Stellaris

Stellaris

EUTAB - Unique Buildings (Achievements Enabled)
51 Comments
Kamisori 14 Jul, 2024 @ 9:07am 
mind adding the same thing for the first leauge filling offices?
:)
greensniperhat 4 Nov, 2022 @ 11:58pm 
Bro, this is just icon replacers, should be fine.
Beast-Storm 28 Mar, 2022 @ 7:10pm 
Any chance that you can update this mod?

Paradox have made some changes to Modding code in 3.3, they say it much easy but I'm not holding my breath since they sometimes break their own game with each update
Demigod852 8 Dec, 2021 @ 12:29pm 
Sadly I'm experiencing an issue where I can't upgrade my buildings when I get to the Executive Matrix in my capital
Beast-Storm 5 Jun, 2021 @ 6:16pm 
I'm using a mod called Strategic Resource Upgrades by Zei, it upgrades the mining buildings.... would this mod conflict with that mod or is this mod just Graphic's no core mechanics touched???
QOMRADEQUEER 18 Apr, 2021 @ 10:25am 
I wasn't expecting an update to this.

Perhaps if we are lucky we might see an update to the main mod? :D:
Adoris_FadAiRao 7 Nov, 2020 @ 2:35pm 
Organic paradise don't working texture.
Edward 13 May, 2020 @ 12:44am 
Does this work with the recent patch?
Ulon 7 May, 2020 @ 10:02am 
Why have you changed the administrative buildings too? Are they being used by another set of buildings?
Dumuzii  [author] 25 Mar, 2020 @ 12:10am 
Fixed along with the beth plant rename, thanks for the spot
Melor Seltic 24 Mar, 2020 @ 7:18pm 
I think building_machine_assembly_plant.dds should be named building_robot_assembly_plant.dds. The other replacement buildings seem to show up. But that one doesn't.
Chickenhunt 2 Jul, 2019 @ 7:48am 
Does this mod still work for 2.1.3 or does it need a seperate upload?
Kolmivaihekilowattituntimittari 13 Jun, 2019 @ 11:04am 
Thank you :)
Dumuzii  [author] 13 Jun, 2019 @ 1:05am 
yep, forgot to upload. its there now though.
Deranged 101 12 Jun, 2019 @ 9:01pm 
I think it was updated today.
Kolmivaihekilowattituntimittari 11 Jun, 2019 @ 3:39pm 
Update please
Destiny 9 Jun, 2019 @ 8:28am 
Please update this to 2.3
HyperEndless 9 May, 2019 @ 1:51pm 
I tried this in an existing game and robot assembly plant icon didn't change. Also civilian factories are too small compared to every other building.
WarStalkeR 7 Feb, 2019 @ 1:24am 
@Dumuzii, thanks!
Dumuzii  [author] 31 Jan, 2019 @ 11:30pm 
all yours man
WarStalkeR 31 Jan, 2019 @ 3:00am 
@Dumuzii, can I please use your building icons in FFU (ofc credits will be written on the mod's page)?
Dumuzii  [author] 26 Jan, 2019 @ 2:18pm 
paradox bug, ive been getting the same thing taking over normal empire worlds as a machine empire, stays as a normal empire capital and I get no pop assembly
Mezner 26 Jan, 2019 @ 4:29am 
Not sure if this is a issue with my game or your acheivement compatable mod, unique buildings. Here is the issue though, I used my influence to change a resort world into a normal world again. Its main building has remained as a resort building though. I am unable to replace or demolish this bulding and cannot really do anything with the colonies buildings if they require a plantary capital.

I'm currently only using 3 mods...

