Stellaris

Stellaris

!BERG - Building Merger
half god  [developer] 26 Sep, 2023 @ 6:46am
Support Suggestion
Here you can suggest mod to support
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Showing 1-15 of 17 comments
GlitchFling108 28 Sep, 2023 @ 8:38am 
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1419304439

Yea this overdrive lot of buildings mainly fallen empire ones
Krahe 22 May, 2024 @ 6:16pm 
Looks like a grand idea, could you make a comparability with Evolved?
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2602025201
Billy Herrington 2 Jun, 2024 @ 8:32am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2929704196&searchtext=megacorp%2B

It's a great mod but causes clerk building to become bugged when combined with vanilla technologies
Onyx Knight 16 Jun, 2024 @ 3:50am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2670609971

I don't know if it will be possible but if you could look into implementing support for ROCI that would be wonderful. It modifies the vanilla buildings for the Fallen Empire module.
half god  [developer] 16 Jun, 2024 @ 5:04am 
Originally posted by Onyx Knight:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2670609971

I don't know if it will be possible but if you could look into implementing support for ROCI that would be wonderful. It modifies the vanilla buildings for the Fallen Empire module.
Done, write if I something messed. Thanks for suggestion
half god  [developer] 16 Jun, 2024 @ 5:10am 
Originally posted by Billy Herrington:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2929704196&searchtext=megacorp%2B

It's a great mod but causes clerk building to become bugged when combined with vanilla technologies
I forgot write to you that I added support, but until respond from author it's disabled. If you want use it in my mod in common/scripted_trigger/berg_mod_requests.txt in line 57 you have to change "always = no" to "always = yes" (it's after berg_has_mcp_mod). Then in common/buildings you have to change first letter of "! berg_mcp_buildings.txt" to for example "~" ("!" -> "~"). I don't recommend it on multiplayer due to resync. Thanks for suggestion
Da Kaleidoscope 2 Jul, 2024 @ 8:23am 
Hi! Not sure if there's already support for Zenith of Fallen Empires, but if not, would it be possible to support it? I think there may be some issues with detecting the upgraded capital buildings as sufficiently high tier to meet the prerequisites for the buildings. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2958422000&searchtext=zenith+of+fallen
half god  [developer] 2 Jul, 2024 @ 11:58pm 
Hi. No, but I will try to add it now. For detecting capitals use Merger of Rules, that mod is great for merging scripted triggers.
Da Kaleidoscope 3 Jul, 2024 @ 7:39am 
Got it, thank you!
master zero 10 Jul, 2024 @ 12:35pm 
Would you be willing to look at this mod. Its pretty small and only affects temple and administration buildings, I think. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2811875844
Last edited by master zero; 10 Jul, 2024 @ 12:42pm
half god  [developer] 11 Jul, 2024 @ 6:18am 
Originally posted by master zero:
Would you be willing to look at this mod. Its pretty small and only affects temple and administration buildings, I think. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2811875844
I check code and until update it's impossible to catch that mod is present like flag or executed event. You was right that mod only changes temples and bureaucratic. However I can change code in my mod in that way, when you will add special flag in your game (single not IronMan, multiplayer save should be once loaded and added flag) the game will act like intended in that mod of course then i recommend loading with that mod. What you say about that idea?
master zero 12 Jul, 2024 @ 11:41pm 
Originally posted by half god:
Originally posted by master zero:
Would you be willing to look at this mod. Its pretty small and only affects temple and administration buildings, I think. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2811875844
I check code and until update it's impossible to catch that mod is present like flag or executed event. You was right that mod only changes temples and bureaucratic. However I can change code in my mod in that way, when you will add special flag in your game (single not IronMan, multiplayer save should be once loaded and added flag) the game will act like intended in that mod of course then i recommend loading with that mod. What you say about that idea?

Hey man, I totally forgot that the mod I suggested wasn't updated. You don't have to worry about looking into it since it has not been updated in a while. I basically only used that mod to allow spiritualist empire to build bureaucratic offices for role play purposes. So it is no big deal. I'll just go with out it for the time being. Thanks for being willing to look into it though! :)
half god  [developer] 28 Jul, 2024 @ 5:24am 
Originally posted by Anytng:
Is it support?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=924990631
It can be supported. I will try to work on it. Thanks for suggestion!
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