Stellaris

Stellaris

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Additional Vanilla Buildings v3.2.2
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7.291 MB
29 Nov, 2021 @ 12:03pm
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Additional Vanilla Buildings v3.2.2

Description
Additional Vanilla Buildings updated to 3.2.2.
Original mod by Sam_:
https://steamproxy.net/sharedfiles/filedetails/?id=2647352508&searchtext=additional+vanilla+buildings

3.1.2 update by Norma:
https://steamproxy.net/id/propperbruhmoment/myworkshopfiles/?appid=281990

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

Changed for 3.2.2:
- Made changes to hydroponic farms and food production buildings to use anglers instead of farmers where appropriate. The food production buildings have the same number of anglers as farmers (in line with both vanilla buildings). T2 hydroponic farms give 3 anglers (vs 4 farmers, or one angler for vanilla hydroponics).
-Added compatibility with Merger of Rules so you should be able to build/upgrade vanilla buildings with upgraded capitals from this mod (with the 3.1.2 mod merger of rules overwrote this behavior if you had both)
-Added compatibility with Gigastructures (Ministry of Production upgrades will give cultivators bonuses if gigastructures is also installed)

Let me know if you have any issues/bugs/incompatibilities/suggestions.

Compatibility notes:
Place this mod below Gigastructural Engineering in the load order

Known incompatibilities (these may be fixed in later versions):
-Ethics and Civics Classic (this mod makes heavy changes to some buildings and will cause issues, place above AVB in load order for partial compatibility but this will overwrite some of EaCC functionality related to buildings)
-Traditional Thinking (has a couple of minor compatibility issues with certain buildings, will probably fix this in an upcoming patch)
-Unlock More Building Slots
95 Comments
Elidurden123 26 Nov, 2023 @ 2:23am 
A real shame that this mod has been dead for a while.
I really enjoy mods that add new buildings
Kal Skirata 19 Jul, 2022 @ 7:13pm 
update: even enabling this mod after building the synth refineries prevents you from building more. This mod cannot be deemed functional until all structure conflicts have been resolved.
Kal Skirata 19 Jul, 2022 @ 7:08pm 
oh, also the upgrades beyond the alloy megaforge don't work.

I can get the prerequisite capitol bldg upgrade just fine, but this doesn't trigger the alloy refinery t3 upgrade.

Also, why is there a second upgrade for the planetary capitol bldg at the same population threshold (80 pop)? Why isn't the second one at 90 or 100 pop?
Kal Skirata 19 Jul, 2022 @ 6:55pm 
did some investigation into this potential bug, and this mod may be doing something to the synthesizer techs (gas/mote/crystal refineries) that, if this mod is enabled at the beginning of a new run, you may run into a chance of not actually being able to construct synthesizer refineries on your planets.

I was able to find a temporary workaround by disabling the mod when starting a new run, and then re-enabling it after I have the synth techs researched. I'm not certain if this really is a bug caused by the mod, but this looks like it may be the case, and needs to be patched.
Kal Skirata 19 Jul, 2022 @ 6:39am 
hey, you gonna update to 3.4? I'm running into a problem where the synthesizers (gas/motes/crystals) are unable to be built on my colonized planets.
Harro 8 Jul, 2022 @ 3:24am 
bug report: sentinel nexus just deconstructs at the end of every month
Rayzak 1 May, 2022 @ 10:02pm 
Bug report: Governor's Estates currently have no politician jobs. Should have 2 politician jobs. This breaks thrall worlds, since there are no primary species jobs to balance out the happiness stability.
Richard 20 Apr, 2022 @ 5:32pm 
@Andi
Are you going to be updating this to 3.3.4
stille_nacht 16 Apr, 2022 @ 4:14pm 
Bizarrely, prevents me from building any strategic resource building in the first place.
苹果 21 Mar, 2022 @ 4:14am 
麻烦请更新一下