Stellaris

Stellaris

Ruling Class: Reborn - Bug Branch Version
98 Comments
AltoidsMaximus 9 Jul @ 5:37pm 
when will you patch for UI Overhaul Dynamic?
Jimmy Space 6 Jul @ 1:58pm 
Will you make a patch for UI Overhaul Dynamic?
Why does this mod change civil education?
PotatoJen49 5 Jul @ 6:19am 
Minor issue but it is there there seems to be a localisation issue with the corporate authorities where it spits out the raw code phrases instead of the actual flavor text just thought the devs would like to know no rush
Laini 2 Jul @ 11:56pm 
@Wayjourner Thank you for trying to look into it. I can't imagine it will be easy without the DLC.

The Councillor Positions are functional - for example I can choose "Shadow Weaver" and receive monthly Dark Matter, even without any related civics.

I don't believe that any of the offered Councillor Positions are for Hive / Gestalt. Here is what I have available:

Head_of_Education
Innovation_Coordinator
Indexor
Beastlord
Supreme_Curator
First_planetscaper
Grand_Herald_of_Storms
Prime_Forecaster
Replication_Coordination_Officer
Combat_Logistician
Grand_Genomicist
First_Citadel
Shadow_Weaver
Astral_Minister
Hyperlane_Supervisor
Master_of_Guidance
Speaker_for_the_Kin
Terminal_Overseer
Minister_of_the_Seas

There is no rush, of course. Please enjoy the summer while waiting for the DLC!
Wayjourner  [author] 2 Jul @ 6:25am 
@Laini - Cheers for reporting the bugs. :)
Update is finished to deal with the edict issue (haven't tested the fix but it looks like it should work) and can confirm the localisation for council agenda names is done. I'll upload it now. Side Note: BB has no descriptions for these agendas. I've not added any of my own incase BB updates include some and mine overrights their.

However, other council issue - councillors themselves - isn't fixed; I completely missed this in testing since I don't own Paragons with it's extra council slot. Having compared what's there for RCR:BB's councillors with the way other mods do their's I'm at a bit of a loss. While I can technically patch it without owning the DLC, it means no ability to do trial-and-error since I can't test any changes, Broke af atm, but DLC 's on sale so I'll get it before that's over and get to chucking stuff at walls to find the problem.
Wayjourner  [author] 2 Jul @ 6:22am 
@Laini - #2 - To give me context on what's doing this, can you actually change your council to them? Is it also showing gestalt councillors as well or it is non-ideology dependent ones from this mod?
Wayjourner  [author] 2 Jul @ 6:14am 
@Mattie AH - See @Laini's question below in the thread. Any ideas about this? Also, assuming you update next before I can get the DLC and fix the issue, can I steal your solution for this issue mate?

@LOLDiamond - That's a good idea. I can see where you're coming from and agree since it makes sense not to limit stuff like elitist polyarchies. Only sticking point for me is NoMolester's original mod was well researched in this regard and I don't like the idea of changing that vision nor diverging this further from Mattie's iteration unless I can justify it as a good improvement. If I did though, it would probably be on this point, so I'll ask a friend doing pol-sci and see what they think first. Can't see it causing issues though; it's a bit of a misnomer for there to be pro-authoritarian anarchists Authorities and liberty orientated Hierarchies.
Frank Horrigan 1 Jul @ 12:16pm 
for those waiting for UIOD compatability, i've played a couple hours using both UIOD and this. some UI elements look a little strange, but all UI buttons and functions still work. the errors caused by incompatibility seem to be purely visual, but i will update if i do encounter a serious error.
Mattie AH  [author] 1 Jul @ 9:55am 
UPDATE:due to work and restarting driving lessions it will be updated when i can get to it
Laini 30 Jun @ 7:48pm 
Thank you again for the work to get districts, jobs, and housing fixed. Here are the bugs I've come across in the latest update:

Unlock Council Position has every council position available to choose regardless of civics.

The Pluralist and Cooperative Council Agendas are titled "council_agenda_agenda_bugged_cooperative_name" with the description "council_agenda_agenda_bugged_cooperative_desc".

The Edict "Patronize the Arts" adds the Cultural Worker job, but Specialist pops cannot work the job even if every other specialist job is turned off.

