Stellaris

Stellaris

Additional Vanilla Buildings - Unofficial
half god  [developer] 18 Jan, 2023 @ 6:50am
Appearing Issues
You can writehere appearing issue with more detail. I will try answer as fast i can.
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Showing 1-15 of 161 comments
yimingtheyeeter3000 19 Jan, 2023 @ 11:44pm 
this mod keep crashing my game
puumi 20 Jan, 2023 @ 12:08am 
Synthetic Crystals (the buildings, the researched worked, but no building option) never appeared during my Machine playthrough.. Haven't tested on other ones yet
half god  [developer] 20 Jan, 2023 @ 1:25am 
About crashing send error.txt maybe other mod crash game.
About synthetic crystals I will check that when I could
Mokkochi 20 Jan, 2023 @ 6:25am 
As some have already mentioned, when you upgrade the capital, you cant downgrade it anymore and it isnt recognized as a capital and bcs of that it doesnt allow you to upgrade buildings.
half god  [developer] 20 Jan, 2023 @ 1:02pm 
1. You'll be never able to downgrade capital
2. I don't test everyone building upgrades so write with which one you have problem
3. Problem with synthethic crystals solved
Mokkochi 22 Jan, 2023 @ 2:01am 
It is for every building that needs the vanilla capital buildings to upgrade, the upgraded capital from the mod just doesnt get recognized as an upgrade of the former vanilla capital buildings for some reason thus preventing you from upgrading production buildings etc
half god  [developer] 22 Jan, 2023 @ 2:29am 
With which building do you have problem?
Mokkochi 23 Jan, 2023 @ 4:49am 
all of the upgradable production buildings, as they need the administrative array or the planetary processor, if you upgrade the capital building to the modded higher tier it doesnt allow you to upgrade your production buildings like research labs, alloy plants etc. Nothing that requires the vanilla capitals for upgrading still. So if I have for example already the first tier of the higher capital building from this mod, but I still have alloy plants or research labs etc (think its a problem for literally every production building with an upgrade option) that are unupgraded. It wont let me anymore bcs I dont have the administrative array capital building or the planetary processor. Apologies Im just bad at explaining
half god  [developer] 23 Jan, 2023 @ 5:22am 
From your explanation i guess problem appear only in gestalt empire. Mod and patch override scripted triggers to not appearing that issue. Maybe are you using mod which override that file. I'm trying my best to help.
GC 25 Jan, 2023 @ 2:29pm 
Upgrading from Energy Nexus to Stellar Energy Projector says that I cannot upgrade because it requires Planetary Capital, even though I do have a Planetary Capital
GC 25 Jan, 2023 @ 8:34pm 
Upgrading to Bureaucratic buildings past vanilla max doesn't add more than +6 politician jobs

Ex; Administrative Complex (6 jobs) >>> upgrade to >>> Bureaucratic Edifice (6 jobs)
Last edited by GC; 25 Jan, 2023 @ 8:40pm
half god  [developer] 26 Jan, 2023 @ 8:25am 
Thank for reports. I don't have problems with t3 robot factory and stellar energy projector. Fixed issue with don't appearing possible upgrade for Ministry of Production and changed numbers of jobs for regular empires.
Pesky Fox 27 Jan, 2023 @ 8:00pm 
As others have reported, once you upgrade your capital building past the "System Capital-Complex" level, buildings that produce resources (Like Research Labs or Synthetic Crystal Plants - but it affects ALL of them) no longer recognise the capital building as sufficient for upgrading.

It claims you need a "Planetary Administration" or "Planetary Capital" in order to upgrade, despite the capital building being above that level.
I hope this helps you understand and fix the issue! It's a good mod!
half god  [developer] 28 Jan, 2023 @ 12:29am 
It doesn't happen to me. Do you have patch below original mod and both enable ? Do you use other mods which override common/scripted_triggers/ files?
Pesky Fox 29 Jan, 2023 @ 2:18am 
I'm afraid I'm not quite sure. I haven't played in a while, and I'm not too familiar with what rules are changed by what. I can list what I think might cause some issues.

Guilli's Planet Modifiers and Features - I suppose this might add features for buildings, not sure.
Planetary Diversity - Certain worlds add new buildings, especially in the sub-mods
Gigastructural Engineering & More (3.6) - Adds several new buildings.
36 Building Slots - more building slots, dunno if that would conflict.

I have a couple of compatibility mods (Giga Diversity 2 Electric Bugaloo, and ! The Merger of Rules 3.6)

Whilst this isn't every mod I have, they're the ones I know affect buildings or anything.
Forgive me if I'm being a fool.
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