Stellaris

Stellaris

District Overhaul - FunEFork
72 Comments
MrFunEGUY  [author] 26 May @ 4:58pm 
I'll update this eventually y'all
Velosid 25 May @ 4:40am 
o7
Lato Diafol 9 Apr @ 10:17am 
Having looked into the mod files, looks like its due to the validate_planet_buildings_and_districts method called on gamestart, sadly since Stellaris doesnt expect more then one district type per resource it picks the first one in the list and makes as many districts as it can of that type discarding any overflow. To fix it the planet would need to have enough districts of the given type in the first replacement district of that type. Could be fixed two ways, either by ensuring a larger amount of specific districts on homeworlds or by disabling modifications to homeworlds altogether which is what the old District Overhaul mod originally did. Im not sure if you can change the way validate_planet_buildings_and_districts works but if you could I guess that could be modded to work better too.
Lato Diafol 9 Apr @ 9:10am 
Heya, might be a mod conflict but my homeworld has an issue, it starts with 5 "generator districts" the default energy gen district, after a month they get removed and the energy generation gets put into geothermal districts, however because the planet has a limit of 3 of them I end up with massively reduced energy generation and several unemployed pops. since I dont start with rare crystals, I cant build solar panels and thus start the game with -40 energy per month and no way to get more. are there compatibility issues with planetary diversity that could be causing this? I note that the planet can have up to 5 solar districts but the remaining two energy districts just dissappear rather then converting.
MrFunEGUY  [author] 1 Apr @ 2:06pm 
Think the ascended housing should be fixed.
DriftinTurtle 26 Mar @ 10:38am 
No worries, I appreciate you maintaining it in the first place i really like the mod. I just didn't see anyone else mentioning it. Take your time its really not a big thing, it could also just be a conflict i have with other mods. Thank you for all your hard work!
MrFunEGUY  [author] 23 Mar @ 10:06pm 
@DriftinTurtle - To be clear, I didn't create the mod. I'm just maintaining it. On the housing issue, I'll check that out sometime in April when I have time.
DriftinTurtle 22 Mar @ 6:01pm 
For some reason I cannot find ascended housing even after i clear the blocker on a relic world. However i can get every other district this mod allows, such as fusion powerplants, rare resource districts and the underground housing. Thank you for taking the time to create this mod i really enjoy it.
MrFunEGUY  [author] 13 Feb @ 9:06pm 
Fixed fusion power plant. The other issue isn't coming from this mod I don't believe.
Blagden 13 Feb @ 6:51pm 
Thanks, I'm still not getting Fusion Power Plant zones and the Ancient Reactor Pits rare planetary feature is not showing up on the list of planetary features.
MrFunEGUY  [author] 13 Feb @ 4:32pm 
Fixed, thanks for the report. From what I can tell, cloning districts require the Ancient Construction Technology deposit and should work if you have that deposit.
MrFunEGUY  [author] 9 Feb @ 9:39pm 
I'll check that out this weekend
Blagden 9 Feb @ 6:05pm 
I've checked this with just this mod as well as this mod with UI Overhaul and UI Overhaul + PD and since the last update none of the strategic resource, research, or housing districts are build-able, the features that give them are there and say they should be an option but they never show up on the district tab. Also, I've never been able to build the cloning districts.
MrFunEGUY  [author] 28 Jan @ 3:35pm 
No worries it wasn't rude. Its just time consuming to have people report bugs that aren't real
Sorel_Kainz 28 Jan @ 12:20pm 
It turned out to be easier than it seemed. It was necessary to simply delete the old mod manager data. And everything worked.
Sorel_Kainz 28 Jan @ 11:04am 
Sorry, English is not my language, so the last comment could have looked like a rude complaint. Yes, it may be a mod conflict, but I only have your mod for districts. Although... I'll try to figure out what the problem is.
MrFunEGUY  [author] 28 Jan @ 10:54am 
@sorel_kainz - Sounds like a mod conflicts of some sort, because that doesn't happen with only this mod. Please only report bugs if you test with only this mod.
Sorel_Kainz 28 Jan @ 10:13am 
I don't know how, I don't know why, but for some reason, all, absolutely all districts are replaced with Suburban Housing District. Only vanilla urban and industrial districts remain
Zer0_Requiem 17 Jan @ 6:14am 
Sounds good haha
MrFunEGUY  [author] 14 Jan @ 6:43pm 
No need to apologize 😄
Zer0_Requiem 14 Jan @ 4:47pm 
Yeah my apologies, that is what I was assuming was the case haha
MrFunEGUY  [author] 14 Jan @ 2:16pm 
I want to be clear that no new district types were added, but that they should now show up for deposits that they didn't before.
Zer0_Requiem 14 Jan @ 8:59am 
Sweet! Can't wait to see the new districts with the deposits and can use more of the PD planets. Thank you!
MrFunEGUY  [author] 12 Jan @ 5:01pm 
Just put out a pretty big compatibility update. Updated compat with the current version of Planetary Diversity.

There was definitely a lot of stuff that needed updating in base game as well. A lot more vanilla deposits now add new districts, and there should be fewer bugs.
MrFunEGUY  [author] 11 Jan @ 9:38pm 
I imagine there are still some kinks to work out, but should be pretty stable.

