Stellaris

Stellaris

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[Outdated] Additional Vanilla Buildings v3.1.2
   
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7.174 MB
6 Nov, 2021 @ 5:21am
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[Outdated] Additional Vanilla Buildings v3.1.2

Description

Additional Vanilla Buildings updated to 3.1.2.
Original mod

This is a standalone mod, it does not require the original mod

Original mod creator: Sam_

Compatibility issues:
If you encounter any compatibility issues try these:
- (Easy) Change mod load order and set this mod to last place.
- (Advanced) Use IronyModManager[github.com] to check and resolve issues.
- (Stupid) Identify and disable conflicting mods. (I will make sure you don't have to do this since it's, you know, stupid...)

Changed for 3.1.2:
- Rewrote capital scripted triggers completely.
- Capital building files optimization
- Added support for imperial capital
- Updated Alloys and Consumer goods building upgrades to now reflect how vanilla buildings work
24 Comments
Andi 29 Nov, 2021 @ 12:11pm 
I've updated to 3.2.2 (and added compatibility for a couple other mods) here: https://steamproxy.net/sharedfiles/filedetails/?id=2668442564
Terrabolista 28 Nov, 2021 @ 1:13pm 
Does this still make a duplicate planetary shield building when using more events mod?
Canadian Winter 25 Nov, 2021 @ 3:37pm 
Will there be a 3.2 update?
Andi 23 Nov, 2021 @ 7:39am 
@Norma are there plans to update this to 3.2 or is someone else needed to pick up the torch? Biggest issue I'm seeing is that ag buildings don't work with the new angler civic (they give farmers instead of anglers, also hydroponics only give 1 angler so assuming upgrades should have half or reduced number relative to normal)
ivan.jelenic42 21 Nov, 2021 @ 7:01pm 
I just typed "effect add_building = building_avb_machine_capital_4" in the console (open by pressing the key to the left of 1) to get my machine capital upgraded

I think you can use "effect add_building = building_avb_hive_capital_3" for hive capitals?
Yerian 19 Nov, 2021 @ 8:41pm 
Capital buildings is not updated either.
Norma  [author] 19 Nov, 2021 @ 7:31am 
@azure_wolf_22 If by "Additional worlds mods" you mean planitary diversity; it should work. This mod has included compatibility with planitary diversity from the start with Sam_'s devlopment. If it is a different mod and not planitary diversity and or its sub-mods, compatibility cannot be guaranteed expecialy if the mod adds new planitary classes.
Norma  [author] 19 Nov, 2021 @ 7:22am 
Will be looking into the meintioned issues. Was on holiday for the past week and a half, seems theres been an update to Stellaris itself. Expect some sort of feedback in the following week.
azure_wolf_22 18 Nov, 2021 @ 10:53pm 
yeah, sounds like the capital buildings are just inherently bugged. My best guess: external mod conflict, and insights show likely candidate is, unfortnately, Additional worlds mods, the ones adding the Karst and such
trollmen 13 Nov, 2021 @ 11:51am 
@silos.mxjesc, @rhy55mith Just use irony mod manager - it will show you mod conflicts and conflicting mod lines like upgrade to or upgrades from... You can then edit this mod to upgrade capital building as you like. With your mod collection.