Stellaris

Stellaris

Restored Position Priorities
59 Comments
arieviloj 26 Apr, 2024 @ 1:51pm 
Ah..i see...

"This mod sorta works mid-save. Existing buildings will not be reordered, but new buildings should follow the hierarchy defined in the game files."
arieviloj 26 Apr, 2024 @ 10:55am 
it doesnt work on my end. Need a fresh new save?
kibitz! 31 Dec, 2023 @ 1:02pm 
I just wanted to let you know that it looks like the Resource Processing Center may not have a value assigned to it, or otherwise doesn't sort like other planetary unique buildings in my most recent games. Thank you for this lovely mod and for updating it. :)
Derek  [author] 6 Dec, 2023 @ 12:03am 
Done. No guarantees it'll work this time next week, but we'll cross that bridge when we get there.
savadrin 5 Dec, 2023 @ 3:16pm 
thank you so much! i also wish they'd stop with the tiny patches and space out larger improvement patches with more polish. sorry it's causing you trouble:(
Derek  [author] 5 Dec, 2023 @ 2:47pm 
I was holding off until Paradox was done releasing tiny patches every week, but it looks like they're not gonna stop anytime soon. I'll update tonight.
savadrin 4 Dec, 2023 @ 4:50pm 
any update yet?
Derek  [author] 8 Nov, 2023 @ 3:15pm 
Astral Planes + 3.10 is dropping on 11/16. I'll be out of town that week, so you can expect an update to this mod around 11/22-ish.
savadrin 15 Sep, 2023 @ 8:37am 
YAY!!!
Derek  [author] 14 Sep, 2023 @ 11:22pm 
Updated for 3.9.
Derek  [author] 12 Sep, 2023 @ 7:47pm 
Update should come tomorrow.

Ariphaos updated his unofficial patch earlier today, which this mod uses as a base, so I'll need a day to go through all the changes on my end.
savadrin 12 Sep, 2023 @ 10:41am 
on 3.9 the mod prevents building the mining or energy boosting buildings. you can still build the one that boosts farmers, but not the energy grid or the mining one
savadrin 12 Sep, 2023 @ 7:06am 
update?
Derek  [author] 30 May, 2023 @ 8:30pm 
Looks like Ariphaos did make some changes recently. I haven't gone through all his changes yet, but the update I just pushed out fixes the precinct house issue.

I'll do a more thorough update tomorrow-ish.
Derek  [author] 30 May, 2023 @ 3:06pm 
This mod is built off Ariphaos' Unofficial Patch, so I'll see if he knows anything about that and revert the change later tonight.
Premium 30 May, 2023 @ 1:02pm 
I think this mod causes AI to build 2-3 precincts right at the start of the game. But because enforcer jobs get disabled, they're left with anwhere from 4-6 unemployed specialists, ~1k minerals fewer minerals and several building slots wasted.
Green Raven 14 May, 2023 @ 11:48am 
That did it! Thanks!
Derek  [author] 14 May, 2023 @ 11:40am 
@Green Raven: Try unsubscribing and resubscribing. Steam is weird like that sometimes.
Green Raven 14 May, 2023 @ 5:46am 
Wierd... it still says out of date?
Green Raven 14 May, 2023 @ 5:10am 
:D Thanks a million!
Derek  [author] 14 May, 2023 @ 3:05am 
It's technically Sunday morning, but close enough.

Mod has been updated with the patch changes + the new Paragon buildings.
Green Raven 11 May, 2023 @ 7:12pm 
Thank you!
Derek  [author] 11 May, 2023 @ 7:12pm 
I'll most likely do the update tomorrow night or Saturday.

This update changed a lot of buildings, so I need to dedicate some time to make sure I'm merging my changes correctly with the updated stuff.
Green Raven 11 May, 2023 @ 6:53am 
Please update
savadrin 18 Mar, 2023 @ 12:10pm 
thank you so much. very few mod authors update their stuff so quickly:)
Derek  [author] 18 Mar, 2023 @ 11:59am 
Fixed.

