Stellaris

Stellaris

(MERGED INTO ANOTHER MOD) Ancient Knights of the Toxic Frameworld
34 Comments
Xahkarias  [author] 10 Sep, 2024 @ 4:36pm 
AS AN FYI TO ALL:

I WILL MERGE THIS MOD WITH MY EXISTING FRAMEWORLD EXTRA GOODIES MOD https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3071450599 DURING THE NEXT STELLARIS PATCH CYCLE (v3.13). THIS MOD WILL NO LONGER BE UPDATED, BUT WILL BE INTEGRATED.
Zeypheron 18 Aug, 2024 @ 6:40pm 
Does Decision Origins not work for getting Knights + Frameworld? Cause the Ancient Cache of Knights page mentions using Decision Origins or Daemonic Incursion, while this page excludes Decision Origins.
Xahkarias  [author] 4 Aug, 2024 @ 4:12am 
Updated for AOT 3.12 update
yeahno 15 Jul, 2024 @ 11:05pm 
@xahkarias tracking ill look into the load order
Xahkarias  [author] 15 Jul, 2024 @ 10:53pm 
@yeahno: its a new district, not replacing anything else
yeahno 15 Jul, 2024 @ 10:34pm 
does the knight district replace the commerce district?
Westrian 10 Jul, 2024 @ 12:30pm 
that defeats the purpose of a frameworld, its a tall 1 planet "challenge"
Cóndor Centinela 10 Jul, 2024 @ 10:38am 
Is there an option that allows you to colonize other worlds next to the frameworld?
ToxicCannabis 9 Jul, 2024 @ 9:28pm 
ANZ voidframe died
Xahkarias  [author] 6 Jul, 2024 @ 4:17pm 
Updated to 3.12:

Will update again once AOT is updated.
Westrian 5 May, 2024 @ 5:07pm 
probably would be fine, i have no sense of "balance" myself, but while the knights and everything leading to the end is good, the end itself is kinda...meh.
Xahkarias  [author] 5 May, 2024 @ 4:44pm 
[h1] Update [/h1]

Balance fix cause there are way too many knights:

Order's Keep on a Frameworld will only provide 1 knight per 20 jobs (non-frameworld is 1 per 20).
However, the frameworld is not affected by the Fate of the Order event, which halves normal order's keep to 1 knight per 20.

In compensation, knight demense districts now provide a knight job in addition to the two squire jobs.

@Westrian: What about increasing the amount of knight jobs per district to +2 instead of +1 if you have the relic?
Westrian 5 May, 2024 @ 4:31pm 
any chance of changing the maw of the toxic god relic to be more usable for frameworlds? as other then strike damage its not really useful at all and the toxic god isnt really great either since you cant really benefit from the toxic worlds, other then just a unique planet cleanser as you generally want to keep most/all the pops alive to migrate to the frameworld as servants/livestock etc
Tanrice 3 May, 2024 @ 10:47am 
@Xahkarias, Okay you are right, I disabled the dirty fix mod, then I found the districts. Thanks
Xahkarias  [author] 3 May, 2024 @ 8:29am 
@Tanrice: Ok, it's all coming together now. Do you have 20 different kinds of districts currently? Dirty fix / bigger planet view have a known issue (as of 4-5 months ago)where they can only display a max of 20 districts on a planet. Standard UIOD (and any mods using the same ui as it) don't have the 20 district restriction.
Tanrice 3 May, 2024 @ 5:12am 
@Xahkarias i am using the dirty fix one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2096162410 . So it matches the second one.
Xahkarias  [author] 2 May, 2024 @ 7:23pm 
@Tanrice: One more thing to check: How does the district UI look? Specifically, do your districts look like the THIRD IMAGE in UIOD or the FIRST IMAGE in [url=
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1587178040 ]Bigger Planet View[/url]? The size of the district icon is the important one, which does it match?
Tanrice 2 May, 2024 @ 6:47pm 
@Xahkarias It happens after you updateD the frameworld mod for maginot upgrade, so it might be a saving game issue. anyway dont bother it now. new DLC will update next week.
Xahkarias  [author] 2 May, 2024 @ 4:43pm 
@Tanrice: Was not able to replicate this issue, I was able to build the demense district (and its normal equivalent) on an delta tech frameworld. Could you elaborate some more? You can send more info here or find me on the gigastructures discord as Xahkarias
Tanrice 30 Apr, 2024 @ 10:17am 
Seems ACOT frameworld mod updating causes demense district not showing up after upgrading to maginot frame world. The district can still be converted to, but not showing in district zone
Xahkarias  [author] 25 Apr, 2024 @ 11:39am 
Updated to 3.11:

