Stellaris

Stellaris

Mastery of Districts
 This topic has been pinned, so it's probably important
Vaeringjar  [developer] 10 Feb, 2019 @ 6:26pm
Bugs & Fixes & Feedback
Post last updated: 2019 / 03 / 30

Requirements:

~Utility: clear_deposits Replacement is a requirement of this mod. If you experience loss of features/deposits upon terraforming into arcology/hive/machine -worlds, you're missing this mod.

Known issues:

[1] Queuing exploit
[2] worm-turned tomb worlds lose features

Known workarounds:

[1] Don't exploit

Useful console commands:

> To add/remove deposits from planets: Select a planet then use "effect add_deposit =" followed by the ID of the deposit. Generally the IDs follow the initials of the name of the development. For now I'm just gonna dump the list here. You can copy paste text into the console.

d_Sv_VFD_deposit
d_SaHR_ATN_deposit

d_O_LOSBSP_deposit
d_O_LOU_deposit
d_O_LOSBF_deposit
d_O_LSLODI_deposit

d_U_SU_deposit
d_U_SCI_deposit
d_U_SER_deposit
d_U_DPBN_deposit
d_U_SC_deposit
d_U_USC_deposit
Last edited by Vaeringjar; 30 Mar, 2019 @ 11:12am
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Showing 1-15 of 25 comments
starchitec 10 Feb, 2019 @ 8:18pm 
Let me know if you are interested in keeping up some sort of compatibility with Masters of Nature in this version, for now I just changed the link on my page to your legacy version. Briefly looking at your new files looks like you put in a lot of work already so I understand if you don't want to mess with it. You can also contact me on the stellaris modding den discord, I have a channel here: https://discord.gg/Mcqgp3C that may be easier than a discussion on your mod page.

On a more feedback related note, looks like you added things that use deposits. Making an Ecumenopolis, Machine, or Hive world will clear_deposits, and so will some other modded terraforming events (I believe Real Space has a few that I have run into too). I worked around this by adding a variable to the planet that counts how many of my deposits are on it and a monthly pulse event that checks to see if the actual number that is there and the expected from the variable are the same, and if not adds them back. You may want to try something similar, that would also solve the worm turned tomb worlds problem.
Vaeringjar  [developer] 10 Feb, 2019 @ 10:17pm 
I'm all in favour of compatibility between mods. Performance and compatibility are usually my primary concerns when modding. I'm yet to play with yours properly though, as I haven't used it before and am still mid-playthrough, so I'm not really sure what approach would make sense here yet. Yeah I'm noticing lots of mods linking to discord, I should definitely take a look. This update did take quite some time to make, so I'll be slowing down for a while I think :)

From what I've played around with it's working fine with ecumenopolis and normal terraforming, I'm assuming "should_swap_deposit_on_terraforming = no" is to blame. So I didn't expect it not to work when I embraced the worm yesterday... The problem here is I went for the simplest and most lightweight approach, as it only tracks if the max amount of development is reached, because the same development can be made multiple times. To track the number of everything using flags will be a horrid nightmare, so I'll have to use actual variables as you say. This will require a lot of work to rewrite though. The monthly event check makes sense, just need to make it lightweight enough.


starchitec 11 Feb, 2019 @ 7:55am 
Yeah clear_deposits is the issue. Swap should makes regular terraforming fine, but clear_deposits is used in the actual Arcology decision. You can trigger it from the event that notifies you an ecumenopolis is complete (mega.200) but both my mods and Guilli's planet modifiers overwrite that event for that reason (if you do just add checks for our mod flags and trigger our events as well)
Vaeringjar  [developer] 12 Feb, 2019 @ 7:21pm 
hmm, thanks for the info, will need to take a look at that as well
William de Burge 15 Feb, 2019 @ 8:27am 
The Underground Science City shows that the Non-Gestalts versions gets only +2 Housing where the Gestalt gets +12. Is this intended?
Vaeringjar  [developer] 15 Feb, 2019 @ 10:32am 
Originally posted by dloxly:
The Underground Science City shows that the Non-Gestalts versions gets only +2 Housing where the Gestalt gets +12. Is this intended?

yes, gestalts get 12 housing and 12 jobs, instead of I think 16 jobs and 2 housing. The main logic is that subterranean housing is less desirable, so only worker pops end up living there permanently. The Science City is mostly specialists, so it wouldn't make sense to give much housing as per the argument. Gestalts don't follow this logic, thus the difference.
William de Burge 15 Feb, 2019 @ 12:21pm 
Logical. Thanks. :)
Last edited by William de Burge; 15 Feb, 2019 @ 12:22pm
William de Burge 24 Feb, 2019 @ 12:27am 
I started a new game and am noticing various oddities.