HK-47 advisor, Laser Graphics, and Unique Buildings.
Everstill 10 Dec, 2018 @ 2:46pm 
Thanks! Even if we lose achievement, it's ok, because your icons really make the immersion of the game better.
Dumuzii  [author] 9 Dec, 2018 @ 5:55pm 
Previously alot of the buildings would have duplicate icons that could be changed, now the icons are directly refrenced. Once Ive resolved some of the issues with eutab and get a working version happening Ill look at what icons i can replace. And yeah theres already a few i dont care for
Everstill 9 Dec, 2018 @ 12:40pm 
Thanks for your work updating this mod! It appears Paradox locked most of the icons...? Well, then the achievements (that I use this mod for) will have to lose priority over the icon replacement.... Can you make a mod replacing most of the buildings with good icons like you do? This patch have a lot of bad icons... Thanks again!
Everstill 7 Dec, 2018 @ 4:03am 
Hello, can you please update this to 2.2? There is some building with garbage icons like the Ministry of Culture, primitives Stone Palaces and such. Only you can save our eyes from such disgrace! Thanks for your work!
Prolbo 7 Aug, 2018 @ 5:05am 
You made nice work here.
EdFromEarth 22 Jun, 2018 @ 12:33pm 
Cheers for achievement compatibility!
Everstill 15 Jun, 2018 @ 11:04am 
Excelent. Can you make a non-achivement-friendly with unique icons to every building too? And nice work again!
socialautiste 11 Jun, 2018 @ 1:34pm 
Well, I seem to stand corrected, since I just pulled up a save and read the tooltip-- a highly flammable mineral. Still, hydrogen is flammable, but we're making fuel cells these days rather than burning it in an open flame. I'd like to think we can use the space-coal in a cooler way, but the lore does justify the interpretation you've taken with industrial revolution era smoke stacks. On the other hand, it doesn't seem to be definitive-- the original art seems to support another interpretation. I don't have any betharian power plant technology to look more closely at how they are described in the R&D log.

Just my thoughts; the rest of the icons are definite improvements. And, I do realize I could just remove that icon from my own use, but I thought I'd take the time to suggest another pass on that design if you are so inclined.
socialautiste 11 Jun, 2018 @ 1:34pm 
Thank you for taking the effort to do this in a light weight way that doesn't change the checksum or disable achievements.

The steam smoke stack on the Betharian power plant is the only icon I have doubts about, if you are open to feedback. You clearly took inspiration from typical nuclear power plants, which I understand the reasoning at first glance. However, I'd point out that nuclear power plants we use today simply heat water to generate steam power; nothing more advanced than coal plants, despite the underlying method of generating that heat being fission.

I'm not sure if there is any lore describing the betharia resources being used in such a primitive way, but it seems like going through the work of getting that kind of power would be more satisfying if the application were something more advanced than what we can do with a pile of scrap when you get down to it-- just more efficiently with fission than combustion.
Railgunner2160 9 Jun, 2018 @ 3:55am 
@LuPoM: Yes it's ironman compatible. I've tested that myself!!
LuPoM 8 Jun, 2018 @ 12:29pm 
woot, so this is also Ironman / Achievement friendly? anyone tested it? THANK YOU!
RedMalgax 6 Jun, 2018 @ 6:37pm 
Good QoL Mod.
Mordachai 6 Jun, 2018 @ 4:32pm 
very nice
Arnovitz 6 Jun, 2018 @ 11:57am 
@Dumuzii That's too bad. Well, if you get the chance just make a non-ironman version with all your vanilla building artwork. I'm just not interested in playing with the extra techs from your other one.
[DC] Owain Barf Coch 6 Jun, 2018 @ 10:51am 
awesome mod, wish it was made an official part of the game, that how nice it looks
Big Boss 5 Jun, 2018 @ 9:32pm 
thats pretty good
Dumuzii  [author] 5 Jun, 2018 @ 8:33pm 
@Arn Requires editing the building events file which changes the checksum for ironman. The farm building is also used by the quarantine building and a few others so it was left out.

@erm No patches required for anything with this mod.
Arnovitz 5 Jun, 2018 @ 7:39pm 
You should add in the primitive farms, obelisks / memorials, and other anomaly buildings from your other mod. This is great artwork.
eagletrekkie 5 Jun, 2018 @ 9:35am 
If we're also running CGM Buildings do we need the compatability patch for this or is that just for the full EUTAB?
Mazamune 5 Jun, 2018 @ 7:53am 
another proof that small adds can make some great addition to the game. Great idea and an excellent mod, thanks !
TheFunMachine. 4 Jun, 2018 @ 8:34pm 
TY! I didn't realise how much I needed this until I saw it :)
Chastity the Celibate 4 Jun, 2018 @ 4:37pm 
Yes, there is no reason it wouldn’t work with AlphaMod.
IvanToTo 4 Jun, 2018 @ 3:28pm 
can this be used with Alphamod?
Leithal--Weapon 4 Jun, 2018 @ 2:01pm 
If they did patrick I bet it would cost 10 dollars or more lol oh and they would take away some feature too like maybe power plants or pre-industrial civs or something stupid like that kinda like removing different types of faster than light travel.
VityViktor 4 Jun, 2018 @ 12:14pm 
I didn't know I actually needed this mod.
Gbrille 3 Jun, 2018 @ 11:09pm 
Thanks !
Helixien 1 Jun, 2018 @ 10:35am 
Thank you! It bothered me that they didnt make fitting artowrk for these buildings!