Stellaris

Stellaris

Additional Vanilla Buildings - Unofficial
463 Comments
Blazingdevil 5 Jul @ 1:30pm 
any progress on the next update? take your time and dont rush it
xray163 9 Jun @ 8:09am 
especially with how much 4.0 changed everything. It probably needs to be rebuilt from the ground up. Good luck with the update. So if you need another month or two just to make sure you release something amazing. I can wait.
Misterwheatley #Maintaintf2 4 Jun @ 12:36pm 
Don't rush the mod update. I'd rather wait for a finished update than a rushed buggy mess.
half god  [author] 4 Jun @ 5:12am 
I will try to make it before end of month. For while many buildings will be temporary disabled, because of lack textures for convert versions (or I will make placeholder and change graphics later)
Ekmah [FR] 2 Jun @ 12:35pm 
Can we have an estimated update date for the 4.0 version?
Misterwheatley #Maintaintf2 10 May @ 2:08pm 
You love to see it! :happy_creep: Take your time, friend!
Zeizei Pumpum 7 May @ 1:32pm 
hell yeah
half god  [author] 7 May @ 3:13am 
Yes, AVB for sure will be working 4.0 and it'll not be abandon
Zeizei Pumpum 6 May @ 10:18am 
so u have plans for a 4.0 update?
half god  [author] 6 May @ 5:00am 
Ye it's 101% broken in 4.0, I will play few hours to recognize how much buildings were change since beta. Then fix AVB and then BERG (it'll take longer, bcs I will rewrite almost entire mod in different/easier way)
xray163 5 May @ 6:05pm 
i believe that 4.0 broke this mod. Hopefully you're still up to fixing it. I really enjoyed playing it
maverick91141 19 Apr @ 2:39pm 
Causes CTD with no other mods enabled
Darkfalcone 26 Mar @ 12:48am 
Yeah, I don't know what caused this either. The issue just suddenly appear one day, even though I didn't change anything to my modlist. For now, the issue still persists. But anyway, thanks for your help and quick response!
half god  [author] 25 Mar @ 11:38am 
So I don't know. Last thing you can check is using Irony Mod Manager with analyze mod
Darkfalcone 25 Mar @ 11:21am 
Okay, I tried deleting the "zavb_vanilla_amenity_buildings", but I still can't upgrade the overrided buildings. Also, it affected the ACOT buildings, as I can't upgrade from Void Palace to Phanon Palace. But when I disabled AVB, these upgrades working normally.
half god  [author] 25 Mar @ 10:37am 
AVB is overrided by BERG and if you see a gray "upgrade" it may be only scripted trigger issue, because to build paradise dome you have to build upgraded capital. If you want force to work and you are sure that overrided building is the issue you can delete file or from this file "zavb_vanilla_amenity_buildings". I hope I helped
Darkfalcone 25 Mar @ 8:52am 
Hi! Like I said in BERG thread, I stumbled upon a problem of not being able to upgrade the buildings when used with ACOT and AOT. I also used BERG and a Merger of Rule. Is there anything I can do to fix this issue? I really love your mod! Thanks a lot!
half god  [author] 31 Jan @ 3:50am 
In theory it's easy, but I don't know if someone did this. Practically you can do it by yourself, because it's easy. You just need to create a mod and override 1T of alloy foundry by removing base_cap_amount line.
Here's the link https://stellaris.paradoxwikis.com/Modding
If you have any questions or need help you can write to me on Discord (dc in profile)
|--_TATOEGOD_--| 31 Jan @ 1:52am 
Love the mod but Is there a mod that removes the alloy foundry build limit that's compatible with AVB?
CikenJamur 18 Jan @ 1:59pm 
thanks mate! great to see this mod is still maintained!
half god  [author] 18 Jan @ 1:55pm 
It doesn't matter in what order. However, you have to add a Merger of Rules because ACOT and AVB override scripted triggers.
Porter 18 Jan @ 1:29am 
what would be the load order if would be playing with ancient cache of technology would i want it to be below ancient cache or above ?
half god  [author] 17 Jan @ 6:39pm 
If you are playing with mods which override vanilla buildings without BERG in most scenarios it won't work (not every building will be able to be upgraded).
I checked and it will work with ultimate technologies.
CikenJamur 17 Jan @ 8:11am 
also is it compatible with ultimate technologies?
CikenJamur 17 Jan @ 7:04am 
hi, does it required !BERG building merger mod? to make this mod working properly?
half god  [author] 13 Jan @ 1:38pm 
I think this is great idea and I will start working on that. But for now I will write for those here.
Virtual Server needs: "Virtual Colonial System Breakthrough" which needs "Virtual Systems Maintenance X" where X is 1, 2, 3. "Virtual Systems Maintenance I" only needs finished tradition, enabled my changes and also machine age DLC. After researching technology for servers description of virtual trade should change from +175% to +200%.

Clone Vats T2 needs researched Capital T5, "Autonomous Administration Strategies". Capital T5 needs researched Capital T4 and that needs T3.