Administrative AI and Planetary Projects both show [SHR] Autonomous Transport Networks. I didn't get access to it until after Admin AI.

Planetary Projects has [S] Vert Farming Districts, but I do not have access to it.

Nano-Circuit Assembly and Holographic Casts both list [ U ] Subterranean Industrial City, but I do not have access to it.

Eco Simulation lists [O] Low Orbit Space-Based Farming, but I did not get it until after Orbital Development.

Edit: Weather Control System shows [S] Vert Farming District and makes it available.
Last edited by William de Burge; 24 Feb, 2019 @ 3:07am
Ghost Fox 24 Feb, 2019 @ 6:41am 
Working as intended — each tech lists the decisions for which it is a pre-requisite, and you need to have all pre-requisite techs to unlock the decision.
alex.vagni 26 Feb, 2019 @ 5:47am 
i have some problem with this mod, i don't know if it cause by other mod or not, but when i research a districts i don't see somenthing like: [O] low- orbit urbanisation. I see only somenthing like d_O_LOU_
If it's a problem cause the previus version or something i must or i mustn't do i would like to know
gebnar 27 Feb, 2019 @ 6:37am 
I've been requested to create a compatibility patch for your mod and Living Space:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1653766038

I can make the patch. However, I've looked at your code and the requested changes, and I think it would be better if you add the compatibility directly.

The requester wants to be able to use your decisions on my planetary habitats. In order to make a compatibility patch, I'd have to override all of your decisions that are excluded on habitable structures. This would mean that changes in your mod may not be well-reflected in the compatibility patch.

If you're interested in adding basic compatibility for Living Space to the planetary decisions, it's quite simple. Change this section:

potential = {
habitable_structure = no

to this:

potential = {
AND = {
habitable_structure = no
NOT = { has_modifier = stpg_planetary_habitat }
}


This will throw an error, but it's harmless. If you want more in-depth compatibility, you may prefer to tailor which decisions apply to which specific habitat types.

If you'd prefer I make the patch, I can do so and publish it separately.
Lordfil 3 Mar, 2019 @ 6:09am 
whilst making the decision for the large scale docking infrastructure, it says that it will add 24 housing... might be a little error (in the end it does just add 6 housing, like in your screenshots)

and i dont seem to get the option to build the underground ones...
123nick 23 Mar, 2019 @ 12:17pm 
im just curious, will that living space compatability change come sooner or later? im just hoping for being able too use both mods in conjunction
Vaeringjar  [developer] 26 Mar, 2019 @ 9:25pm 
@dloxly
"Administrative AI and Planetary Projects both show [SHR] Autonomous Transport Networks. I didn't get access to it until after Admin AI."
Yes, both are requirements. Similarly, most developments have multiple tech requirements. I'll be adding better documentation about unlock requirements somewhere on the mod-page to make it clearer.

@alex.vagni
That's a localisation problem, I wrongly assumed localisations would default to English, which is not the case. I'll be duplicating it to fix that issue next time I get to update the mod.

@gebnar @123nicke
It'll take a while but that's simple enough, I can certainly add in-built compatibility on my end. There are some other compatibilities I want to look into so I'll probably do all these at the same time. You're always welcome to make a patch if you'd want to though, and it will be a while before I get around to address all of this. I'm all in for compatibility between mods, I'm just not actively modding as often as I'd like.

@lordfil
Yep, that's a copy-paste caused error that didn't get caught before release :)
Did you figure out the underground developments? I think most, if not all, require multiple techs to unlock.
alex.vagni 27 Mar, 2019 @ 8:00am 
@Vaeringjar Thank very much, i really enjoy your mod and thank you for keeping the mod updated
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