Stellaris

Stellaris

Expanded Mods Base
293 Comments
Helixyos 21 Oct @ 5:38am 
maybe you can create a collection of yours mods like Wp mods. It will be easier to subscribe and not miss anything if there is a new mod or a redesign due to a game update for example.
Tovius  [author] 20 Oct @ 2:55pm 
Ah, they finally ported over the district changes. I will upload the next version later today.
KäptnChaos 20 Oct @ 11:54am 
All planets do have all districts aviable? Is it broken again, due to the 14mb patch? :(
Tovius  [author] 19 Oct @ 10:33am 
Enforcers got a few name swaps based on your ethics. They don't have any mechanical effects, and should be overwritten by more substantial swaps like Educators.
K0rruptedYouth 19 Oct @ 9:52am 
My enforcers are showing up as Militia, which it never did before. Do I have a conflict?
KäptnChaos 18 Oct @ 2:34am 
@Tovius: Thx, u saved my stellaris weekend :D
Tovius  [author] 17 Oct @ 9:37pm 
Ah, I see the problem. It works in the beta, but not the live game. I assumed when .5 was released that the changes to district capping would come over to the live game, but it looks like it hasn't.

I will revert the changes until the district changes finally make their way into the live game.
falontani 17 Oct @ 8:33pm 
I personally am not using only this mod, however it was working earlier today, and then only this mod updated between earlier and now. I personally am using the live game, no beta patch.
Tovius  [author] 17 Oct @ 7:56pm 
What game version are you using (.5 or the .7 beta patch)?

Are you testing with only this mod active?
falontani 17 Oct @ 7:16pm 
just loaded and I'm having the same issue
jophian 17 Oct @ 2:19pm 
Districts vanishing here, too. My Capital Planet has no Capital buildings.
Mosaic 17 Oct @ 2:10pm 
Same issue with the districts vanishing after a monthly tick here. Mid-game savefile, too.
Finn 17 Oct @ 1:12pm 
On star of the game on my capital there is no capital building, after 2 days happens district issue
Stitched 17 Oct @ 11:47am 
Same experience here; mid-game savefile, modded moderately, was playing fine yesterday, wanted to continue today and saw this got updated; immediately after the month ticks off, all districts get removed, pops stay, the whole UI goes a bit weird on planetview. Tried multiple saves with multiple empires and it always triggers when the month ticks off and a new one starts.
KäptnChaos 17 Oct @ 11:16am 
yeah.. loaded a savegame. all buildings and districts are gone after the next month. I play machines, ringworld and ascention perk machine worlds, if this helps. but all planets (machine world, ringworld etc. or not - all loose everything)
MechDragon108 17 Oct @ 11:05am 
Yeah, i'm getting the districts issue too. It seems like it is setting the maximum districts on all of my planets to zero, which makes the game delete all of them once the month changes.
Tovius  [author] 17 Oct @ 10:02am 
Strange. It was working when I tested it.
SirSen 17 Oct @ 9:03am 
oct 17 update def broken
nbirkelbach 17 Oct @ 7:34am 
The same issue with my districts....unplayable know :(
FalloutLord 17 Oct @ 7:33am 
I have the same issue the districts disappear
Stitched 17 Oct @ 6:24am 
Can confirm the issue with disappearing districts
BrokeLZ 17 Oct @ 4:56am 
to be exact: the city district gets deleted again.
BrokeLZ 17 Oct @ 4:53am 
The same issue is happening again after your latest update. Please revert it back again until you can fix it
Maddy 13 Oct @ 1:56pm 
Thanks Tovius
Tovius  [author] 13 Oct @ 1:49pm 
I've reverted the the last version until I have time to investigate the problem.
Tovius  [author] 13 Oct @ 10:44am 
Thanks. I'll investigate the issue when I have time.
laoslyxid 13 Oct @ 10:29am 
yeah same here, without the expanded mods i dont have any problems
☩Engelbert Dollfuss☩ 13 Oct @ 9:51am 
After update this mod deleted all my districts, the default cap set to 0 at start of the game.
LexyVexy 13 Oct @ 9:20am 
Can confirm that the current update broke my game. Interesting with the subterranean species I was using, it actually duplicated the mining district so I have two. So something is going on with districts.
jackrackham001 13 Oct @ 8:49am 
Same issue as @Bobbanz. This is the only mod I turned off and it fixes the problem.
BrokeLZ 13 Oct @ 5:40am 
same here
Upforsale 13 Oct @ 4:35am 
same issue
@Bobbanz
Maddy 13 Oct @ 4:12am 
I am also getting the issue Bobbanz has described
garyriley1982 13 Oct @ 2:36am 
ok, that seems to have fixed my issue, thanks for quick response :-)
Bobbanz 13 Oct @ 1:12am 
Doesn’t happen without mods, doesn’t happen when this mod is disabled
Tovius  [author] 13 Oct @ 1:10am 
And it is not happening with no mods installed? If so, I may need to verify my files to make sure nothing is out of place
Bobbanz 12 Oct @ 10:58pm 
Nope, using the latest in buggy Stellaris official releases, tried turning off every one of my mods one by one until this one was left, tried running it with only this mod and without fail, whenever a new month rolls around, it clears the planet of any buildings and specializations.

