Stellaris

Stellaris

! Sartek Economy Master
324 Comments
A-Sartek  [author] 6 Nov @ 12:42pm 
@ᛣ Munin ᛉ
Yes, currently the presets are located inside the auxiliary folder in this mod with instructions on how to swap them. But I'm going to make separate add-ons for each preset (as suggested previously by Firkraag) soon.
ᛣ Munin ᛉ 4 Nov @ 8:47pm 
is it possible to get more city and district building slots for wp planet view? Only reason I'm not using it. 3 slots for a zone is too small.
A-Sartek  [author] 3 Nov @ 7:17am 
(continued)
Regarding the extra presets, yea it is definitely a good idea to release those presets as separate mods, particularly for those users without time or the know-how. The reason why I haven't done that yet is because it just happens that I'm still kinda traumatized after finding out that PDX's spaghetti code has cache/IO overhead issues [forum.paradoxplaza.com]. Therefore, I'm trying to make every mod with as much content as possible and only making add-ons if it is unavoidable.
A-Sartek  [author] 3 Nov @ 7:11am 
Hello @Firkraag!
Thank you for your nice comment and I hear ya.

I was using Better Planet View for a bit. However, there are some things that could be improved on in that mod, like for example BPV uses the initial 4.0 UI without the UI changes done by PDX after that (it felt like base game was better when switching). Subsequently, the moment I found out that WP's Planet View has been updated I immediately jumped to that ship, haha; yep, UI elements are larger but that seems to be a design choice that I'm more attuned with. I'm trying to tweak things that bring more enjoyment to my playthrough and by extension to anyone that uses my mods. By doing so I'm also avoiding getting burned out (although modding has already somewhat burned me out).

(continued in next comment)
Firkraag 3 Nov @ 4:49am 
Hello, thank you for your work on this amazing compatibility patch. Its a must use for me.
May I suggest a change though on how it is structured?

You could split the building compatibility and the UI changes included in this mod in two different mods. This way we could use the building compatibility without necessarily using WP's Planet View.

Personally I prefer "Better Planet View" because it is more compact. "WP's Planet view", although it has nice backgrounds, is too "large".

Also, you might want to release the building slot presets as individual mods. This way we can use them without having to reapply them whenever you update this mod. I am not saying that you should be so granular as "Better Planet View - More Building Slots" is. Just a few presets, and perhaps instructions on how to make our own if you have time.
Akashugo 2 Nov @ 2:47am 
:Hire:
A-Sartek  [author] 1 Nov @ 2:48pm 
:cool_seagull::lilimok:
Akashugo 1 Nov @ 5:13am 
i see you man of culture having a config for VOY mod haha
DaViper 27 Oct @ 9:25am 
I'm talking about 'ease of use'. The AML is far better in that regard. Irony isn't. (Plus the compatibility problems with Proton, which the dev said won't ever happen with it.)

As to the mods, Firaxis may have had a wee bit to do with that. (Remember that some of the greatest add-on mods (Long War 1 & 2) were created for the games by the devs.)
A-Sartek  [author] 27 Oct @ 5:17am 
That sounds really good ngl but I wouldn't say Irony is stone ages, that is an understatement. Additionally, I'm surprised AML got 2K's blessing considering their recent retroactive policies or because how they have handled mods in other games.
DaViper 26 Oct @ 8:01pm 
My problem with Irony is that it isn't 'Proton' friendly. It works via vanilla 'wine', but won't stay in the same 'bottle' as the game. So I use PDX to set up the mods/order and then use Irony to merge to avoid 8 hour load times. :steamhappy:

The AML is much better, being able to be launched via Steam and then launches the game.
(I haven't used windows in 12-14 years now, and so Steam/Proton has made my life easier.)
The AML automatically checks for dependencies AND conflicts, making troubleshooting a comparative breeze. The mod community built it + the community highlander modules which rewrite a BUNCH of the game code involving mods (with 2K's blessing) to ensure that things play nice. It was like going back to the stone ages with PDX+Irony. <shrugs>. :steamhappy:
A-Sartek  [author] 26 Oct @ 6:48pm 
Anytime @DaViper!

Yea, IronyMM is great even if I still do my merges the old way with a text comparison tool, hopefully someone picks it up.
DaViper 26 Oct @ 9:54am 
First: Make great mods!
Second: DOCUMENT stuff. :steamhappy:
Third: Repeat!
Thank you from an Old Xcom2:War of the Chosen modder.

Now, if someone could take over the IronyModManager, which by the authors' own admission is in 'maintenance mode', and update it to work more like the Advanced Mod Manager for Xcom2/WotC, that'd be greeeeaaaat. (office space guy vibe there.) :steamhappy:
A-Sartek  [author] 26 Oct @ 2:37am 
@DaViper
:selphinehappy: Thank you for taking your time to mention all of this. Creating a guide is a good idea, the only one that I have is this guide right here which explains a bit how to use presets. Of course it is not a magical solution when it comes to various mods' custom districts like those from Gigastructures and it would be better to make a separate guide for that.

