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Additional Mega-Engineering Projects
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7 lutego 2024 o 2:08
29 maja o 1:19
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Additional Mega-Engineering Projects

W 1 kolekcji stworzonej przez Easy Pete
Easy Pete's Mods
Przedmioty: 6
Opis
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
Komentarzy: 487
Easy Pete  [autor] 22 godz. temu 
@Toast sounds good feel free to ask anytime if you need help
Toast 22 godz. temu 
i would still be interested in trying to make a comp patch, i haven't tried editing or making mods much, say for some basic changes in irony, but i would like to try if the offer still stands for some help, and i did join the discord.
Easy Pete  [autor] 29 maja o 13:52 
@kahvipensas if you want to post a lite fork of the mod you can. Just have a link crediting this mod.
kahvipensas 29 maja o 4:36 
I started working on a comp patch that would preserve this mod's added mechanics (mainly the upkeep overhaul). But to expand the upkeep changes also to megastructures added by other mods would require editing a lot of files, so I'm probably going to change my perspective.

Instead I might make, for my own use only, a "lite" version of this mod that includes those parts that don't conflict too heavily with other mods. I'll probably include most of the structures themselves, civics, origins and traditions.

However, if someone would be crazy enough to make a "full comp" patch, I'd probably use it. But building the patch and then maintaining it, I'll leave to someone more skilled than I.
Easy Pete  [autor] 28 maja o 23:35 
@Toast by a true comp patch I mean it makes sure that every mechanic is accounted for and the separate mod systems are integrated. If you want to give making a patch a shot feel free to join my discord. its much easier to collaborate there.
Toast 28 maja o 23:27 
by true comp patch what do you mean? i'd be interested in giving a shot at the overwritten files first, maybe trying a true comp patch after based on how that goes
Easy Pete  [autor] 28 maja o 20:13 
@Toast Would it be hard? Not complexity wise, however it would be tedious. Gigastructures code base is quite big. Making a true compatibility patch would require a lot of code review. If you only wanted to patch the files that are overwritten, that would be much less tedious. If you want to try to make one, my offer to help anyone who wants it is still open.
Toast 28 maja o 20:05 
how hard would it be to make a comp patch for this and giga? i like both the mods, i love the smaller structures yours adds to the early game, so i wanted to see how hard you'd think it'd be.
Easy Pete  [autor] 27 maja o 19:52 
@Выдрёнок A mod conflict is most likely causing that issue, I cannot recreate the bug with just my mod.
Easy Pete  [autor] 27 maja o 4:40 
@kahvipensas to be quite honest, the mod idea as a whole is incompatible with gigas