Stellaris

Stellaris

Sort Those Buildings
149 Comments
JU12000  [author] 9 May @ 7:37am 
Ya, please don't use this mod until I get a chance to update it to 4.0. I'm hoping to have some time in the next few weeks.
tilarium 8 May @ 5:26pm 
Because this mod has to alter the buildings files. Files that were changed in 4.0 to accommodate the new system and how buildings are handled. So, using this mod in 4.0 will revert those buildings files back to how they were in 3.14, which is not compatible with how they need to be in 4.0
BloB 8 May @ 4:35pm 
With the 4.0 update, this mod is preventing the capital building from being upgraded to planetary administration....I could be wrong but I think I narrowed it down to this mod
tilarium 6 May @ 1:15am 
With the changes to buildings and districts and all that, this will probably need an extensive rebuild to get working again. I could be wrong though.. hopefully
Landlocked Viking 6 May @ 12:26am 
I need this bad boy updated so badly <3
漂白脱兎 12 Dec, 2024 @ 9:46pm 
need sort fleets .:steamhappy:
JU12000  [author] 16 Nov, 2024 @ 4:01pm 
I removed them, they haven't been up to date in over a year and I honestly don't have the time to keep them up to date especially now that I'm taking a break from the game. If someone wants to take them over I'm more than willing to send what I had or work with them.
austin_scott 15 Nov, 2024 @ 9:18pm 
Where did the MEM and Giga patches go?
JU12000  [author] 15 Nov, 2024 @ 11:50am 
Updated for 3.14.*. Still haven't had time to figure out where to sort the new buildings. I'll get around to it eventually but this at least works again now.
Beret03 7 Nov, 2024 @ 8:53pm 
If you get around to updating for Grand Archive, might look at slipping in these two while you're at it.
Looks like they were converted to use the inline script call now.
```
07_amenity_buildings: building_holo_theatres (inline script convertee)
07_amenity_buildings: building_hyper_entertainment_forum (inline script convertee)
```
DarthCain 5 Nov, 2024 @ 1:18pm 
Update please ?
EmperorHaddad 13 Sep, 2024 @ 12:19pm 
From a logistical standpoint, this is highly underrated. Works well with the content mods I have as well!!
양반Kim 13 Sep, 2024 @ 10:58am 
Hey bro, this is greate. Can you also make a fleet sorting mode? I can't find any fleet sorting mods at all when I search, is there a structural issue in the game itself that prevents from making this?
JU12000  [author] 13 Sep, 2024 @ 8:22am 
Updated to 3.13.0. Need more time to figure out sorting of the new buildings so they don't currently sort properly but the mod is still usable.
Zut0s 12 Sep, 2024 @ 6:54pm 
looking forward to this for 3.13, no rush tho :Blessing:
HGFSS 10 Sep, 2024 @ 11:55pm 
update plz
Domina 28 Jun, 2024 @ 4:33am 
I don't usually say this but. like, holy I could kiss you right now, I've needed this to sort out my OCD for like *YEARS*, thank you!
DarthCain 20 Jun, 2024 @ 11:24am 
Sort those buildings X ACOT next please ?
Benedictus 10 Jun, 2024 @ 4:09pm 
It IS possible to sort buildings, after they have already been built ;)
JU12000  [author] 3 Jun, 2024 @ 1:37am 
big if true
ItsDaKoolaidDude 3 Jun, 2024 @ 1:00am 
@JU12000
Just maysh thej keyboard uuntil yoiur hands woerk
susually shutts them upo soon enough
JU12000  [author] 1 Jun, 2024 @ 6:02pm 
*3.12.4, I can't type...
JU12000  [author] 1 Jun, 2024 @ 6:02pm 
Updated to 3.13.4.
frostdillicus 21 May, 2024 @ 8:24pm 
I don't know a ton about modding PDX games. It uses its own defines for the vanilla buildings.
frostdillicus 21 May, 2024 @ 8:23pm 
I can look into it. It seems pretty straightforward. One question, looking through the priorities set in the mod, there are no priorities set for upgraded buildings. Is that handled automatically by the engine?

Also the mod I asked about doesn't use any vanilla files. Would it still need a compatibility mod?
JU12000  [author] 21 May, 2024 @ 8:07am 
@fristdillicus - I'll add it to my backlog but I've never had as much time as I wanted to create and maintain additional patches. If you have the inclination to make and support it let me know! There's a "guide" in the description and I'm happy to work with you.

@Order Prerogative - Yes those two mods need a patch between them and will not work together, better to have PR override STB than the other way around.

Also, upgraded buildings inherit their sort order position from the buildings they were updated from. I'm not sure if this is a bug or an undocumented feature but since I want them sorted in the same place as their preceding buildings anyway I've never bothered to dig into it.
frostdillicus 21 May, 2024 @ 7:44am 
Any chance at a Additional Vanilla Buildings - Unofficial patch?
Cosmoros 21 May, 2024 @ 5:08am 
Sort those buildings and Production Revolution are incompatible because PR overrides STB order position.

