Stellaris
183 oy
! Sartek District and Economy Merger Add-on
   
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1.412 MB
20 Eki 2022 @ 17:13
9 Ara 2024 @ 19:05
61 Değişiklik Notu ( görüntüle )

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! Sartek District and Economy Merger Add-on

ArutamSartek tarafından 1 koleksiyonda
Ultimate Terran Playset
95 öğe
Açıklama
Stellaris 3.14.* /// This is a complementary mod for ! Sartek Tradition - Ascension Perk Merger it further increases compatibility and technically it could be used on its own but is highly recommended that you use both of them together. This is also a community driven project, any feedback and reports from users with many different mod lists is taken in consideration for compatibility purposes. Thank you everyone!

The main mod can be found by clicking here.

Why is this mod not integrated in the main mod?
This was originally a mod that I created for my own use, at first it was not worth calling it add-on, however the more I was modding the main mod I noticed that this could be a nice addition, the only downside is that this is not integrated to the main mod in order to not risk conflict with other mods that alter districts or economic categories, it does not do some extreme changes but in order to add new effects to vanilla districts some mods have to add a whole block of code for specific housing, industrial, habitats, city worlds or economic categories. That is why this mod exists.

What does this mod do?
Merge effects from various mods that alter vanilla districts as well as economic categories, this makes things more cohesive, especially for the mods listed in the following discussion thread:

Compatibility List

Why does this mod require !Merger of Rules?
Because my mod use custom scripted triggers from this mod to optimize/merge everything. If it is not present a lot of artificial districts from other mods would not even show up for construction.

Mod load order:
Always below ! Sartek Tradition - Ascension Perk Merger and the main mod goes below everything else except rules mods like ! Merger of Rules or with double "!" or triple "!" at the beginning of their names (example: !!! Universal resource patch).

Anything else that I need to know?
Yes! My mod also accomplishes the following:
  • It makes Lunar Prospecting decisions appear in a few more artificial habitats from mods like for example Gigas' flat worlds!
  • Traditions from Simple Traditions now apply effects correctly to vanilla districts.
  • Traditions from Plentiful Traditions now apply effects correctly to vanilla districts.
  • You are able to unlock more buildings just like it works with Unlock More Building Slots.
  • Increased compatibility for Subterranean Network, Matrioshka Housing and Vanilla urban district compatibility when using Extended Gestalts: Forgotten Queens.
  • Fixes ESAP's The Great Echo/The Beautiful Bureaucracy ascension perks Unity bonus per drone / per specialist when used in conjunction with Gigastructures.
  • Makes hives use food in addition to minerals in order to build districts (Balanced in 2/3 ratio, the amount of resources is still 300 total).
  • Makes AI economies stronger based on Starnet Mod, that way they don't succumb out of nowhere.

Prospective Updates:

Thank you to Inny the Merger for Merger of rules and for helping me out with the economic categories document!

If you want me to review a mod relevant for district/eco merging let me know in the comments I might actually find a new favorite mod along the way.

[discord.gg]

[ko-fi.com]
Popüler Tartışmalar Tümünü Görüntüle (3)
10
7 Kas 2024 @ 3:08
SABİT: Compatibility List (WIP)
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13 Eyl 2024 @ 14:44
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23 Mar 2024 @ 10:13
Tracking Script Interactions
ArutamSartek
246 Yorum
ArutamSartek  [yaratıcı] 25 Ara 2024 @ 6:29 
@乙可雅 Yes, just load it like this:

1) ! Sartek patches
2) Any rule mod like ! Merger of rules OR ! Universal Game Rules Compatibility
乙可雅 25 Ara 2024 @ 4:15 
Can be used ! Universal Game Rules Compatibility alternative?
ArutamSartek  [yaratıcı] 9 Ara 2024 @ 20:24 
Yes for now (If using Irony) but I'm updating asc merger's file soon. Also, I'm updating Expanded Stellaris Ascension Perks Delta and Main.
MasterBot 9 Ara 2024 @ 19:52 
Now ai refuses to upgrade starbases beyond starhold...oh ffs. Economic category doesnt seem to be involved this time around...ill come around when i'll have some useful info. Should i override asc perk mergers ship file with this one?
ArutamSartek  [yaratıcı] 9 Ara 2024 @ 19:01 
I've been testing the ships economic category, now there is less idle ships and AI creates space fauna, however @everyone please be mindful that AI builds space fauna just fine in modest mod lists, but I have a humongous 200+ mod list where AI does not build space fauna so there is something else at play. I don't know which mod (or a combination thereof) is causing that yet. Maybe it goes beyond the scope of this mod. I will keep you informed if I find anything.
ArutamSartek  [yaratıcı] 9 Ara 2024 @ 8:43 
Alright, but I wonder if that conflicts with Factory Ships from UAP, since these ships "produce" resources from modules...
MasterBot 9 Ara 2024 @ 7:13 
I found the issue,ai doesnt like "produces" in "generate_add_modifiers"
ArutamSartek  [yaratıcı] 2 Ara 2024 @ 18:42 
@kNow Name Ahhh now that I remember, for penal colonies base Planetary Diversity - Ascension Worlds have the check for regular industrial districts but it doesn't have for prison industrial districts which doesn't makes sense since both use inline scripts for artisans and foundry jobs. So my mod adds "has_modifiers = pd_aw_*" check on purpose because it made sense.
ArutamSartek  [yaratıcı] 2 Ara 2024 @ 18:30 
@kNow Name thank you for the report, line 1859 is now fixed, thankfully Paradox parser did not went haywire for that missing #.

For the "has_modifiers = pd_aw_*" those are directly from Planetary Diversity, one of the submods if I'm not mistaken so I'm leaving that as is unless Gatekeeper changes that.
kNow Name 2 Ara 2024 @ 7:29 
Also I don't believe you need the three has_modifiers = pd_aw_* in the allow NOR for district_prison_industrial