Cannot construct Administrative Offices in Archives district.
LOLDiamond 30 Jun @ 3:05pm 
Hey I just wanted to let you know:
It seems like elitist and egalitarian ethics have the effects on what authorities you can't and can have that the libertarian-Authoritarian axis should control. You're doing great work here!
kerrigan1603 30 Jun @ 2:24pm 
Sorry to ask but any idea when Mattie AH updates fixes the non-Bug Branch version of Ruling Class mod?
Skyler 30 Jun @ 2:12pm 
I cant seem to find the ergatocracy civic no matter how much I try
Wayjourner  [author] 27 Jun @ 11:22pm 
Thank you for finding that @Sakkasis. And @mdungria, I'll take a look and update that with the trade policies.
mdungria 25 Jun @ 10:31pm 
Hey, i've encountered a problem.. I can't seem to build administration hubs at Archive districts, even at unification districts..
Proud Lemming 25 Jun @ 8:20pm 
I check every day to see if UI Overhaul Dynamic compatibility has been made yet it's neurotic lol. Keep up the good work!
Sakkasis 25 Jun @ 12:40pm 
So I think the trade policies this mod adds might be overwriting the base game trade policies in some weird way I can't explain, maybe it's defaulting to consuming 100% of excess trade and converting it to nothing? I dunno, I'm not a modder but I hope this helps.
Sakkasis 25 Jun @ 12:37pm 
@Wayjourner
I also noticed the trade being always at zero thing and I might have an idea on why that is, maybe... So I noticed that no matter what the excess trade that is being produced, and always only the excess was being consumed by my trade policy. In 4.0 they changed trade policies since they also added trade as a resource so that now they convert a percentage of the trade you produce into a resource, energy credits at a rate of 50% by default, but it used to be that collected trade would additionally produce those resources like energy credits. I noticed that the trade policies that this mod adds into the game still showed the old tool tips that for every 1 trade collected the trade policy would earn you 0.5 food and minerals for the "Growth and construction" policy as an example.
mdungria 24 Jun @ 9:03am 
@Wayjourner
U're good, man. Honestly u dont owe anybody anything. yet u still do what u do. cheers m8. thank d stars for people like u.
From Marx To Serious 24 Jun @ 6:34am 
I had the same issue with every single empire I played
Poncho 24 Jun @ 5:51am 
im only running bug branch and this mod. And it's any empire i play. I started 5 games with random empires and they all had all their trade always at 0
Wayjourner  [author] 24 Jun @ 4:40am 
@Poncho
I'm not seeing this in game. What's your empire set-up and mod-list look like so I can try and replicate the issue?
Wayjourner  [author] 24 Jun @ 4:39am 
@喵小夕 · F_thx
Ah, that's it. Cheers.
Poncho 24 Jun @ 3:08am 
playing with this mod causes trade income to be always at 0 for some reason
喵小夕 · F_thx 24 Jun @ 2:33am 
Your parentheses appear to be unclosed.
@Wayjourner
Wayjourner  [author] 23 Jun @ 11:40pm 
@喵小夕 · F_thx
Thank you for the heads up - I've changed 'show_on_uncolonized' for covenant districts. Although, not sure what you refer to for 'zone_slots'; 'district_segregated', 'district_settlement' and 'district_covenant' already use them. Did I miss something?
(DADDI)Busty Bush 23 Jun @ 2:44pm 
.......a gift from god......
喵小夕 · F_thx 23 Jun @ 8:41am 
@Wayjourner MOD_new_districts.txt
zone_slots = {
slot_city_government
slot_city_01
slot_city_02

show_on_uncolonized = {
always = no
}
Wayjourner  [author] 23 Jun @ 6:23am 
@kerrigan1604
The Non-BugBranch version of Ruling Class: Reborn does not work right now by itself. Mattie hasn't fixed the urban districts to function with 4.0 yet and the game will crash if that's clicked on.