@Daarath - Thanks, fixed.
Zer0_Requiem 11 Jan @ 8:18pm 
Thank you for the update!
Daarath 28 Aug, 2024 @ 8:30pm 
Hey, the Fusion Powerplant (district_e_fusion_generator) is deconstructing itself after being build, becuase it has "district_e_fusion_generator_max = -1". Removing that fixed it for me, don't know if intentional tho.
MrFunEGUY  [author] 9 Aug, 2024 @ 5:02pm 
This will be compatible with the new planetary diversity in the future. I will also look into real space
PegasKyiv 6 Aug, 2024 @ 9:45am 
Love this mode, hope devs will create better tools for comp between different mod(because its hard to choose only one when u alreade play with PD and DO before)
Dr. Quackers M.D. 8 Jun, 2024 @ 5:07pm 
I also think there are some real space issues especially with real space planetary stations. Those stations have none of there districts
MrFunEGUY  [author] 31 May, 2024 @ 10:16pm 
@Jht_89 - Yes.

@JKingJ - I had just updated it to align with the new triggers, but didn't test if more was needed. After seeing how the new PD works, I'm unsurprised it's broken. I'll look into getting it fixed within the next few weeks.
JKingJ 31 May, 2024 @ 5:11pm 
Curious if the native PD compat is out yet.
Starting on a cavern world and missing a bunch of starting districts leading to almost half of my pops being unemployed.
jht_89 31 May, 2024 @ 11:52am 
Am I right in saying this is a fork of the Xeno's mod from before the Interplanetary Agriculture mod was merged in?
tzverg 14 May, 2024 @ 11:02pm 
MrFunEGUY  [author] 12 May, 2024 @ 10:41am 
I'll get native compat with the new PD within a few weeks.
Dilidala 11 May, 2024 @ 8:38am 
Hey there,

It seems the mod is having some problem with Planetary Diversity, if one of the new planet types added by PD is selected as homeworld, the this mod replace and overwrite their starting districts that consists of 2 mining, 2 farm and 2 generator, resulting in a jobless start that also faces massive resource deficit. I tested with PD collection, this mod, UI Overhaul and their corresponding comp patch. All planet type existed in Vanilla will work just fine, however planet type such as Dry Cavern does not.

This seems to be the return of previously mentioned problem (I was the same one who mention it in the comment last year), but specifically for PD planet type. I understand you may not have the time and energy to do a compatibility patch, in that case I think it would be better to leave a description in the mod page.
MrFunEGUY  [author] 10 May, 2024 @ 9:35am 
Should be.
tzverg 9 May, 2024 @ 7:09pm 
so, this is working now?
DormBrand 20 Apr, 2024 @ 11:29am 
This is how it should be:

```
owner = {
OR = {
has_origin = origin_necrophage
has_technology = tech_advanced_metallurgy_1
has_technology = tech_engineering_2
has_technology = tech_basic_science_lab_2
has_technology = tech_alloys_2
has_technology = tech_luxuries_2
has_technology = tech_interstellar_economics
has_technology = tech_centralized_command
has_technology = tech_combat_training
has_technology = tech_global_production_strategy
has_technology = tech_colonial_bureaucracy
has_technology = tech_hydroponics
has_technology = tech_hyper_entertainment_forum
}
}
```
DormBrand 20 Apr, 2024 @ 11:28am 
This is how it is:
```
OR = {
owner = {
has_origin = origin_necrophage
has_technology = tech_advanced_metallurgy_1
has_technology = tech_engineering_2
has_technology = tech_basic_science_lab_2
has_technology = tech_alloys_2
has_technology = tech_luxuries_2
has_technology = tech_interstellar_economics
has_technology = tech_centralized_command
has_technology = tech_combat_training
has_technology = tech_global_production_strategy
has_technology = tech_colonial_bureaucracy
has_technology = tech_hydroponics
has_technology = tech_hyper_entertainment_forum
}
}
```

The OR-block only applies to the outermost effect, which is owner. That then implicitely ANDs all subconditions.
DormBrand 20 Apr, 2024 @ 11:28am 
I think I found an issue with the decision to add secondary districts:

I think the intention is for the decision to be available when you have any of the required technologies / are a necrophage (as the triggered event then guards the sub-options against the individual requirements). But the way the potential block is written you have to be a necrophage and have all the requisite technologies. This means most playthroughs won't ever see the secondary districts.

More in the next comment due to the character limit.
MrFunEGUY  [author] 15 Apr, 2024 @ 7:42pm 
No?
Aidoneus 15 Apr, 2024 @ 3:06pm 
Do you still need to download the dependency from DO 3 to unlock everything?
Spider 30 Mar, 2024 @ 12:57pm 
I'm using it myself, I'm not noticing any problems, personally.
MrFunEGUY  [author] 30 Mar, 2024 @ 12:22pm 
Is anyone running this fine on 3.11? It seems to be working fine from what I can tell.
MrFunEGUY  [author] 21 Mar, 2024 @ 6:34am 
It will when my health improves and I can update my mods.
Cephei 19 Mar, 2024 @ 11:39pm 
Hey man, thanks for this maintaining this great mod! Will this be updated for 3.11?
TsarTheSecond 18 Feb, 2024 @ 11:45pm 
also sorry but im getting the specialist bug as well (pops up strata-ing for no reason and just gettinng stuck there till they demote)
TsarTheSecond 18 Feb, 2024 @ 10:52am 
huh, ive got a terraformed planet that has the fusion powerplant district but every time i build it, it converts into a normal generator district
MrFunEGUY  [author] 16 Jan, 2024 @ 1:00pm 
Updated. Everything was working fine for me.