With that said, my objective with this mod is to make things easier for everyone, so... Yep, creating a guide could be a first step but simplifying the process down the line is the ultimate goal.
DaViper 25 Oct @ 9:30pm 
part Deux: :steamhappy:
BPVR by itself doesn't change anything. (That I can see.) See the discord for WP's mods for some folks (myself included) having issues with the 'preset' being 9/5/5. Not knowing the things needed in the edit, we're just spitting in the wind here. The normal BPVR for expanded zones and slots NEEDS the submods to work, but bringing over a City 12/6/6 expansion just crashes the playset. Without BPVR, WP+ your mods works, but only the defaults.

Saklura's rework of the BPV+submods really saved the day with the UIOD/planet view, but I'd REALLY like to use the WP+your mods. (Way nicer on the eyes.) :-):steamthumbsup:
DaViper 25 Oct @ 9:30pm 
To avoid issues, it would be nice if you could add a discussion topic as to HOW to do this:

Quote: Note #2: The only BVPR add-on that you may find helpful is the Compatibilty Patch. You no longer need the other extra buildings/zones add-ons if you use the presets in my mod (or if you adjust variables within this mod to your liking). end quote.

For 'GIGA'/'TALL' users being able to make the edits or utilize BPVR would be helpful. (There are extensions for 24+ slots which comes in handy for ringworlds and other massive structures.)

#2 follows:
A-Sartek  [author] 25 Oct @ 3:25pm 
Of course, I will let you know if come across anything else. :crashthumbsup:
WP 🥔 25 Oct @ 7:05am 
@Startek
Just pushed the polish update with all of your suggestions implemented!

Keep the feedback coming, you're the only person reporting clipping issues etc atm.
Tigertycoon 24 Oct @ 7:08am 
Great! Thanks for the fast answer and the Mod itself!
A-Sartek  [author] 24 Oct @ 5:42am 
@Tigertycoon
That is a good question! Actually, I just updated the description because that mod could be helpful but I have no idea to what extend since I haven't tried a lot of the mods from their compatibility list. However, it is compatible with my merger mod at a quick glance.
Tigertycoon 24 Oct @ 5:22am 
Question:
you say we do not need any BPVR addons. What about: BPVR - Compatibility Patch?

Because right now in Irony, i see it touches stuff like disctrict_arcology_housing which this mod does not.
A-Sartek  [author] 24 Oct @ 5:01am 
New update is in, just some tweaks for cities icon layout for even more real state space! https://www.youtube.com/watch?v=iO22QpNGq7k
A-Sartek  [author] 24 Oct @ 4:29am 
That definitely looks much better, even if future city flavour texts don't get longer that'd guarantee enough space, free real state!
WP 🥔 24 Oct @ 12:48am 
A small idea for you!

If you shift the city district icon row slightly to the right and put the big number count box there in the bottom left you can get a lot more free space

https://imgur.com/4lAmjm8

You don't have to do it - just thought you might find it interesting!
A-Sartek  [author] 23 Oct @ 5:55pm 
@WP
Description updated! :selphinehappy:

@dracklor
Knowing that my mods are enhancing your experience always puts a smile on my face.
dracklor 23 Oct @ 4:26pm 
Thanks for making that preset @A-Sartek, and for that matter thanks for making the rest of your merger mods as well!
WP 🥔 23 Oct @ 1:31pm 
Oh and I'd suggest UIOD > Library > My Mods. It's a little cleaner.
WP 🥔 23 Oct @ 1:30pm 
@Sartek
Nice! Again let me know what changes you'd like to see.

(Don't forget about this mod description btw, some details are now out of date already! (if that's important to you.))
A-Sartek  [author] 23 Oct @ 10:41am 
@WP
I'd be crazy if I didn't care about performance, it sure is a big deal and no worries I do not think this is annoying at all, it is just reasonable. I just pushed an update a moment ago with those critical changes.
WP 🥔 23 Oct @ 10:09am 
@A-Sartek
Great!

Not to be too ridiculous/annoying but there was an awful stutter in the last few versions I just had to fix. So there is ANOTHER patch now. But with that done really, seriously, it's stable. Lol. (Assuming I don't get any weird crash/bug reports.)