I hope I make it clear.
Bounty 12 Jan @ 5:13pm 
Is there any document or equivelant that shows the prerequisites for some of these newer techs?
I've found a tech appearing that mentioned a building down the road for buffing the Virtual Ascension with more worlds, but I've got no idea what it requires to advance it further.
Same goes for other specifics, such as getting lvl 2 Ancient Cloning Wats for the Clone Origin etc.

Don't know if I'd need more tiers of Capital buildings, or some really low tier basic vanilla building. The tech tree is really bloated at this point.
half god  [author] 12 Jan @ 5:17am 
I can think about it. It would be very fun
Renegate 12 Jan @ 1:31am 
Yes, I'm sorry, you got it right. Are there any plans to add new levels for the fallen buildings that open in cosmogenesis?
half god  [author] 11 Jan @ 9:20am 
I don't understand your question, but I guess you're asking about fallen empires building from Cosmogenesis Crisis Path. Mod doesn't give any additional Fallen Empire Buildigns
Renegate 10 Jan @ 10:27am 
Will the buildings of the extinct get new levels from the new crisis with this mod?
half god  [author] 6 Jan @ 1:26pm 
Send on my discord, in my profile description you can find name on discord
pesachyonah 6 Jan @ 8:27am 
Found it. How can I share it with you?
half god  [author] 5 Jan @ 7:43pm 
from reddit "$HOME/Documents/Paradox Interactive/Stellaris/logs/" there shoudl be logs from last launched game, or .../Stellaris/crash you have all crashes you had
pesachyonah 5 Jan @ 3:57pm 
And now back to banging an earlier kettle: I can confirm that Stellaris on Windows via parallels handles AVB, !BERG, and Gigas together quite fine, while they still don't mix well on Mac OS. And now we're left with the very very hairy question of what could possibly be triggering this crash on Mac. I'd contribute error reports if I knew how to create them.
Inny 4 Jan @ 4:56am 
Sorry to bother you again, this time I'll need a scripted variable @has_avb_mod = 1
This allows for nice tricks with conditional scripting (you can come check #merger_of_rules on the Modding Den for more details).
Inny 27 Dec, 2024 @ 11:43am 
Thank you!
half god  [author] 27 Dec, 2024 @ 11:34am 
Hi, I added has_avb_mod as you wanted.
Inny 27 Dec, 2024 @ 5:01am 
Hello, I would need to be able to detect your mod for triggered compatibility. Can you please add a scripted trigger like has_avb_mod = { always = yes } for this to work?
Thanks!
half god  [author] 26 Dec, 2024 @ 4:54am 
Giga changes only one building which provides more buff to rare material (i don't remember which but it could be for sentient metal or that for megastructures) and those buffs appear in ministry production which also gives 15% to alloys and consumer goods. The buff from giga works only with Berg which also grants second tier of that building from AVB that bonus. I hope I'm not wrong and all of you understand it a bit more
ZombieWars 25 Dec, 2024 @ 8:36pm 
Am I missing somthing?
Some of the techs say that they add a district type but they dont appear on any of my planets to be built. Maybe Im just too early into the game so far and are for ringworlds or habitats?
Forbidjon 25 Dec, 2024 @ 2:46am 
so this doesnt work with Berg+giga now? im tryng to load a save and this is the only updated mod of the three today that has a better chance to crash every time i try to load a save. Merry Christmas all
pesachyonah 24 Dec, 2024 @ 4:47pm 
Actually that appears only half true. AVB plays nicely with Gigas but !BERG doesn't, !BERG + Gigas still equals CTD. I'm happy though because AVB was what I wanted, so again, thank you.
pesachyonah 24 Dec, 2024 @ 4:32pm 
It worked! Thank you.
half god  [author] 23 Dec, 2024 @ 6:13pm 
I have found that too in my recent play, but due to too many tech mods, those technologies can't have enough weight to be selected. After your comment, I found that in Berg I recently decreased log output by adding a placeholder for missing technologies and there was one space more. That's funny one more space ruined entire mod
After update it will works fine.
pesachyonah 23 Dec, 2024 @ 3:40pm 
This might sound a little like a broken record - I'm still having trouble getting this mod and !BERG to play nicely with Gigas. I've tried loading only those three, or only Gigas with one or the other. I put Gigas both before Additional Buildings and after. I've tried all of these conformations and nothing seems to work. Just CTD every time.
I did get Irony to work (although I have yet to figure out how to generate an error log), and what's weird is that Irony doesn't find any conflicts at all between Gigas and either of your mods. Just cryptic messages about errors in Gigas' code that really don't appear erroneous. So I'm at my wit's end here.
half god  [author] 21 Dec, 2024 @ 2:56am 
Of course
LennyTheLing 20 Dec, 2024 @ 5:37am 
Hello, I created a mod that's largely based on this mod that only adds generator, miner, housing, factory/foundry (new), and crime buildings.

I'd like to ask for permission to publish my version of the mod on steam.
half god  [author] 18 Dec, 2024 @ 1:35am 
The event that appears in the game can disable buildings I added. I haven't created a list of changes.
LennyTheLing 17 Dec, 2024 @ 4:46pm 
Is there a list of things that got added to this mod? I tried looking into the original mod, but there was only a graph without any description. Also I am unsure what does the game start event that enable new building does.