Stellaris
Carrying Capacity
 Este tema se ha marcado como fijo, por lo que probablemente sea importante
starchitec  [desarrollador] 29 NOV 2019 a las 12:14
Compatibility Requests
If a mod adds sources of housing that are not accounted for by carrying capacity, post requests here.

Im much more likely to patch things in if you can give me all the information I need, For example:
1. in code name of the housing source, something like “district_super_city”
2. amount of housing it gives
3. Number of them you can build (ie, max districts, max buildings, etc)
4. Any modifiers that change the housing you get (ie, the tech_name of a technology thats gives you 5 extra housing per district)


This now calculates capacity based on free housing and existing pops, which should mean it is compatible with everything. I guess new district types could make it estimate capacity incorrectly at first, but as soon as you build them out it will correct itself.

The only incompatibility I know of would be new sources of pop assembly, or pop assembly jobs. Not aware of many mods that do that, but if you come across one point me to it and Ill see what I can do.
Última edición por starchitec; 19 ENE 2020 a las 10:33
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Mostrando 1-15 de 69 comentarios
Mcscuba 29 NOV 2019 a las 12:30 
Hi, not a modder myself so sorry if this isn't as specific as you'd like.

In Ancient Cache of Technologies it's possible to build a "Giga Fortress" which adds 50-100 housing, depending on its upgrades. Besides this being a significant amount, ACoT is a pretty popular mod afaik.
Dragoongfa 29 NOV 2019 a las 13:07 
Not a modder myself so I can't point out the specifics.

Plentiful traditions adds several buildings with housing. Perhaps someone who fiddles with it can point to specifics
juicetin17 30 NOV 2019 a las 9:26 
Not a modder so I don't know if I'm doing this right. I'll try to err on the side of providing more information, so you can double-check if necessary. These are from the
Gigastructures mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1121692237/
Some of these seem to be overwriting vanilla districts, so maybe this should go in a patch mod instead.

From the file "00_arcology_ringworld_districts": 125 housing from district_arcology_ringworld_housing.
30 housing each from district_arcology_ringworld_arms_industry, district_arcology_ringworld_civilian_industry, and district_arcology_ringworld_leisure.
From the file "-00_bw districts": insula_ktisma 150 housing, insula_physma 100 housing
From the file "00_giga_districts": 1 housing each from district_star_minerals and district_star_energy
2 housing each from district_shipyard_energy, district_shipyard_alloys, district_planetary_computer, district_penrose_lab, district_farming_penrose, district_alloy_ringworld, district_interstellar_ringworld_generator, district_interstellar_lab, district_elysium_preserve, district_elysium_leisure, and district_elysium_energy.
(I don't think the district_ringworld_arcology ones are even relevant in the current version of the mod but just in case) 15 housing from district_ringworld_arcology_housing
5 housing each from district_ringworld_arcology_arms_industry, district_ringworld_arcology_civilian_industry, and district_ringworld_arcology_leisure
From the file "00_machine_hive_ringworld_districts": 20 housing each from district_rw_mining_uncapped, district_rw_generator_uncapped, and district_rw_science_uncapped district_rw_farming_uncapped adds 20 housing, plus 10 with Agrarian Idyll, and another ten with the associated technology
60 housing from district_rw_hive_uncapped, plus 10 with each housing technology, and plus ten with the prosperity tradition that adds housing to hive districts
50 housing from district_rw_nexus_uncapped, with the same modifiers from tech and traditions as the hive version.
From the file "04_ringworld_districts": 50 housing from district_rw_city, plus 10 from housing tradition and first housing tech, plus ten from second housing tech unless you have agrarian idyll, and minus ten from agrarian Idyll.
20 housing from district_rw_commercial, district_rw_generator, and district_rw_science.
district_rw_hive, district_rw_nexus, and district_rw_farming match their uncapped counterparts found above.

