Stellaris

Stellaris

! Sartek District and Economy Merger Add-on
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Update: 9 Dec, 2024 @ 7:05pm

* Reworked ships economic category, now it looks similar to vanilla in structure but keeping ships from different mods.

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.

Thank you for the report @MasterBot

Update: 2 Dec, 2024 @ 6:31pm

Line 1859 was missing a "#" for comment PD Tree of Life. Fixed.

Thank you for the report @kNow Name

Update: 29 Nov, 2024 @ 8:57am

* Under -planet_jobs- moved -modifier_category = pop- below "generated" but before "triggered", error log seems cleaner.
* Fixed redundancy in a couple of OR gates within OR gates.

Thank you for the report @[CN]突击队队员

Update: 10 Nov, 2024 @ 5:33pm

* Added compatibility for Advanced Vanilla Buildings - Unofficial

* Cleaned up script for inline scripts where quotation marks were not required.

Update: 6 Nov, 2024 @ 8:38pm

It seems the amount of industrial districts were "hidden" but the district category was showing up when a planet wasn't colonized yet but fully surveyed, once a colony was established you could see the amount of industrial districts permitted.

The main issue was because of an "exists = owner" in the "allow" block causing or rather only allowing you to see the number of districts allowed once the planet was officially colonized/obtains an owner. Now this is fixed by simply erasing the "exists = owner" out of the "allow" block in industrial districts.

Thank you for the report @Pope Francis

Update: 31 Oct, 2024 @ 9:23am

At 00_giga_district_values.txt added a line at the end:

--- # The last line of this file must contain this comment ---

This is a safeguard to guarantee it is read properly.

Update: 31 Oct, 2024 @ 8:51am

district_rw_farming had a NOR gate that wasn't required since there was only one condition check, now is a NOT gate

Update: 31 Oct, 2024 @ 6:17am

Miscellaneous:
* Updated .png thumbnail (It was not showing before because .png exceeded 1000 KBs)

Update: 31 Oct, 2024 @ 6:05am

Initial compatibility patch for 3.14

Miscellaneous:
* Updated .png thumbnail

Districts:
* Added inline_script for jobs/entertainers_add under district_arcology_leisure

Economic Categories:
* Added triggered modifiers for starbase_shipyard_space_fauna_build under ships economic categories.
* Added triggered modifiers for starbase_shipyard_artificial_build under ships economic categories.
* Vanilla now has triggered_upkeep_modifier for science ships, this was already here in this mod.
* Added new category> planet_zoo_keepers; planet_primal_jobs; planet_treasure_gatherers; specimens AND vivarium.

Update: 13 Sep, 2024 @ 2:44pm

In common\districts district_city convert_to had "district nexus" instead of "district_nexus"

Thanks for the report @kNow Name!