Stellaris

Stellaris

District Overhaul - [Beta]
 This topic has been pinned, so it's probably important
RevansSchatten  [developer] 6 Apr, 2019 @ 3:21am
Bugs
If you find any bugs (or compatibility issues), please post them here. When I fixed the bug I will delete your comment.
Last edited by RevansSchatten; 6 Apr, 2019 @ 3:22am
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Showing 1-15 of 39 comments
troopersmith1 7 Apr, 2019 @ 6:01pm 
Well, my first playthrough didn't go very well. Unfortunately, there is something wrong with the mining district. The UI says it provides housing and jobs, as normal, but the jobs are not showing up. This made any further testing difficult at best. I was only running your overhaul and the UI mods, and when I disabled this mod, it went back to normal. Should also mention this occured for machine, hive and normal empires, with or without agrarian idyll.
Last edited by troopersmith1; 7 Apr, 2019 @ 6:10pm
RevansSchatten  [developer] 7 Apr, 2019 @ 10:07pm 
Thanks for the report, I will look into it.
MP 8 Apr, 2019 @ 8:05am 
Started a new game and there are no generator/mining/farming districts built on the home planet. There are slots, just no prebuilt districts except for cities.

Edit: Restarted with home planet set to continental and the districts are there. Guess the PD planet classes aren't quite compatible yet.
Last edited by MP; 8 Apr, 2019 @ 8:08am
RevansSchatten  [developer] 8 Apr, 2019 @ 9:53am 
Thanks for the info, I will try to fix this
RevansSchatten  [developer] 9 Apr, 2019 @ 6:40am 
Fixed the bug with the mining district and the missing districts with planetary diversity planets.
troopersmith1 9 Apr, 2019 @ 9:21am 
Excellent. I'll give it another go when I get home.
falkon311 10 Apr, 2019 @ 5:07am 
Districts:
Nature Reserve- Tooltip showing code n stuff (mod_do_job etc)
Academy- Same thing with tooltip

Planets:
Oasis- Agriculture and Nature Reserve? Not enough green land to support both imo.

Balance:
Seeing a lot of Nature Reserves- perhaps a bit too often?
I've only found one strategic resource district. Having one of each without having to go super-wide wouldn't be too OP imo.
RevansSchatten  [developer] 10 Apr, 2019 @ 9:01am 
Thanks for the feedback, I will see what I can change.
falkon311 11 Apr, 2019 @ 2:34pm 
For the planets where you removed the vanilla districts, there are still all the Tile Blockers and Planetary Features for them that look to do nothing.

Small Rock Formation (for Surface Mines) has a ? in the Planetary Feature for the icon.
falkon311 11 Apr, 2019 @ 7:57pm 
Superhabitable World:
Has "Tourism" Planetary Features but not the district.
glee8e 11 Apr, 2019 @ 8:11pm 
There are those ringworld starts... With a "Homeworld" modifier on the ringworld it seems no rural district can be built. Various mods also adds other "exotic" starting planet, like orbital habitats, dyson swarm, etc. You may also need to look into it. btw academy district seems broken for machine empires (no jobs, only housing), but I could be wrong as I was toying with this mod using console. Maybe I broke some internal states or something. I'd leave out those random missing localization as I assume it is of the least importance.
Last edited by glee8e; 11 Apr, 2019 @ 8:12pm
RevansSchatten  [developer] 11 Apr, 2019 @ 8:36pm 
Thanks for the reports, I will get to it.
troopersmith1 11 Apr, 2019 @ 9:26pm 
Academy seems to provide no jobs, only housing.
troopersmith1 12 Apr, 2019 @ 11:19am 
As far I can tell, the planetary development decision doesn't work if used on the home planet. Works fine on other worlds.
RevansSchatten  [developer] 12 Apr, 2019 @ 12:35pm 
@troppersmith1, thanks for the reports.
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