I think the patch will be important for your mod as it cuts down a lot of the logic/processing on buildings - and you're adding a lot more buildings to the panel than I have!
A-Sartek  [author] 23 Oct @ 9:46am 
@Kano Tama Kosaka
I'm glad you like 'em, enjoy! :selphinehappy:

@WP
At first glance those district pictograms look sharper (also shown in the recently uploaded screenshots here), niceee. I'm going to play a bit more before I give further feedback.
WP 🥔 23 Oct @ 7:41am 
@A-Sartek
Great! Hope you like the districts change. I'm open to feedback etc.
Kano Tama Kosaka 23 Oct @ 7:33am 
@Only_Bookkeeper and @A-Sartek thanks for the quick reply and the help, and im case I haven't said it in a previous comment thanks Sartek for making these compat mods, they're genuinely a hard requirement for my modded games now
A-Sartek  [author] 23 Oct @ 6:41am 
@WP
Oh wait, I just realized there is another update from earlier today, alright I'll have to check it out.
A-Sartek  [author] 23 Oct @ 6:33am 
@ranma100
There is good news then, there is now a preset in the auxiliary folder for 99 buildings!

@WP
Hey WP!
It seems I'm four parallel universes ahead of you ! Hehe, my latest update does include your tweaks, I really liked that governor portraits are bigger and what you did to emblems and designation name boxes. Neat!

That also means I'd have to update the screenshots (coming soon!).

@Kano Tama Kosaka
It is exactly how @Only_Bookkeeper said. Then after finding the mod's folder go into the "auxiliary - sartekdem/PRESETS" folder, there is a readme file there as well for more info.

@Only_Bookkeeper
Thanks for your help! :praisesun:
Only_Bookkeeper 23 Oct @ 6:16am 
@Kano Tama Kosaka download the mod normally, then find it in the launcher hover over it, then press the 3 dots, then press show in folder. (hope this helps)
Kano Tama Kosaka 23 Oct @ 1:52am 
How exactly do I access the mod's files to find that auxiliary folder?
WP 🥔 23 Oct @ 1:12am 
Heya!
Just dropping in to say I pushed 3 or 4 fairly meaty updates the past few days. I don't know how you want to handle things on your end but you might like to check out the new version and see what you think. (My workshop screenshots are not currently up to date to reflect the new changes so you may have to go in game to see them).

I've documented everything carefully in the change notes tab of my workshop page, too.

I probably won't have any more updates for a while. Certainly not big ones. it's a good stable version.
ranma100 22 Oct @ 7:59am 
I like big planets,so I use the 96 building slots, 10 city zone and 12 zone slots.
A-Sartek  [author] 22 Oct @ 3:51am 
@ranma100
I made some design choices surrounding WP's Planet Viewer, so it is a hard requirement. But I have an idea, I'm going to add presets in the auxiliary folder in the next update, that way it would just be a matter of copying and replacing. What extra slots combination do you usually use?
ranma100 21 Oct @ 7:24pm 
Good to see this back! Will this mod work without WP's Planet viewer, but with BPVR More Building slots, so I can use the various BPVR submods to add more buildings and districts. I have no idea how to change the variables like people are talking about to get the same effect'
A-Sartek  [author] 21 Oct @ 6:35pm 
@draclor That is an insane amount of city zones just like what SpardaSon21 was mentioning, haha. It is plausible with some tweaking, the UI stuff has a max 3x10 for each city secondary zone, 3x10 for government zone and I think 5x10 for rural/arcology, you can get even more than 96 but that'd be a lot of scrolling hah.
dracklor 21 Oct @ 5:39pm 
So I will admit to being completely cheesy and using the 96 building slots option with 10 city zones and 12 zone slots. Can I use your mod variables to enable that with WP's Planet View?
SpardaSon21 20 Oct @ 9:03pm 
Actually, I had gotten distracted with my file editing and forgot to mention I had swapped back to UIOD/Better Planet View instead of WP's version on account of WP's mod being locked to three city zones as a result of the horizontal layout.

Same issue and same solution, though.
A-Sartek  [author] 20 Oct @ 7:16pm 
@Red Skull Thanks! :cool_seagull::lilimok:

@SpardaSon21 I'm glad you figured it out, I prefer to have the ability to change zones and building amounts directly from this mod instead of having multiple mods for each variable; in other games like Terraria or Divinity Original Sin 2 I wouldn't mind that, but Clausewitz (Stellaris Engine) has certain Cache/IO overhead issues [forum.paradoxplaza.com] where even empty mods could cause lag if there are enough of 'em. So we have to make every mod count!
SpardaSon21 20 Oct @ 3:30pm 
Okay, my bad, needed to edit the files in inline_scripts and defines on top of the ones in scripted_variables.
SpardaSon21 20 Oct @ 2:29pm 
So, I was trying to use this mod and WP's planet view to replicate my old BPVR setup with 10 zones for the primary city district, but the UI only goes up to three, unfortunately.
Red Skull 20 Oct @ 1:30pm 
Absolutely HUGE mod Sartek!!
Era 20 Oct @ 3:51am 
Tyvm for the response!
A-Sartek  [author] 20 Oct @ 3:41am 
@Era That is a reasonable question actually. Yes it only needs BPVR and by default you would have 9 government slots, 3 city specializations with 3 buildings each and 5 buildings for the other districts. WP made it scrollable so if you need more you can even add more (by tweaking the variables) and each zone would scroll down even further.