Stellaris

Stellaris

Hybrid Colony Designations Expanded
24 Comments
PlainWhiteToast  [author] 15 hours ago 
@random2125879 >are thus and the orignal both compatble

Yes, they are. HCD has what I'd call "core" designations while HCDX has more "situational" designations. There is no overlap.
random2125879 7 Aug @ 3:45pm 
dumb question are thus and the orignal both compatble just wondering?
i apolgize for a dumb question
alankraskow 6 Aug @ 4:54pm 
@PlainWhiteToast awesome job my dude!
Very much appreciate new additions.
PlainWhiteToast  [author] 6 Aug @ 4:26pm 
v1.3.0 is up, and adds 1 new designation archetype: Soldier Build Speed, with "Mobilization Depot" as its flagship designation. Also added were two new thematic variants, "Thalamic Spire" for hive empires, and "Synthesis Locus" for both gestalts. See the Change Notes for details.
alankraskow 4 Aug @ 7:38am 
@PlainWhiteToast I understand.
PlainWhiteToast  [author] 4 Aug @ 7:06am 
v1.2.0 has been uploaded. This release lays the groundwork for future releases by introducing a configuration menu, launched at game start or via an at-will edict. This configuration menu will enable players to customize the contents of their designation list, removing any designations that do not match their current play-through. This will allow the release of new, even more niche designations without fear of cluttering up the UI for those who won't be using them. Also fixed some stuff. There is always stuff to fix. See the Change Notes for details.
PlainWhiteToast  [author] 3 Aug @ 1:23pm 
@ alankraskow > I'm not sure what would stats be exactly

Me neither. I'm at the mercy of which modifiers PDX has decided to expose in this context, which isn't always the ones you would expect. My initial research suggests this is what I have to work with:

- planet_army_build_speed_mult
- planet_building_clone_army_clone_vat_build_speed_mult
- planet_defense_armies_add
- planet_building_fortress_build_speed_mult
- planet_building_planetary_shield_generator_build_speed_mult
- planet_zone_fortress_build_speed_mult,

..and then I need to balance them against vanilla and try to make it appealing to players. It's both an art and a science...
alankraskow 3 Aug @ 1:05pm 
@PlainWhiteToast awww no need for that my friend. However whatever I'll find I'll post in here.

And speaking of Fortress destination, I would actually love to see the one you mentioned under the main mod. Something along the lines of Fortress Academy or something like that. Where the destination adds speed and maybe experience to armies created on this planet.
I'm not sure what would stats be exactly, as I'm not the best at balancing them myself.
PlainWhiteToast  [author] 3 Aug @ 6:32am 
@alankraskow > if it's something silly I will owe it lol
And if you find an actual bug, I'll post your name in the credits!
alankraskow 3 Aug @ 6:12am 
@PlainWhiteToast if it's something silly I will owe it lol
Will test it out on new gameplay and will get back to you at some point.
PlainWhiteToast  [author] 3 Aug @ 5:57am 
@alankraskow - Yeah, I'm sure that's driving you nuts. If you really want to track this down, you are probably going to have to create a new profile\collection using only the one mod, and launch it using the most vanilla of origins: UN of Earth, Prosperous Union. Play on high speed until you find your first planet, and try to colonize it. If it works there, they you have to back into what broke it.

Alternately, you can try deleting your entire mods folder:

Documents\Paradox Interactive\Stellaris\mod

...and your mods manifest:

\Documents\Paradox Interactive\Stellaris\launcher-v2.sqlite

...reopen the launcher and have it rebuild everything from scratch.

Only you can say if it's worth the effort. IMHO, it is NOT a mod conflict. I went out of my way to use unique keys and file names to prevent that.

If I don't hear back from you, I'll assume either it was not worth the effort, or it was, in fact, something too silly to share in an open forum. ;-)
alankraskow 3 Aug @ 5:11am 
@PlainWhiteToast I have no clue what is going on. I must be doing something wrong, or maybe a mod conflict... No issue in error log, the file is there. I'm really baffled by this and probably doing something so silly, that I will be ashamed once I find out lol
PlainWhiteToast  [author] 3 Aug @ 4:16am 
@Hrundel > "This mod have russian translate?"