@喵小夕 · F_thx
Cool. It's now:
#/common/scripted_variables/MOD_RCR_variables.txt
@has_RCR_bug_branch = 1

@mdungria
Should be fixed. Embarrassed to say it's another oversight on my part and I really should have seen this earlier let alone dealt with it. 4.0 had pop_modifier and triggered_pop_modifier changed to the pop_group_modifier and triggered_pop_group_modifier... :shrug:. Apologies for the time it took. I've also updated and fixed species rights broadly and some localisation issues so it's not a complete lose.
kerrigan1603 23 Jun @ 2:50am 
If I were to use the non-Bug Branch version of Ruling Class: Reborn with the latest version of the patch Mattie AH made for using Bug Branch + Government Variety Pack + Ruling Class, would it work or would there be incompatibilities? Or would that only work for the older version of “Unoffical Update For Ruling Class” that Mattie AH made?
喵小夕 · F_thx 22 Jun @ 11:32pm 
Please set a scripted_variable to mark that your mod has been loaded
to ensure compatibility with Universal Ascension Compatibility and
BPV - More Building Slots - Compatibility.
```
#/common/scripted_variables/any_name.txt
@your_mod_name_mod = 1
# end this file with a empty line or a # comment
```
Wayjourner  [author] 22 Jun @ 8:50pm 
@mdungria
Cheers mate. Appreciate the kind words. I'm investigating that species rights issue for you now.
Wayjourner  [author] 22 Jun @ 8:49pm 
@kerrigan1603
You're not a pain. It's your game and if you want to use that version of the patch you are welcome to it. From what I can see though it will NOT work with the BB version of RC:R and will have incompatibilities. If you intend to use Government Variety Pack anyway, your best bet would be to use the following load order:

1. Government Variety pack

2. Ethics and Civics: Bug Branch

3. THIS MOD (RC:R-BBV)

4. NoSleeper's old compatch (only overwrites civics)


Previously you needed to also use a ruling class + Bug Branch compatibility patch with the above but not if you use this mod. Regardless, this isn't a perfect solution and these three might have errors when used together but this load order might make them at least playable.
kerrigan1603 22 Jun @ 8:48am 
Sorry if I’m being a pain in the ass but does the “[Outdated] - Bug Branch+Ruling Class Update+Government Variety Pack Patch Updated” still work? I know it says it’s out of date but I was thinking of using it?
mdungria 22 Jun @ 7:50am 
@Wayjourner
Thank you so much for all that you do. I so very much enjoy this mod with bug branch.
Neuromant 22 Jun @ 4:14am 
I checked the code in the old files and indeed, that's how it is. Classic Paradox. Thanks for the explanation and quick fix.
Wayjourner  [author] 22 Jun @ 3:50am 
@Neuromat,
Already patching it now. :steamthumbsup: From what you're telling me I'm 99% sure I know exactly what this is. It's not the file structure at all (that is fine). Instead, as of 4.0 they changed 'num_pops'/'num_sapient_pops' to 'sapient_pop_amount' for not much reason. If I've not updated the mod's code to the new way of doing that for - as an example - the number of pops needed for a building to be upgraded, the game just doesn't register any accepted required pop number and won't let you upgrade no matter what. I've already written up the code for this to be fixed and I'll release the update in a few minutes. Good catch! :)

@mdungria
On it. Not sure what caused it but I don't have any more time today. I'll take a look when I get home tomorrow and see what the issue is. :salute:
Wayjourner  [author] 22 Jun @ 3:49am 
@The Destroyer of Worlds
Prima Facie in the dark. That loading them in the wrong order is the only way to make them work tells us something though. RC:R should be overwriting BB in order to function, and this is why we have that load order, but for you when it does overwrite it causes other issues. Therefore your RC:R files must be the issue and need to be replaced by force downloading them after scrubbing anything of them first.

When you deinstalled them the first time, did you delete them from the mod folder itself (.mod file and folder) or did you just unsubscribed on the workshop? You need to do the former and remove them from your game files. Secondly, if after doing that and resubbing, check again if it's working when you reload in the correct load order. If that doesn't work, reinstall the game.

