Stellaris

Stellaris

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Additional Mega-Engineering Projects
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7. Feb. 2024 um 2:08
3. Juni um 3:55
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Additional Mega-Engineering Projects

In 1 Kollektion von Easy Pete
Easy Pete's Mods
6 Inhalte
Beschreibung
This mod adds more stuff to build. It also adds a few civics and origins. If you don’t like early game megastructures, you won’t like this mod much.


Features
Megastructures
  • Asteroid Fortification
  • Orbital Fortification
  • Ion Cannon Fortification
  • Asteroid Ore Purifier
  • Orbital Research Complex
  • Orbital Hydroponics Station
  • Orbital Solar Array
  • Orbital Industrial Station
  • Orbital Refinery
  • Orbital Monument
  • Orbital Market
  • Orbital Nexus
  • Orbital Core Drill
  • Orbital Construction Ring
  • Orbital Arcology Ring
  • Orbital Anchorage Ring
  • Star Lifter
  • Matrioshka Brain

Civics
Megastructure themed civics.
  • Ingenious Architects (Regular)
  • Armed Neutrality (Regular)
  • Construction Contractors (Megacorp)
  • Private Fleetyards (Megacorp)
  • Architectural Programming (Machine Intelligence)
  • Engineering Synapses (Hivemind)

Origin
Megastructure themed origins
  • Offworld Industry (Regular)
  • Offworld Focus (Hive Mind)
  • Null Gravity Infrastructure (Machine Intelligence)

Tradition Tree
Megastructure themed tradition
  • Engineering Tradition Tree
  • Focused on megastructure buffs
  • Adopting the tradition prevents choosing Galactic Wonders AP
  • Final upgrade is the same as Galactic Wonders AP

Quality of Life Changes
  • Orbital Rings can be dismantled through a planetary decision.
  • Uninhabited Habitats can be destroyed via planetary decision
  • Dyson Swarms can be built in binary and trinary systems (so can Dyson Spheres as well for Machine Age DLC owner)
  • Vanilla megastructures can coexist in the same solar system now.
  • Fixed vanilla game issue with ruined orbital rings incorrectly spawning restored rings.
  • Added tooltip to track megastructure build limits

New Megastructure Logistics Mechanic
  • All megastructures now have their base upkeep changed to trade
  • Megastructures that had no upkeep have been given a reasonable trade upkeep
  • Trade upkeep scales 5% based on the amount of systems owned that have at least 1 megastructure.
  • Upkeep scaling can be reduced by building a Hyper Relay (1% reduction) or a Gateway (3% reduction) in a system with megastructures.

Vanilla Files Affected
Read the documentation for explanations as to why a particular file is overwritten
  • Megastructures: Habitats, Orbital Ring, Ring World, Strategic Coordination Center, Interstellar Assembly, Mega Art Installation, Sentry Array, Science Nexus, Matter Decompressor, Dyson Swarm, Dyson Sphere, Arc Furnace, and Grand Archive
  • Events: action.503, cybernetic.5046, and crisis.215
  • User Interface: megastructure_view.gui
  • Ascension Perks: Galactic Wonders AP

Credits
Credit to discord users DarkCrimson, Agent 9, Moros, and Paradox for large amounts of feedback and ideas that have greatly influenced this mod.

NOTES:
Do not make more than 1 ship design for megastructure defensive platforms or they will not be able to upgrade properly.

Discord:
Documentation and changelogs can be found there:
https://discord.gg/CqAMhCRbUs

FAQ:
Is this compatible with (insert mod name here)
If it is a non megastructure mod, probably. If it is a megastructure mod, it most likely will not be compatible. (Yes that includes Gigastructures)

Can you make a compatibility patch for (insert mod here)?
No, I only make patches for mods I actively use. Maintaining a patch for someone else’s work that may change without me knowing is tedious if I’m not using the mod regularly. If anyone wants to maintain a compatibility patch between this mod and another mod, I will be more than happy to help you with it.

