Stellaris

Stellaris

Resolutions Expanded
340 Comments
Gordon_CMB  [author] 20 Jun @ 4:36am 
@alankraskow Thanks for the feedback! Yeah I'm still not used to the way the pop system was changed, and the Monument might still use older values. I'm still planning to comb through the buildings in both Superstates and RE to update all of them properly for the new system, and this does include the Monument, I'll probably nerf it a little so the production isn't as extreme :')
alankraskow 19 Jun @ 7:57pm 
Hi @Gordon_CMB, I love your mod but I have a bit of feedback about building_unity_farm. In my current gameplay it produces base 8550 unity, which is insane amount on it's own. But the fact that there is no empire limit for that building, and the fact that there are multiple unity bonuses, both in vanilla and in other mods is resulting in astronomical unity production. I have build it on 4 planets and my current monthly unity production is at almost 150k

Each of them after added bonuses produces 35140 unity per month...

I mean, I don't mind playing op, but that just seems completely broken, because I'm surpassing any empire in such a rapid speed the snowball effect is turning into avalanche effect lol

And just for comparison, the vanilla Heritage Site building, has base 38 and with the exact same bonuses is producing 156 unity.

Thought I let you know, in case you would like to maybe tinker it a bit. Cheers!
Gordon_CMB  [author] 19 May @ 5:57am 
@GBL20K Heya, sadly I don't keep older versions of my mods on my disk :')
You can however find all older builds over on sites like skymods (although I do have to warn to be cautious around such sites as well)
GBL20K 19 May @ 4:36am 
3.14?
Old Man 6 May @ 1:37pm 
Getting a weird bug with 4.0.3/Biogenesis. From the empire creation screen, when choosing a ship set, if I select one of the Bio Shipsets there are only 9 to view where there should be 12 (Titan, Juggernaut and Colossus are missing).

Also did a quick test using the console to unlock all tech (also took Colossus AP and completed the situation) and confirmed that the mod currently prevents the Bio Shipsets from getting Titans, Juggernauts or Colossi, but can still get Ion Cannons.
Hoche Neuwied 30 Jan @ 3:30am 
The Furred Cheese: If The Machine Age is enabled then you can't build Dyson sphere directly, but a Dyson swarm can be upgraded to Dyson Sphere Stage II. https://stellaris.paradoxwikis.com/Megastructures#Dyson_Swarms_and_Dyson_Sphere
Grand Cheese Wedge 26 Jan @ 9:38am 
Actually I just realized you can't build dyson sphere's from frames outright anymore, they have to be upgraded from a dyson swarm so I honestly have no idea unless its some kind of mod incompatability?
Grand Cheese Wedge 26 Jan @ 9:33am 
I'll also test out building a dyson sphere from the frame rather than upgrading a swarm and see if that works.
Gordon_CMB  [author] 26 Jan @ 9:25am 
@The Furred Cheese Oh, I think I see now. A Dyson Sphere upgraded from the Swarm could be considered a different entity entirely. The mod was made before Dyson Swarms were a thing, so only the regular Dyson Spheres, built from the frame (not the Swarm) can be upgraded. I'll take a look at this issue at some point to check if that's indeed the problem 🤔
Grand Cheese Wedge 26 Jan @ 8:24am 
@Gordon_CMB Yes I have the technology, and have built several dyson spheres up to 100% capacity, but for some reason I never get the upgrade option to upgrade it again to be habitable. Currently my empire has 8 dyson sphere's at 100% capacity, but none give an option to make that final habitable upgrade. The AI empire next to me I captured a chunk of their space and they had 1 habitable that I was able to capture, and 1 that had an option to upgrade to habitable but none of the ones that I had built up from original swarms could upgrade.
Gordon_CMB  [author] 26 Jan @ 1:10am 
@The Furred Cheese Hi there, there are two prerequisites to upgrading the Dyson Sphere. You must have the Celestial Engineering branch fully passed and have the Dyson Sphere technology unlocked
Only the last Dyson Sphere level can be upgraded to the habitable version
Also do keep in mind that upgrading the Dyson Sphere to habitable you'll briefly lose control of its energy output until it is colonized, so it's best to stock up on energy and prepare the colony ship :)
Grand Cheese Wedge 25 Jan @ 1:42pm 
How do you build the habitable dyson sphere? The celestial engineering tree is maxed out on my save, I've captured a couple from other empires, but I can't upgrade my current dyson spheres to be habitable.
Mental Motel 14 Jan @ 7:17am 
Just here to say that this mod is great! I also absolutely love how you built your mod with compatibility in mind, its a blessing for those that run lots of mods.
Shizo HATEMONGER 12 Jan @ 12:51am 
@Gordon_CMB just to clarify if people have problems with extended espionage and iplomacy cocnerning missing custodian reforms its because part of that mod has been moved int oa seperate mod by the author that is nwo a requirement {LINK REMOVED}
if bot hare used as it should be there is no missing custodian reforms
Gordon_CMB  [author] 3 Dec, 2024 @ 3:17am 
I am so sorry, apparently I've unsubscribed from the thread for some reason and saw no notifications
@Dice2725 That is a known issue but I thought it was fixed. I'll see at some point if I can nerf it so the event appears only once. It's clearly not working as intended