I'll take a gander at the Personality Cult civic tomorrow as well, but that seems to be only a symptom not the cause of why your game is crashing when put in the right load order.
The Destroyer of Worlds 21 Jun @ 7:49pm 
From my end, the sh*tting of the pants happens when the mods are in the correct order. Yes, i could do it the odd way I just discovered but id think i really like to play the mods the intended way without the unsolicited crashing D:
The Destroyer of Worlds 21 Jun @ 7:48pm 
But, if I simply deinstalled and then redownloaded the mods, put them in the supposed order, and the game still sh*ts its pants then what should i do? Id feel like some of my issues with the civics would be fixed if I could see the empire menu screen if I put this mod below the main BB mod. Am I doing something wrong?
The Destroyer of Worlds 21 Jun @ 7:48pm 
nah nvm, if i did it in the suggested load order then the game crashes on me when i press "new game" in the main menu. If i do it my way, then it'll be a little... weird

for example, if I wanted to get "Nazi Regime" as a govt i would need personality cult and imperialism/nationalism civics with ethnocracy. Former civic does not exist at all, but I do have enough points for Imperial Cult. Which then has the same function as Personality Cult anyway in a sense that I can still get that said govt type.

However...

If i wanted to get "fascist dictatorship" I would need the same civics EXCEPT instead of ethnocracy it would be aristocracy. But i cant use imperial cult because its disallowed by the aristocracy civic so some govt types are just inaccessible.

TL;DR Imperial Cult replaced Personality Cult as a civic. Might be the weird load order.
The Destroyer of Worlds 21 Jun @ 2:25pm 
the imperial cult civic might be due to the load order i did. Ill redownload both mods and see if it works?
mdungria 21 Jun @ 9:56am 
Hi! I also have a bug that I encountered... Even though I've set the species rights to slavery and oppressed, some pops are stuck at specialist and elite even if I resettled them already, leading to upkeep (increased since its a diff planet) and no product...
Neuromant 21 Jun @ 9:33am 
Can you please troubleshoot/help me to fix this problem? Maybe you have a different file structure in Stellaris, so I might to need to reinstall the game.
Neuromant 21 Jun @ 9:33am 
Hello, I have quite an unusual bug - I can't upgrade my capital buildings. Like for example, I have Colony shelter and I can't upgrade it further. Upgrade window is greyed out and I can't click on it, despite having all the requirements.

I tested it thoroughly, it seems I can't improve the building even if I manually transfer 10,000 population to the planet. I looked at the mod files and saw that your government building replacement files look like this: MOD_replace_capital_buildings_0.txt, MOD_replace_capital_buildings_1.txt, MOD_replace_capital_buildings_2.txt...etc

In the game folder, the file (only one!) for capital buildings is simply called 00_capital_buildings.txt
I deleted/cut your files and voila, I can improve capital buildings again, only there are no unique professions, of course. Then I tried to combine the text of files using the 00_capital_buildings.txt structure, but all I achieved was that I can now click on the improvement window, without any effect.
kerrigan1603 21 Jun @ 4:51am 
Like I said, updating the Ethics & Civics: Bug Branch + Government Variety Pack + Ruling Class patch mod would be much appreciated.
Wayjourner  [author] 21 Jun @ 4:29am 
@Fadeless
It's not a dumb question at all.
This isn't inherently compatible with GVP but I can't say to what degree. You might try it if you also use GVP's Bug Branch compach alongside 'em; that should hopefully to fix the ethics incompatibility and might allow the three mods to be function together. But aside, I believe a patch would need to be made for them to integrate well.

If you give it a go, let me know if it worked.
Fadeless 20 Jun @ 11:26pm 
Sorry if this is a dumb question but is this compatible with Government Variety Pack? I see the other version of this mod had a patch for it.
Wayjourner  [author] 20 Jun @ 9:38pm 
@Kerrigan, @foverlor
What you're both looking for is the Empires Expanded mod, which does as you're suggesting with it's civics for machinarchy (which gives a machine ruler in an organic empire) and machine cult (exactly as it says on tin, spiritualist ethics requirement and machine focused) and I can't see any reason it would be incompatible. I've play tested with this before recomending it here and with RC:R-BBV and it doens't have any obvious incompatibility nor mechanical issues that I could find - though flavour text varies with lore though, since you can do stuff like have a ruling-class which isn't an Algocracy and still have the machine ruler with EE's civic, etc. If you can live with that, enjoy! :P