This was actually an issue with Ariphaos' patch, which I use for this mod. That should hopefully be the last of your Remnants troubles.
savadrin 18 Mar, 2023 @ 11:31am 
tested again with just this mod. on remnants origin, the game starts with the faculty of archeotech building on your starting relic world, then at the end of the first month it deletes it, and it's not available in the list to rebuild it
Derek  [author] 18 Mar, 2023 @ 11:27am 
Published an update that fixes a vanilla bug where FE buildings are destroyed when you conquer an FE's planet.

Update is savegame compatible.
savadrin 18 Mar, 2023 @ 11:17am 
huh, that makes sense. i'm using several mods that change the starting effects. "fix shattered ring decision" and "known precursor" and "no clustered starts" among them. it seems to be really confusing the game on startup. well, i can do without those as long as my buildings get sorted properly, so i can just wait til they get updated properly lmao.
Derek  [author] 18 Mar, 2023 @ 10:30am 
@savadrin:

You most likely have a mod that overwrites:

common/scripted_effects/start_of_game_effects.txt

This is the file that decides what buildings, blockers, features, techs, and modifiers a new empire and its homeworld have.

In this case, you're either using an outdated mod or a mod author forgot to include the lines that swap Remnant's research lab for an archeostudies facility.
savadrin 18 Mar, 2023 @ 9:59am 
very very strange, it's not this mod, but certain combinations of my mods prevent the building from being generated in a new game with remnants origin. i'm so confused.
savadrin 18 Mar, 2023 @ 9:44am 
hmmm. still getting issues. i'm not sure if it's just this mod or another one, i'm going through my mod list disabling them one by one to see which ones affect the new buildings...
savadrin 17 Mar, 2023 @ 11:19pm 
oh my god that was fast you are amazing
Derek  [author] 17 Mar, 2023 @ 11:02pm 
Updated to the current version.
savadrin 17 Mar, 2023 @ 11:02pm 
okay yeah can't wait for your update, with this mod active, the Remnants origin doesn't get the Faculty of Archeostudies building at game start and it won't let me build it
savadrin 16 Mar, 2023 @ 11:30pm 
thank you so much! this is the most vital mod i use. i cannot stand having the buildings be out of order. i know it's irrational that it drives me so insane but i just can't stand it lol. i could not play the game without this mod.
Derek  [author] 15 Mar, 2023 @ 7:31pm 
I wanted to see if Paradox was planning to release any hotfixes (they're not), so I'll update this most likely tomorrow.
savadrin 14 Mar, 2023 @ 9:43pm 
shows as out of date again, and they also added some new buildings with the latest update
Derek  [author] 4 Feb, 2023 @ 5:41pm 
@Torres: UI mods should be fine.
Torres 4 Feb, 2023 @ 12:37am 
Yup thanks I downloaded it, but I use the extended dynamic UI for a bigger amount of building slots so I don't know if it's working.
Derek  [author] 3 Feb, 2023 @ 6:23pm 
@Torres: This works for 3.6.
Torres 3 Feb, 2023 @ 3:28pm 
I was looking for something like this, hopefully is 3.6 ready.
savadrin 8 Dec, 2022 @ 3:08pm 
thank you so much! of all the mods i use, this is the main one i could never give up!
Derek  [author] 6 Dec, 2022 @ 6:38pm 
@savadrin: That's strange. It shows as current for me. I have a very small update to push out anyway, so hopefully that will fix the issue for you.
savadrin 5 Dec, 2022 @ 12:58pm 
still has a yellow triangle in the launcher mod list for me, but seems to be working properly
Derek  [author] 4 Dec, 2022 @ 12:41am 
The promised update is here.
Derek  [author] 1 Dec, 2022 @ 7:49pm 
Need to wait for the Ariphaos Unofficial Patch to update before I can update this. Will hopefully have an update within a day-ish of Ariphaos updating his stuff.
Bunny Kashino 11 Oct, 2022 @ 11:25pm 
fair thanks for the timely response
Derek  [author] 11 Oct, 2022 @ 11:20pm 
@Caramel Everyone needs this mod, unfortunately.
Bunny Kashino 11 Oct, 2022 @ 11:09pm 
Q, is this ironman compatible and/or able to be run as a client side mod? (aka not everyone needs it like UI, Advisers, and Music mods)