@Computica The mod should work with new versions of the game as they haven't changed the galactic community in any major way. I'll look into it at some point to see if something was broken, but in general it should still work fine :)

@Tribuno This was my first real attempt at modding the game, and I apologize for the inconvenience. I've put in some general aspects that I felt were missing in the Galcom, that could greatly enhance the storycrafting and roleplaying potential for the game, this was and still remains as my primary focus, so this approach might not be suitable for every playstyle
Tribuno 2 Dec, 2024 @ 1:04pm 
we need resolutions that buff up tall small empires, complex resolutions that make interesting changes, not just crazy number buffs for already huge empires. This is a bad vision of the essence of the galactic community, a bad mod, I do not recommend it
Computica 13 Nov, 2024 @ 1:29am 
This needs an update. Compare it to the unofficial fixes.
Dice2725 8 Nov, 2024 @ 9:08pm 
Establish Holidays completely breaks the game by spamming unity at an exponential rate every time it comes around. This nearly broke my save.
Gordon_CMB  [author] 30 Sep, 2024 @ 7:26am 
@Figaround The mod should work properly with the new update, as no significant changes to resolutions were applied
I've tried it earlier and it worked fine, but if it's no longer working properly I will introduce a patch :)
Figaround 29 Sep, 2024 @ 12:48pm 
Please update.
Janlitschka 20 Sep, 2024 @ 1:44am 
Tested it and it also campatable with "Dawn of the Republic"
Gordon_CMB  [author] 29 Aug, 2024 @ 12:52am 
@Gilten Thank you :)
Both mods should be compatible with each other, as I have been playing at some point with both and no issues have been found
As for the translation, will be extremely glad to assist! You can message me over on Discord at @gordon_cmb and I'll explain the localisation process ^^
Gilten 28 Aug, 2024 @ 9:51pm 
A wonderful mod! Lore/game friendly and well made overall.
Do you think your mod is compatible with "Planetary Diversity" and all its add-on? Would you recommande to use both or is there any redundancy in the building/mechanic you have included?
Also, if you need a French translation, I may or may not have time if you're interested.
Pisadinha 9 Aug, 2024 @ 8:09am 
I just sent a friend request on your dc
Gordon_CMB  [author] 9 Aug, 2024 @ 5:44am 
@Pisadinha Sure thing :)
Any translation is welcome! You can find me on Discord at @gordon_cmb
Pisadinha 8 Aug, 2024 @ 5:16pm 
sup my guy im brazilian and I want to translate your mod into Brazilian Portuguese can we talk about it?
Mortic 2 Aug, 2024 @ 8:27am 
Nice thank you :)
Gordon_CMB  [author] 2 Aug, 2024 @ 12:43am 
@Mortic Of course :)
The mods add differing aspects, so they don't conflict with each other. In fact, I exclusively tested both mods while they were both on and never experienced compatibility issues with one another, it's safe to launch the two!
Mortic 1 Aug, 2024 @ 6:28am 
Is this mod compatible with Superstate, the mod that add Imperium-like empire ?
Gordon_CMB  [author] 31 Jul, 2024 @ 10:28am 
@Mortarch Of Blood You're missing quite a bunch :)
I'd recommend playing without the mod first, the Galactic Community is quite an interesting concept, and this mod, which expands it a little bit, can make things overwhelming if you're not familiar with it
Basically, it's the Stellaris' version of the UN, where empires propose and pass resolutions that apply buffs to each member of the community. This mod adds a couple of new categories with unique bonuses, like a couple of new technologies, edicts, that sort of thing
Ciaphas Cain 31 Jul, 2024 @ 10:16am 
Sorry if I seem thick, but is this a tech mod? Resolutions is something I've never seen before...(I've not played in ages!)
Gordon_CMB  [author] 29 Jul, 2024 @ 12:58am 
@Deviant К сожалению нет, недостаточно навыков и времени на разработку таких модов, да и модов в принципе :')
Я буду поддерживать текущие моды как смогу, но новые вряд ли буду делать, если не словлю супер вдохновения 🤔
Deviant 28 Jul, 2024 @ 10:28pm 
Не планируете создать мод на ребаланс шпионажа?
Gordon_CMB  [author] 27 Jul, 2024 @ 6:26am 
@Comrade Cyka Some runied megas are from vanilla, but not all of them, so yeah, this should work :)
If you want to, you can publish this as a separate patch and I'd be sure to include it on the workshop page!
Comrade Cyka 27 Jul, 2024 @ 5:19am 
@Gordon_CMB Well, I managed to make a probably very inelegant solution but it seems to work. Your tip on the internal name was spot on. I basically copied the whole script for the offending mega and changed "upgrade_from". It isn't really a patch as I changed the main file itself but I'm guessing a patch would be literally the same thing. Not even sure if ruined megas are a vanilla thing but so far no issues yet.
So:
upgrade_from = {
mega_art_installation_4
}
to
upgrade_from = {
mega_art_installation_restored_2
}