Да, перевод на русский есть, но я не знаю языка, поэтому не могу судить о его качестве.

@A-Sartek > "What would happen if -space_owner- is changed to simply -owner-?"

It's makes a small difference. "owner" will scope to the planet, while "space-owner" will scope to the star system. These are usually the same, but if I use "owner", you would no longer be able to select the designation during the colonization phase, because you won't own the planet yet. Vanilla designations use "space-owner".
Hrundel 3 Aug @ 3:02am 
This mod have russian translate?
A-Sartek 2 Aug @ 8:39pm 
@PlainWhiteToast What would happen if -space_owner- is changed to simply -owner-? I've modded districts before not colony types (but they share similar potential blocks) so I'm unsure if that makes a difference.
PlainWhiteToast  [author] 2 Aug @ 6:49pm 
@alankraskow If a clean re-install doesn't work for you, consider checking this file in notepad:
Documents\Paradox Interactive\Stellaris\logs\error.log
Search for "hcd" - all of my files contain that string. It might point to what the problem is. A corrupt or missing file is the most likely issue, though, since the Steam download works for me but not for you.

It's very curious that it only appears to impact one designation (the one you're most interested in, of course). That designation is at:

\steamapps\workshop\content\281990\3536808066\common\colony_types\06a_hcdx_arsenal.txt

Is the file present? Can you view it?

You may also consider playing a few years of a test game with only this mod in the load to see what that tells you. Good luck!
alankraskow 2 Aug @ 5:17pm 
@PlainWhiteToast I'm pretty positive I'm not using any of the stuff from this block. I will resubscribe it, but I got it today like 2 hours before I wrote the comment. Not sure what is the problem I'm dealing with, because I checked for it on multiple planets and none of them had it.
PlainWhiteToast  [author] 2 Aug @ 5:09pm 
Well, I'm running the current Steam version of the mod and it's definitely there. Let's look directly at the relevant code:

potential = {
exists = space_owner
space_owner = {
is_ai = no
NOT = { has_authority = auth_machine_intelligence }
is_wilderness_empire = no
}
NOR = {
uses_district_set = city_world
uses_district_set = ring_world
uses_district_set = habitat
uses_district_set = machine_world
uses_district_set = cosmogenesis_world
uses_district_set = shattered_ring_world
is_planet_class = pc_nanotech
}
is_capital = no
}

That block determines if you see it. If none of that should filter you out, then you may have a corrupt download. In that case, try unsubscribing, loading the Stellaris launcher to let it clean out your install, then resubscribe, and try again. Good luck!
alankraskow 2 Aug @ 2:45pm 
@PlainWhiteToast others show up. The Fortified Arsenal doesn't show up on non capital planets (I double checked on all planets after seeing the limits you mention in your spreadsheet)
PlainWhiteToast  [author] 2 Aug @ 2:16pm 
@alankraskow Do the other ones show up. Is it your capital?
alankraskow 2 Aug @ 12:56pm 
Hey, for some reason Fortified Arsenal doesn't show up for me. I've checked the conditions in your excel sheet and I'm pretty sure it should show up.
PlainWhiteToast  [author] 2 Aug @ 7:16am 
v1.1.0 is up. It adds 1 new designation archetype, Research + Trade, with "PragmaNetic Institute" as the flagship designation. Also added were 3 new thematic variants, including "Capital Archive", a version of the HCD designation "Planetary Archive" that buffs Unity & Research on empire Capital planets. Also fixed some stuff. More details in the change notes. Don't forget the shared spreadsheet (see the "Implementation Notes" section) for a deeper dive.
PlainWhiteToast  [author] 30 Jul @ 1:35pm 
@napamathguy > Is 0.05 stability that big a deal?

That's a quirk of PDX presentation. On the modifier tooltip, it says "0.05", but it basically equates to the 5-of-100 you typically see. Is it a big deal? Not really. At that level, it's more flavor and nuisance than debility.
napamathguy 30 Jul @ 11:07am 
Is 0.05 stability that big a deal? I routinely see changes of +/- 5-10, so we're talking about two orders of magnitude difference.