Redownloaded the mod too just to make sure I wasn’t running an older version of it and the issue still occurred.

Mod was working fine yesterday too, but after the latest update, this started happening.
Tovius  [author] 12 Oct @ 8:56pm 
I saw that as well, but it also happened with no mods enabled.

Are you using the beta branch by any chance?
Bobbanz 12 Oct @ 8:33pm 
Hello!
I should note, that the latest update seems to have broken the district and specialization system?
Currently whenever this mod is enabled, I can only play for a month before the game suddenly deletes all specializations and districts on the planet.
Tovius  [author] 12 Oct @ 6:36pm 
Should now be fixed
Tovius  [author] 12 Oct @ 3:39pm 
Looks like they changed how capped and uncapped districts worked in a recent patch, so I will need to update the district files.
Tovius  [author] 12 Oct @ 2:57pm 
Something weird is going on with rural districts. I am currently investigating a fix.
garyriley1982 12 Oct @ 9:21am 
This mod now seems to conflict with 'Guilli's Planet Modifiers and Features', when you start a game no rural buildings are generated, is this something that can be fixed? I would really like to play your mods with Guilli's.
Tovius  [author] 9 Oct @ 10:05pm 
@Tyrex It should be fixed now
WizardMan 9 Oct @ 5:38pm 
what does this mod do to resource modifiers? when i disable this mod, my empire has normal starting income. enabling this mod causes my empire to start with negative minerals and negative consumer goods. different empires do have differently effected resource modifiers, not always negative, but always wildly different with mod enabled.
Tyrex 9 Oct @ 12:10pm 
I have no idea why this would be the case, but Shroud Forged can not work some jobs with this mod enabled. If I unenable it then they can work jobs like metalergists. With it they just leave those jobs unfilled.

This is the only mod I have enabled.
Zenchi.Senkusha 4 Oct @ 6:28pm 
Looking through my crash log for something else but spotted this:
[19:14:34][localization_reader.cpp:223]: Expected quotation mark (") at end of line 138 in localisation/english/expanded_undercoat_buildings_l_english.yml
MagnusGrey 29 Sep @ 8:20pm 
@Alexios Ive been having the same/similar issue where I cannot set the assimilation citizenship type, but i dont have this mod on so idk whats causing it right now
Tovius  [author] 28 Sep @ 2:08am 
Not sure how I missed that. It will be fixed shortly.
Alexios Komnenos 27 Sep @ 10:06pm 
I believe there might still be an error with your living standards. Specifically, due to the update to psionic tradition tree, the psionic assimilation living standard necessary for pops to actually assimilate is unobtainable (and thus pops don't assimilate). I suspect a similar issue might be at hand for some of the other living standards.