Also noticed that upgraded buildings do not have sort order position?
At least: bioreactor 2; building bureaucratic 2,3

The files are similar, but do not have sort positions?
JU12000  [author] 20 May, 2024 @ 3:34pm 
Small update for Stellaris 3.12.2, enjoy!
小学生 15 May, 2024 @ 12:25pm 
yes!!! its updated
JU12000  [author] 14 May, 2024 @ 2:40pm 
Mod is officially updated. There were a lot of changes so please let me know if there are any problems or inconsistencies, especially with the new cosmogenesis and fallen empire buildings.
JU12000  [author] 14 May, 2024 @ 11:36am 
@William07142 It would break any mod that adds buildings to the existing files in common/buildings. It would also break any mod that patches the vanilla buildings. It's probably better to create your own patch for a large list like that and I'm more than willing to help support any patches people want to make.
frostdillicus 14 May, 2024 @ 10:00am 
Thanks for the update and maintaining the mod. Really appreciate the work!
William07142 14 May, 2024 @ 1:06am 
If I were to have an obscenely large modlist that adds many building and upgrades above vanilla levels, but the majority of buildings are still vanilla, would installing this mod properly sort the vanilla buildings or would having unpatched modded buildings and upgrades break it?
Richard Peterson Ennis, P.I. 13 May, 2024 @ 1:46pm 
Great news, I can't play without this mod.
JU12000  [author] 12 May, 2024 @ 3:57pm 
Been away since before Machine Age came out but I'll be back soon along with an update. :steamthumbsup:
ABSINIU5 12 May, 2024 @ 3:30pm 
Ok ths is weird, so with the The machine age new dlc, this mod makes that if you research fallen empire buildings, you cant build them

Sadly i think this mod will need to be updated hopefully it will be update some day
frostdillicus 11 May, 2024 @ 8:22pm 
Shockingly, this is the mod that hasn't been updated that I miss the most. This mod helps my OCD so much. Thanks for the work. Can't wait for the update!
Almond_Pudding 8 May, 2024 @ 6:56pm 
Update needed for 3.12: playing machine species with non-Gestalt ethics, Roboticist jobs will be replaced by Complex Drone, a Gestalt variant, and no pop will be assigned to this job therefore no pop assembly.
LEMONS? 8 May, 2024 @ 11:44am 
Yeah this needs to be updated for 3.12, individualistic machine empires can't get pop growth with this mod :/
Zut0s 8 May, 2024 @ 2:30am 
bro you didn't even check if it was updated yet, its not ready for 3.12
Richard Peterson Ennis, P.I. 7 May, 2024 @ 8:31pm 
This mod breaks the new fallen empire cosmogenesis buildings, they don't show up as buildables even if you research them while this mod is active.
Zut0s 28 Apr, 2024 @ 1:29am 
I'd love to see the gigas and esc patches updated, they're 2 of my main mods
JU12000  [author] 12 Apr, 2024 @ 10:36am 
The 3.11.3 Eridanus patch did not change anything about this mod so I will not be releasing an update for it. Please ignore launcher warnings *for this version only*
Blorg 22 Mar, 2024 @ 6:37am 
Don't know if it's appropriate to ask here, but does anyone know how to quickly transfer the vanilla building sorting code that has been prepared in this mod to my mod? When I wrote my mod, I copied the code directly from the original game files (obviously without the sorting code), and it was too much effort to copy the sorting code one by one now.
JU12000  [author] 8 Mar, 2024 @ 4:50pm 
Apologies, seems I misunderstood Crusader's original comment. Thanks for catching this. Just updated it a few minutes ago so it should be fixed. Let me know if there are any more issues.
Beret03 8 Mar, 2024 @ 3:44pm 
I noticed an issue with building_bio_reactor_2 during a gestalt run.
It looks like the final building listed under ```.\common\buildings\03_resource_buildings.txt``` was not updated.
The 3.11 patch overhaulded building_bio_reactor_2

Updating the below resolved the inline script call issues.
From this point down the moded contents do not match the source file.
####################
resources = {
category = planet_buildings
cost = {
minerals = @b2_minerals
}
upkeep = {
food = @b2_upkeep
}
}

inline_script = {
script = jobs/farmers_add
FARMER_AMOUNT = 2
ANGLER_AMOUNT = 2
}

planet_modifier = {
planet_farmers_food_produces_add = -3
planet_farmers_energy_produces_add = 2
planet_farmers_exotic_gases_produces_add = 0.1
}

prerequisites = {
tech_bio_reactor_2
}
}
####################
JU12000  [author] 5 Mar, 2024 @ 9:50am 
@Crusader - this script comes from the base game, I didn't make any edits to it. If there's an issue with this script it's likely caused by either:

Another mod you're using
A bug with Stellaris
Crusader 5 Mar, 2024 @ 4:07am 
Script fail in building_bio_reactor_2:

inline_script = {
script = jobs/farmers_add
FARMER_AMOUNT = 2
ANGLER_AMOUNT = 2
}

planet_modifier = {
planet_farmers_food_produces_add = -3
planet_farmers_energy_produces_add = 2
planet_farmers_exotic_gases_produces_add = 0.1
}
Ya A Slowpoke 28 Feb, 2024 @ 1:55pm 
Cheers, thanks a lot, love having more order in my empire!