Stellaris

Stellaris

Buildings and Districts Overhaul and Expansion
157 Comments
sem.maxim 27 Dec, 2024 @ 1:04am 
No, this mod not work. Special buildings (such as "Gallium Mine") not extract special resources.
Drachilein 10 Dec, 2024 @ 3:13am 
does this still work?
Shatari 13 Sep, 2024 @ 7:43pm 
No problem.
An update on the mining jobs: This mod basically reverts the changes from the latest update outright, from what I can tell. If I have to choose, though, I'll take the more interesting districts over easier mining any day.
Teamson 13 Sep, 2024 @ 2:14pm 
@Shatari youre the MVP for keeping us posted over here!!!
Shatari 13 Sep, 2024 @ 1:06pm 
For anyone wondering, this still works with 3.13. The different alternative mining jobs probably don't benefit from the new exotic resource mechanics, though.
Teamson 18 Aug, 2024 @ 2:11pm 
please, we need this!
Bubulejka 2 Jun, 2024 @ 10:49pm 
@atticorafasciata_Lastochka работает
atticorafasciata_Lastochka 30 May, 2024 @ 2:12am 
работает на 3,12?
Ramiell 14 Mar, 2024 @ 12:29am 
infrastructure districts keep appearing and replacing other districts
ChrissTheBurnedOne 12 Jan, 2024 @ 6:41am 
is it on purpose that most planets don't start with industrial district?
Valeur 21 Dec, 2023 @ 7:15pm 
@bigphantom yes it works
Bigphantom 1 Dec, 2023 @ 5:03am 
Does it work for 3.10?
Templar 21 Oct, 2023 @ 9:36am 
Will this be updated for 3.9?
Cooltater 20 Oct, 2023 @ 6:41am 
Whenever I build a Fusion powerplant it immediately despawns when the construction finishes. Am i missing something?
Feergon 18 Sep, 2023 @ 8:38am 
Hello. Is it possible to update this mod?
Zer0_Requiem 15 Jul, 2023 @ 6:05am 
It seems this mods has a slight Incompatibility with Bigger Colonies - Size Fix https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1680147448 In that any planet you start with has massive unemployment and homeless problems.Would you be able to make a patch?
TheEventHorizon 4 Jul, 2023 @ 2:57pm 
Would love an update and a patch for the universal resource patch
K_A_I_N 24 Jun, 2023 @ 12:49pm 
Is it possible to make this compatible with Universal Resource Patch please guys? The Strategics are proving a pain to keep track of and don't seem to want to show up on the list. Cheers.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1595876588
ajacksonian 7 Jun, 2023 @ 3:48pm 
Same question on Gigastructure Engineering as something made The Everchanging disappear, though the dig site is still left behind.
fire.rocket 1 Jun, 2023 @ 9:53pm 
is this compatible with gigastructures?
5ColouredWalker 25 May, 2023 @ 9:39pm 
What are chances like that Gardens can generate Minerals for Lithoids?
I understand if no, they're still super nice with producing food.
white_wolf87 23 May, 2023 @ 7:03am 
I'm curious how it will interact with Guilli's Planet Modifiers and Features as that mod adds a new type of planet that has specialised districts.

I'm wondering if it'll still be playable.
SharpeGuy 20 May, 2023 @ 3:00pm 
Dang :/ this seems to be incompatible with Sartek District and Economy Merger Since I believe its merging rules for other mods that affect vanilla districts and this one replaces those districts.
With sartek included in the list with this, planets have the vanilla districts in the district panel but no way to build them, resulting in none of the new districts introduced by this mod being built initially on your homeworld and only more industrial and city districts built, leaving a lot of unemployed worker pops.
TheEventHorizon 19 May, 2023 @ 7:35am 
Updated for 3.8?
gordon519 15 May, 2023 @ 8:07pm 
There is a spelling mistake on the red flowers field building, "and efense armies" when im fairly certain it means "and defence armies"
Lord and savior, DaddyGaylord  [author] 9 May, 2023 @ 5:19am 
@gordon519 it's for balance. If fusion districts didn't have that then they would be superior to all other energy districts in every single way. While a fix is possible, it would be resource intensive
@Kaiser Nikolaus I it negates the changes starnet makes to the districts themselves, but overall it's not a big deal. A fix is possible (and rather easy to do) but rn it's not my top priority
@AlaiaVee that's a nice offer, but kinda difficult to do so just buy yourself an extra coffee and drink in my name or something
Kaiser Nikolaus I 8 May, 2023 @ 3:10pm 
How well does this work with a mod like Starnet?
gordon519 8 May, 2023 @ 1:42pm 
Any idea why the fusion power plant distric has a -1 on it to make it use up more district slots? its making it so i cant build any if i have an odd number of those districts remaining
AlaiaVee 7 May, 2023 @ 8:05pm 
@Xenos Thanks for the fix! Now where do I buy you a coffee? ;)
Lord and savior, DaddyGaylord  [author] 6 May, 2023 @ 11:36am 
@AlaiaVee a mistake on my part, I'll fix it quickly
AlaiaVee 5 May, 2023 @ 5:23pm 
Hey Xenos, the mod looks great, thanks for your hard work! I'm having an issue in my game where the conscious dust gathering site is adding Gas Extractor jobs, but then the gas extractor jobs are producing Coaxium instead of gas or dust. I have your dependency near the top of the load order, above BDOE. Any ideas what's going on here? I haven't tried with a vanilla + only BDOE and dependency setup yet.

