Stellaris

Stellaris

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!BERG - Building Merger
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10.311 MB
2 Sep, 2023 @ 12:19pm
14 Sep @ 1:50am
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!BERG - Building Merger

Description


For what you need that mod:
Main task of mod is allow properly function of supported any mod which change vanilla buildings. For example in situation when are you installed mod A and B, which override same building only one changes will work depending on mod layout. BERG solved that conflict and allow to work with both changes.


image from version 1.2. Mods used are Unique Ascension Perks and Omega's Stellaris Tradition.

You are not convinced?
BERG also try to implement traditions from other mods to others. For example traditions from Omega's Stellaris Traditions work in Planetary Diversity.

Are you still hesitating?
Last argument is that BERG try to work with higher tier of buidlings. For example Additional Vanilla Buildings - Unofficial

There you can find more supported mods than I mentioned:

Goal
The goal is to make buidlings mod work together with betweeen them and with other mods.
So I wait for propositions.
Popular Discussions View All (2)
43
14 Aug @ 6:52pm
Issues
half god
17
14 Aug @ 7:15am
Support Suggestion
half god
74 Comments
half god  [author] 21 Sep @ 7:12am 
Gigastructrural Engineering doesn't override the planetary shield generator so it looks like they do not want to upgrade from it to their shields.
Leri-Weill [FRA] 21 Sep @ 5:55am 
Hey! The Gigastructural Engineering mod adds the Hypershield Defensive Screen (building_giga_planetary_shield_generator_1) and Negative Mass Protector (building_giga_planetary_shield_generator_2) and I feel like they should be added as direct upgrades from the vanilla Planetary Shields ?
I have no idea how modding building works and how if other mods also add upgrades to the shields it breaks the upgrade path, but I feel like it could be a neat little tweak!
King Brick 11 Sep @ 10:33pm 
Ah, all good. The other mod wasn't actually making any important changes. Just rolling back all yours in those few buildings. I don't think I have any mods that will end up creating dummy buildings because of this. I probably could have just changed the beginning of the other mods file all the same. Oh well.

Appreciate the hard work on it all!
half god  [author] 11 Sep @ 12:44pm 
I'm glad that works for you. I'm aware of that. FE buildings comp for other mods is in progress because I want to avoid dummy buildings (copies of the original building but different icons or prerequisites) and find a better way. I'm waiting for a way to check if the mod is installed for MCP buildings. Anyway thanks for your attention.
King Brick 10 Sep @ 4:05pm 
Just wanted to let you know there a few mods I found getting LIOS over Berg for a handful of buildings. Seemed to only affect the files starting with "! ". Switched to the "刀 " used in most of the rest of the files solved the conflict.
Forever 9 Sep @ 12:32am 
Hey @half god, I tested them intentionally as standalone mods—just your mod and the rule merge—and there are conflicts. That’s what I wanted to point out.
half god  [author] 8 Sep @ 1:34am 
Mod has compatibility with Merger of Rules. However it doesn't use full potential yet. Try using Irony Mod Manager to find cause of it. Check if any Mod isn't outdated
Forever 6 Sep @ 3:03pm 
To state exactly, its 100% incompatible with: https://steamproxy.net/sharedfiles/filedetails/?id=2807759164
Forever 6 Sep @ 3:03pm 
I encountered some challenges with this mod, particularly with incompatibilities. I experienced 0% habitability and later noticed that I had no resource stockpile. Any advice or potential fixes would be greatly appreciated! I have disabled the mod in the meantime
Flying_Squid_999 1 Sep @ 7:12am 
Nah, I don't use it. If you don't run mods that also override those, their techs don't show. When you delete the file, they do. QED. I used a text crawler to confirm what mentions them in the mod folder. Not a problem for me, I just delete one file, but might be for others.