DEPENDENCIES HAVE BEEN CHANGED
Because Decision Origins is dead, this mod now requires Daemonic Incursion (In order to apply Quest for the Toxic God to a frameworld empire)
When starting the quest for the toxic god, the following changes are applied to the frameworld:
[*] The 5 Quest for the Toxic God modifiers will be applied.
[*] One demense district and the Order's keep will be created on the frameworld.
[*] Frameworld size is increased to 20 (from 16)

Other changes
[*]Removed knight job granted by the demense district to match vanilla district.
Xahkarias  [author] 22 Apr, 2024 @ 11:46pm 
Working on this over the next week
Xahkarias  [author] 6 Mar, 2024 @ 12:08am 
@ToxicCannabis: Im currently waiting on ACOT/AOT updates before working on updating my mods, and this one may take a bit longer than that because Decision Origins has been thoroughly abandoned and thus I need to rework this mod to function with Daemonic Incursion 100%
ToxicCannabis 4 Mar, 2024 @ 10:18pm 
3.11 update for these mods when you have time please and thank you :3
crazyboi 27 Jan, 2024 @ 3:20pm 
I'm using the Daemonic Incursion submod, and the toxic god blockers keep spawning on the frameworld and the toxic god habitat keeps spawning. You said in a different comment they shouldn't, so what am I doing wrong
Xahkarias  [author] 9 Dec, 2023 @ 3:10am 
Bugfix: Fixed issue where knight districts could be built on frameworld under certain cases even if the toxic god decision was not taken.
Xahkarias  [author] 6 Dec, 2023 @ 11:56pm 
Updated to 3.10:
Bugfix: Fixed upgraded knights from building instantly. Thanks @293 for submitting report.
293 28 Oct, 2023 @ 3:30am 
I corrected the main mod for myself so that Machine could occupy jobs. In the main mod, gestalt workers are prohibited for these jobs. If I remember correctly, before the Frameword could only be selected for Gestalt empires, now it seems that this is not the case, so I thought it was a bug. By the way, are the districts should they to be built instantly? Or I screwed up. Or what other conflicts there are with other mods. Or just a huge bonus to the speed of construction, although no, then the construction time should most likely be equal to 1.
Xahkarias  [author] 28 Oct, 2023 @ 12:10am 
@293: Did you build a Daedalus Alignment building? Voidframe changed how their districts upgrade, and I mimicked that here. And for the gestalts, its probably because I didn't enable gestalts for them. I'll get around that within the next 3-4 days.
293 27 Oct, 2023 @ 3:32pm 
The area will not be upgraded after the upgrade Franemorld. Pops do not occupy delta positions. Maybe it's because of the Machine And Robot Expansion mod?
Xahkarias  [author] 25 Oct, 2023 @ 6:06pm 
@vrosolino: Knights producing extra resources is not tied to the planet class or blockers, its tied to the job itself. Also, voidframe does not add a new planet class to the frameworld. So dont worry about the blockers.
vrosolino 25 Oct, 2023 @ 2:10pm 
question,if you want the knights to produce more research or unity, do you necessarily have to not clear the blockers or will they be purged when voidframe planet class comes around?
Xahkarias  [author] 23 Oct, 2023 @ 8:34pm 
Update: Fixed a bug that stopped stellarite knight districts from downgrading properly.
FirePrince 23 Oct, 2023 @ 3:34pm 
JFYI: Alternative to the REQUIRED DECISION ORIGINS mod (which is 3.8 and something hardly compatible), the Daemonic Incursion 😈 Knights of the Toxic God uses the same flags.