The planet doesn't have a dust deposit on it, is that necessary? If so, why then do I have the option to build the dust gathering site?
Lord and savior, DaddyGaylord  [author] 5 May, 2023 @ 5:41am 
@...cz honestly no idea what might be causing it then, works well for me
@James Stone it shouldn't
@Zimmothy Zimmermann if a planet has the deposits for them you should also be able to build their special resource buildings. Maybe I'll add a tracker for the special deposits, as remembering where they are is a real bitch
@Gatzek no need to activate anything
@Jesus Christ, most resource buildings don't actually provide special jobs, they only make it so certain jobs produce the special resources. Also you are using the dependency right?
Brushboss 2 May, 2023 @ 6:21pm 
update - it does add the jobs, but the resources still do not appear on recource patch UI, and the job line and building modifier lines connected with them are all broken
Brushboss 2 May, 2023 @ 5:27pm 
exotic resources don't show up on universal resource patch, but do on tech and in buildings upkeep. Builds that are supposed to add the jobs for the new resources have the code lines in place of jobs and provide none
Gatzek 30 Apr, 2023 @ 5:31am 
Are your mods compatible with Planetary Diversity "out of the box" or do I need to activate compatibility somehow?
Zimmothy Zimmermann 27 Apr, 2023 @ 1:36pm 
How do I produce Adamantite and Kruppstahl? Because I have both of the Armories that require them for upkeep, but I don’t see any tech to actually produce it
James Stone 26 Apr, 2023 @ 1:00pm 
Do you know if this causes any trouble with mods like Gigastructural Engineering and its megas like Birch Worlds and the like?
...cz 25 Apr, 2023 @ 12:24pm 
is stil not working. ok i use universal resource patch.
...cz 25 Apr, 2023 @ 11:24am 
ok
Lord and savior, DaddyGaylord  [author] 25 Apr, 2023 @ 11:12am 
Nvm that was just patched
Lord and savior, DaddyGaylord  [author] 25 Apr, 2023 @ 11:10am 
In the resource drop-down list (top bar)? It's likely because another mod that adds resources or universal resource patch overwrite it
...cz 25 Apr, 2023 @ 10:45am 
why cant i see resources form Exotic Deposits and Resource?
.
Lord and savior, DaddyGaylord  [author] 22 Apr, 2023 @ 11:26am 
I use it for testing and fucking around. And it can be made to disappear with the 'Hide Decisions and Edicts'-edict
WHR | TMaekler 22 Apr, 2023 @ 6:28am 
What is it with "Xeno's cheat edigt"? Why is that in the mod? Can it be disabled to not pop up in the game?
Cloudslayer 18 Apr, 2023 @ 3:42pm 
Thanks for the reply. I was thinking more about the isolated valleys and the only thing I can think of is because it added so many features and blockers that it kept rolling up those features. Or maybe if just ran out of features to add and just started repeating the last one or something.
Lord and savior, DaddyGaylord  [author] 18 Apr, 2023 @ 5:17am 
@Cloudslayer I don't know why the problem with isolated valleys exists (as I don't touch them) but I forgot to add the convert_to to deposits, which may be the cause of all of this. I'll fix it soon. Almost finished with the next update.
Cloudslayer 18 Apr, 2023 @ 12:40am 
Just wanted to let you know that for some reason when surveying a planet it's filling up the planetary features with blockers to the point that you can't build any districts. Also there are so many isolated valleys spawning on the planets too. Other wise thanks for the great mod.
Lord and savior, DaddyGaylord  [author] 13 Apr, 2023 @ 4:58am 
@gail I'm currently reworking some things. I nerfed the regular housing district back down to their vanilla level, and the suburbs will be dealt with (soon) in the next (big) update
avo1ition 12 Apr, 2023 @ 1:19pm 
I'm currently seeing that the suburb district has one more housing and identical building slots and clerks as the regular city district, half as expensive. is it bugged?
Lord and savior, DaddyGaylord  [author] 12 Apr, 2023 @ 4:59am 
I made it so most vanilla deposits and modifiers give the modded districts instead. That's by design. But if you use mods that add more deposits or modifiers (GPM, PD, Real Space: New Frontiers, etc.) you will get plenty vanilla districts in addition to the modded ones.