough :)
corsairmarks  [author] 4 Mar, 2022 @ 3:57am 
Updated for 3.3. and includes some minimal Gigastructural Engineering Support.

Also includes new icons for the unity arcologies introduced in Stellaris 3.3 - I thought the built-in icon of Admin Arcologies was too grainy (owing to the reusing of another image which is 2 pixels shorter than district icons) so I refreshed it with a slightly-more in-depth edit. The Ecclesiastical Arcology now features a unique icon as well (the base game uses the same icon as Admin Arcologies).
Angvard 1 Mar, 2022 @ 10:27pm 
@corsairmarks true, but anything is more than the 0 that I do ;) I really should, but I'm lazy and bad
corsairmarks  [author] 1 Mar, 2022 @ 9:27pm 
@EmpyrealWolf "more" is all relative
Angvard 1 Mar, 2022 @ 8:06pm 
Hey I know that guy! Damn he does way more QA testing than me too.

(Also love this mod btw. Simple, but really good)
corsairmarks  [author] 28 Feb, 2022 @ 4:14pm 
Hello everyone - I'm still working through testing with this mod. Due to the unity changes in Stellaris 3.3 "Libra" I need to adjust all of the formerly-administrative districts, their icons, their automation plans, and their colony designations. I have the code and graphics complete but I am still doing final testing to verify all the changes.

The next release will also feature some compatibility for Gigastructural Engineering - the new districts should be excluded on Gigas world types where they do not belong, and habitat districts should be available on Gigas habitats.
dabeek 20 Feb, 2022 @ 6:39am 
Gigastructural Engineering
corsairmarks  [author] 18 Feb, 2022 @ 7:14pm 
@dallasbeek which mod are those from? I can take a peek at their added district_sets and add them to the exclusions.
dabeek 18 Feb, 2022 @ 8:11am 
Interstellar Ringworlds inherit these districts, even though they shouldn't be able to be constructed there.
corsairmarks  [author] 14 Feb, 2022 @ 9:35am 
@Veno-Aug cheers! There's a wide range of ppl who script mods - some are experienced developers, some are learning the basics of coding for the first time - I tend to err on the safe side.