Adds an upgrade for Hydroponics Farms called Aquaponics Farms, which convert one farmer job into an Angler job. The technology to construct this building is available to all non-gestalt empires. Aquaponics is a combination of aquaculture (raising aquatic animals for food) where the nutrient-rich waste water is used to feed hydroponically-grown crops that filter it, and then re-used. The new Angler job already represents aquaculture, so it felt appropriate to upgrade the Hydroponics Farms building to provide one of each job instead of farming only.
Adds the new technology Aquaponics which creates an upgrade for the Hydroponics Farms called Aquaponics Farms. Aquaponics Farms respect existing features of Hydroponics Farms: Void Dwellers gain an extra farmer job, Angler empires gain an extra Angler job on wet worlds, and farmer jobs convert to Acolytes of the Plow for Spiritualist fallen/awakened empires.
- English by corsairmarks (author)
- German (Deutsch) by ThePionier
Requires the Aquatics DLC.
Overwrites the built-in Hydroponics Farms building (building_hydroponics_farm
) in order for it to be upgradeable to Aquaponics Farms. Also overwrites the built-in Angler job (angler
) so that any empire can work Angler jobs. This mod has built-in compatibility with Planetary Diversity.
Built for Stellaris version 3.8 "Gemini." Not compatible with achievements.
Overriding a building, job, or trigger causes the game to log errors noting the overrides. Expect to see five lines in the error.log file like these:
[20:27:45][game_singleobjectdatabase.h:165]: Object with key: building_hydroponics_farm already exists, using the one at file: common/buildings/13_building_aquaponics_farm_resource_building_overrides.txt line: 6
[20:27:45][game_singleobjectdatabase.h:165]: Object with key: col_habitat_farming already exists, using the one at file: common/colony_types/10_building_aquaponics_farm_colony_type_overrides.txt line: 3
[20:27:45][game_singleobjectdatabase.h:165]: Object with key: col_habitat_gestalt_farming already exists, using the one at file: common/colony_types/10_building_aquaponics_farm_colony_type_overrides.txt line: 98
[20:27:47][game_singleobjectdatabase.h:165]: Object with key: has_any_farming_district_or_buildings already exists, using the one at file: common/scripted_triggers/10_building_aquaponics_farm_scripted_trigger_overrides.txt line: 3
[20:27:49][game_singleobjectdatabase.h:165]: Object with key: angler already exists, using the one at file: common/pop_jobs/13_building_aquaponics_farm_worker_job_overrides.txt line: 8
- 1.0.0 Initial version
- 1.0.1 Update name to be plural
- 1.0.2 Add override for the trigger
has_any_farming_district_or_buildings
, which helps the AI not get stuck in loops of creating/demolishing Food Processing buildings - 2.0.0 Update for Stellaris version 3.4 "Cepheus"
- Use memory optimization feature for a trigger
- Update
angler
job with changes from base game
- 3.0.0 Update for Stellaris version 3.6 "Orion" (and changes from version 3.5 "Fornax")
- Remove defunct trigger reference to
buildings_simple_allow
- Update
angler
job with changes from base game, also account for "Agrarian" Idyll for Lithoids if installed - Hydroponics Farms or Aquaponics Farms on flooded habitats produce angler jobs in the same fashion as ocean worlds for angler empires
- Add Aquaponics Farms build speed to
col_habitat_farming
(and the gestalt version) - You are more likely to draw Aquaponics technologies if you have the Javorian Pox Sample (same as Hydroponics)
- Remove defunct trigger reference to
- 3.1.0 Enable Aquaponics Farms for gestalt empires - they could already research the technology, but got nothing!
- Add gestalt Aquaculture Drone (food and energy or amenities; machines get energy, hives and rogue servitors get amenities instead)
- Update
angler
override to account for changes in another one of my mods
- 3.2.0 Add German localisation by ThePionier
- 4.0.0 Compatibility triggers
- Add a compatibility trigger for other mods to check whether this one is active
- Consume the compatibility triggers from other mods
- Remove old compatibility global flag
- 4.0.1 Stop Aquaponics Farms buildings for gestalts from auto-destroying themselves and turning back into Hydroponics Farms
- 4.1.0 Add built-in support for Planetary Diversity
- 4.2.0 Update for Stellaris version 3.7 "Canis Minor" - re-weight habitat colony designations
- 4.3.0 Account for ocean-like planet classes from Planetary Diversity
- 4.4.0 Improve built-in support for Planetary Diversity
- 5.0.0 Update for Stellaris version 3.8 "Gemini" - integrate underlying game changes
- 5.1.0 Update for Stellaris version 3.8.2 "Gemini" - integrate underlying game changes
- 5.1.1 The gestalt aquaculture drone also needed to be switched back to the
planet_farmers
economic category
Hosted on GitHub
It is best to clone this repository into <Stellaris User's Directory>/Paradox Interactive/Stellaris/mod
, and then make a connection to the mod
folder via a *.mod
file's path
property. That will ensure the game can see the files, and also that CWTools will parse them. Also note that the README.md file exists in the mod
directory but is symbolically linked in the root directory.