Why are some of these megastructures so weak?
Because they are supposed to be weak.

What happened to (insert missing megastructure here)? It’s gone now!
Stellaris 4.0 made a lot of megastructures designed around being habitable break and also changed a lot of modifiers I used for those megastructures. Some of them may eventually come back.

Other Mods:
Terraforming Spawn Menu: https://sp.zhabite.com/sharedfiles/filedetails/?id=3477854332
Defense Platforms Disable: https://sp.zhabite.com/sharedfiles/filedetails/?id=3480363687

Beta Branch:
Experimental testing branch of Additional Mega-Engineering Projects.
https://sp.zhabite.com/sharedfiles/filedetails/?id=3479001707
504 Kommentare
Easy Pete  [Autor] Vor 14 Stunden 
@Thaxll'ssillyia Thank you, you are the first player to report this bug without using another megastructure mod. I was not able to recreate the problem previously and didn't look too deeply because of the high probability of compatibility issues. I did a deeper investigation and I was able to recreate the bug by having either a grand archive or the MSI habitat from the payback origin to be over a colony. For whatever reason, the vanilla planet possible block from the orbital ring let players built unlimited rings when used on my construction ring megastructure. I have pushed an update to add a flag to prevent this behavior.
Thaxll'ssillyia Vor 14 Stunden 
No. This is the only megastructure mod I use. But I use other mods, mostly UI stuff, mods adding events, guilli's planet modifiers, and universal patches. Nothing crazy really, no Gigas, no ACoT, no ZoFE, or any huge conversions. I can post the full list tomorrow, now I'm going to sleep. Good night! And thanks for the great mod, even though it has bugs.
Easy Pete  [Autor] Vor 14 Stunden 
@Thaxll'ssillyia are you using another megastructure mod? That is a compatibility problem.
Thaxll'ssillyia Vor 14 Stunden 
So, you are going to ignore that madness? Well, there goes great mod...

https://postimg.cc/Fd4wDcCb
Easy Pete  [Autor] Vor 17 Stunden 
@Thaxll'ssillyia thank you for the heads up on the bug. Also I will not be limiting the AI on the amount of structures they can build. Currently they have a cool down that restricts them to building another structure roughly every 5 years. I am biased against adding gameplay features that cannot be used against the player
Thaxll'ssillyia Vor 17 Stunden 
Also, it would be nice if the AI weights were increased. AI spams those megastructures like crazy now. Especially the smaller ones. Or maybe add a limit of how many of each type AI can build? I would suggest 3 to 5 should be the limit for the AI.
Thaxll'ssillyia Vor 17 Stunden 
Matter decompressor is not showing on the list of megastructures. I believe below lines are the issue since that checks for the ap_galactic_wonders_megacorp or ap_galactic_wonders_utopia_and_megacorp but player never gets those since you replaced the ascension perk.

potential = {
has_gw_matter_decompressor = yes
}
Easy Pete  [Autor] 1. Juni um 23:54 
@kahvipensas upkeep consisted of 1 alloy upkeep on every structure minimum + any production inputs. I switched them to trade because it was much easier to replace two resource upkeep with 1 generic one. If you want to remove the scaling just remove the multiplier. You can download the 3.14 legacy version to see an earlier build.
kahvipensas 1. Juni um 23:40 
I'm actually working on that sort of a "lite-fork" right now, keeping the smaller structures but removing things that conflict with either vanilla or Gigas. I've mostly edited the files, but haven't tested it yet.

What was the upkeep like on the smaller megas before the trade upkeep mechanics? I don't have any older versions of the files so I could check... Did you just convert the energy upkeep to trade one-to-one, or did you also tweak the values?
Easy Pete  [Autor] 1. Juni um 19:50 
@DanielAir you are more than welcome to make a fork of this mod. Just link back to this mod if you make it public. It wouldn’t be too difficult to pull certain things like the smaller megastructures.