upgrade_from = {
interstellar_assembly_4
}
to
upgrade_from = {
interstellar_assembly_restored
}

upgrade_from = {
mega_shipyard_3
}
to
upgrade_from = {
mega_shipyard_restored
}
Gordon_CMB  [author] 27 Jul, 2024 @ 2:53am 
@Comrade Cyka Not really sure haven't really worked on patches myself :')
In this case I'd usually just disable the conflicting mod
Comrade Cyka 26 Jul, 2024 @ 1:36pm 
@Gordon_CMB Any documentation on how to patch stuff myself in this case?

Well, here's the mods
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3158193879
And Giga+Acot as req mods
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3062038863
Gordon_CMB  [author] 26 Jul, 2024 @ 4:38am 
@Comrade Cyka Considering Paradox's coding principles, this might matter actually, since those megas could have a different internal name which isn't supported by the upgrades from this mod 🤔
Comrade Cyka 25 Jul, 2024 @ 1:30pm 
@Gordon_CMB Not sure if it matters but the offending megas are from a modded origin and the newly spawned precursor system was also a modded precursor. They are still the vanilla megas and I have nothing else touching them.
Gordon_CMB  [author] 23 Jul, 2024 @ 12:35pm 
@Ekinox Thank you, will add it to the workshop page :)
Ekinox 23 Jul, 2024 @ 12:34pm 
Hey, we finished the spanish translation a few days ago, we have it currently uploaded on a patch with a bunch of other translations:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3281293498
Gordon_CMB  [author] 23 Jul, 2024 @ 2:22am 
@Comrade Cyka There might be an issue related to restored megas, but I distinctively remember editing them ahead. Weird it didn't work, I'll see what I can do :)
Comrade Cyka 22 Jul, 2024 @ 8:55pm 
I think that ruined megastructures that get restored can't be upgraded to the final version. It might be a mod conflict but 1 mega I built from scratch upgraded just fine. As in the option to upgrade them doesn't appear.
Ekinox 10 Jul, 2024 @ 7:17pm 
Hey, just to let you know, me and my translation team just finished polishing the Spanish translation for Resolutions Expanded and Superstates, we are publishing a patch containing them, I'll send it to you when its published
Cosmoros 7 Jul, 2024 @ 12:53am 
I found the issue. It's the NGS Compatibility patch. It makes it so AI can select the resolutions from the Espionage Expanded mod, and they make a total of 12 health resolutions, out of which 5 are broken by the other 6.

I wanted to delete the comment today cause this mod is not the issue.
Gordon_CMB  [author] 6 Jul, 2024 @ 11:07pm 
@Order Prerogative That's weird, I've done several playthroughs with the mod and haven't experienced such an issue. You can doublecheck the playset to see if anything can potentially be incompatible, especially so considering the internatl name for all healthcare resolutions is kind of generic and some other mod might have rewritten it, resulting in a crash
Cosmoros 6 Jul, 2024 @ 2:38pm 
Galactic Board of Health resolution causes a crash if you are hovering over Galcom.

Not sure if this is NGC patch outdated maybe
•●Acronym●• 28 Jun, 2024 @ 7:04am 
@Gordon_CMB Yeah I noticed that as well, normally I would try and fix it myself but by god i dont know how the hell the sensor thing works and the code doesnt really give any documentation.
Gordon_CMB  [author] 26 Jun, 2024 @ 5:43am 
@•●Acronym●• Thanks for letting me know! The upgraded Megastructures are kind of a bunch of code noodles, so issues like these are expected
•●Acronym●• 25 Jun, 2024 @ 4:44am 
@Gordon_CMB Hi, I have been noticing an issue for quite some time with your upgraded sentry array and I just noticed the problem

The moment you upgrade a fully upgraded sentry array, you no longer meet the requirements in game_rules/00_rules.txt to possess a fully upgraded sentry array, thus meaning you exchange full galaxy view for the bonuses

This can be either fixed by affecting game_rules or by giving your sentry array sensor_range, which however will not fix not seeing into nebulae. Sadly I dont know how to do that as my experience with stellaris code goes only to fixing small issues that are just missing some text