Kerenga Posted February 10, 2018 Posted February 10, 2018 I cant build the nerve stapler, brain rewrites and sex converter. Is that normal or are there specific prerequisitions for them?
Onimonipea Posted February 11, 2018 Author Posted February 11, 2018 Well that is just embarrassing. I had the sex converter and nerve stapler set to not listed. The Brain Rewrite was the 3rd building in the sex converter chain, so you shouldn't have been able to build that one because you couldn't build the sex converter. I've uploaded the corrected version in the OP. Sorry for the trouble.
Kerenga Posted February 11, 2018 Posted February 11, 2018 Ah, that explains it. And what is with the Ascension perk buildings you mentioned? So far i havend encountered them even tho i have testet it with different Ascension perks active (Genetic Evolution, Master Builders, ect...).
Onimonipea Posted February 12, 2018 Author Posted February 12, 2018 The Ascention Perk buildings are available for the second tier perk for each of the three ascension paths. As of the current release the only extra buildings it adds are an additional tier to the Slave Dairy and the Slave Mining Facility. The effects depend on your ascension path, Psionic tend towards lower energy upkeep, Biological tends toward having an additional bonus such as a new strategic resource, and Mechanical tends towards higher output. In the future, which is code for probably after 2.0, I'm planning on having more buildings for each to make every ascention path fun to molest the galaxy with.
mihoshi Posted March 9, 2018 Posted March 9, 2018 Interesting concept, but shouldn't Slave Processing Centre demand actual slaves to work in them?
Onimonipea Posted March 9, 2018 Author Posted March 9, 2018 If the code existed, then yes. But unfortunately there really is no way to deny a resource unless worked on by a slave, only production maluses and bonuses. Also just as a quick note, im going to wait until the devs release the 2.02 patch before I start updating. It should still be compatible right now, just ignore the version mismatch.
mihoshi Posted March 10, 2018 Posted March 10, 2018 I mean, you can make base production being 0.1 and have slaves having bonus of 1000%. Or something like that.
Tyhind Posted March 14, 2018 Posted March 14, 2018 A lot of the buildings have fail_text = "requires_building_capital_1” when they need to be fail_text = "requires_building_capital_2”, as it was telling me that I needed planetary admin on my planets when I already had it.
Onimonipea Posted March 14, 2018 Author Posted March 14, 2018 Welp. I actually never noticed that as a thing. Thanks for the heads up, i'll fix it for the next version.
acv55555 Posted March 18, 2018 Posted March 18, 2018 I know that this mod is set for version 1.9.1, but I am enjoying it in 2.0 tremendously. I myself would like to take a whack at modding a building. I am wondering what is it about 2.0 that makes some of these buildings unbuildable. For example I can build the first sex converter, but not upgrade it to the 2nd. The nerve stapler description is off too, just saying "nerve_stapler_desc". I really enjoy this and hope you plan to update it to 2.0. There's definitely a lack of slave buildings for decadent empires. One thing I hope for is more evil slave buildings too, stuff that intentionally decreases slave happiness. If I ever learn to mod that's what I'd try to do.
acv55555 Posted March 18, 2018 Posted March 18, 2018 Looking at it I think I may have found the reason why. Some of the upgrades are listed as "Buildings_sex_. . ." when they should be "building_sex. . ." If this was already fixed don't mind me. --- Edit: I checked if I was using the most recent version and I was. Did some testing using notepad++ to make it compatible for 2.0 most of yesterday. At one point I got the alien breeding zoo and betharian incubator to work but now it doesn't . The Slave Mines and Live Feed aren't showing up either. I did attempt to add them in via console command 'effect random_tile={limit={has_pop=yes has_building = no} set_building=building_live_feed}}' or by replacing the upgrade of another building with building_live_feed but evidently the game doesn't recognize they are there. Still got the sex training camp and fixed the nerve stapler image (the 'icon =' wasn't named correctly). But darnit if I could just get the other ones to work!
Longherin Posted March 20, 2018 Posted March 20, 2018 My only regret with this mod so far is that I can't build a habitat of incredible debauchery.
acv55555 Posted March 20, 2018 Posted March 20, 2018 6 hours ago, Longherin said: My only regret with this mod so far is that I can't build a habitat of incredible debauchery. This mod is definitely a step in the right direction at least. I have a special spot in my capital for every pop on the defeated enemies capital. But only if they are attractive xenos like humans, elves, asari, amazonians etc. If I learn to make a mod I'd make a simple one specifically to make a building for captured enemy leaders.
Onimonipea Posted March 21, 2018 Author Posted March 21, 2018 Yea, i'm sorry about the lack of updates, my CPU garbaged out and right now alot of work is sitting in limbo. Sometime this week I am getting it repaired and I'll probably throw out a quick update.
Onimonipea Posted March 23, 2018 Author Posted March 23, 2018 There we go, OP updated with the brand sparkling new version .4 of the weirdly named Bed and Breakfast Mod. Warning Beds and Breakfasts are still not likely to actually appear.
xereon Posted March 23, 2018 Posted March 23, 2018 I think i've found a bug: inverted structure name and description here on screen
Abominus Posted March 23, 2018 Posted March 23, 2018 27 minutes ago, xereon said: I think i've found a bug: inverted structure name and description here on screen BnB_l_english.yml
xereon Posted March 23, 2018 Posted March 23, 2018 1 hour ago, Abominus said: BnB_l_english.yml Thanks, it worked just fine. Can't build the mine and the custom Betarian power plant btw
Onimonipea Posted March 24, 2018 Author Posted March 24, 2018 Yea, we were bugfixing for a while last night. The link should be updated now.
Longherin Posted March 28, 2018 Posted March 28, 2018 [01:26:59][trigger.cpp:382]: invalid scope for trigger. got [tile], expected {country}. file: common/buildings/bnb_buildings.txt line: 54 (latest version) A thing seems to be broken and is splooging error lines.
Onimonipea Posted March 28, 2018 Author Posted March 28, 2018 Thats weird, there isn't anything on line 54 that should be popping out a country scope. Are you running any other mods?
Yegie Posted March 29, 2018 Posted March 29, 2018 I am not an expert on stellaris modding, but the buildings defualt to tile scope. On 54 you check NOT = { has_authority = auth_machine_intelligence } Tiles don't have an authority a country does. I think using a double FROM might help (since tile will from to planet and planet should from to county), but as I said I have no modding experience. Edit: or possibly it would be a lot easier to encase the check in 'owner = {}'
Onimonipea Posted March 29, 2018 Author Posted March 29, 2018 Welp. Thanks for the lesson my dude. It just needs to be changed to Always = yes, thanks for that.
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