I'll probably be back with more from other mods, whenever I can muster the will to do so, so please be sure to correct any mistakes I made so I don't repeat them in my next post.
Última edición por juicetin17; 30 NOV 2019 a las 9:27
LerakCZ 30 NOV 2019 a las 11:59 
All the various districts from Living Space are probably not being accounted for.
starchitec  [desarrollador] 30 NOV 2019 a las 23:01 
@juicetin17 Thank you! That makes things a fair bit easier. Realized one useful bit of information that I need in addition is the max number of each district or building you can get. I just guessed and counted up to 30 for those. Are Gigastructure uncapped districts really uncapped? Like you can build as many of them as you want? Or are you still limited by ringworld size? I went ahead and added support for everything you wrote, should work, but I havent tested it all.
juicetin17 1 DIC 2019 a las 8:17 
They are limited by ringworld size. I'm not really sure why they're "uncapped".
I'm everything I listed here is a district, and I'm pretty sure nothing exceeds 30 for a single colony so that should work.
Última edición por juicetin17; 1 DIC 2019 a las 8:26
Darius Sanguna 1 DIC 2019 a las 20:36 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1742527573

This mod adds a ♥♥♥♥ load of new districts, as well as technologies and ascension perks that increase the housing and jobs you get from districts, including vanilla districts.

sorry that i'm not giving you the values and district names outright but that mod contains too much as that i could do it myself in a reasonable time frame.
starchitec  [desarrollador] 1 DIC 2019 a las 21:35 
Publicado originalmente por Darius Sanguna:
sorry that i'm not giving you the values and district names outright but that mod contains too much as that i could do it myself in a reasonable time frame.

Thats kinda my point. Imagine what kind of reasonable timeframe it would take for me to familiarize myself with a mod, search its files for details, and then add them in to my own. My Policy is going to remain: If you really want compatibility for a particular mod, Make it easy for me.
Última edición por starchitec; 1 DIC 2019 a las 21:37
Darius Sanguna 2 DIC 2019 a las 1:22 
just took a peek into the code and dumb question, shouldn't you be able to just check for the total housing value of each individual planet instead of all this fussing around with the districts and techs? kinda feels like that is something paradox should've implemented
Darius Sanguna 2 DIC 2019 a las 1:47 
district_ascended_housing
adds 25 housing and is uncapped

tech_do_housing_1
adds 1 housing to any district that adds 10 or less housing
2 for districts that add 11 - 20
4 for anything above 20
tech_do_housing_2
tech_do_housing_3
tech_do_housing_4
tech_do_housing_5
^^^they do all the same as the first tech and they all apply only to city districts or city district replacements
Última edición por Darius Sanguna; 2 DIC 2019 a las 1:48
starchitec  [desarrollador] 2 DIC 2019 a las 6:26 
Publicado originalmente por Darius Sanguna:
shouldn't you be able to just check for the total housing value of each individual planet

Infuriatingly, no. You can check for free housing, but not total. I wish you could, that would make compatibility significantly easier.

Those housing techs effect vanilla districts too? Are vanilla districts changed?
Darius Sanguna 2 DIC 2019 a las 9:17 
yes the vanilla city type districts, it also affects city type districts from other mods. iirc the mod has something like 15 integrations for other mods, its gonna be a pain to fully integrate that one.

also if you can check for free housing can't you check for used housing too, would seem logical but i guess thats a no too?
Última edición por Darius Sanguna; 2 DIC 2019 a las 9:19
ZJK 3 DIC 2019 a las 17:36 
Megabuildings

Four different buildings, similarly coded, though.
building_residential_spire
building_hive_spire
building_drone_spire
building_communal_spire

45 housing
60 housing
55 housing
50 housing

Can be built in as many open building slots as possible

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1843305631

Última edición por ZJK; 3 DIC 2019 a las 17:36
Rewasder 3 DIC 2019 a las 19:01 
to get the total housing you can use nº of pops + free housing if you cant get total housing, or maybe you can sum the total housing from the buildings? using the nº of pops is not as accurate because modifiers, but it could make the trick. Maybe try to reverse apply modifiersto get the actual housing used by the pops?
Última edición por Rewasder; 3 DIC 2019 a las 19:03
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