Stellaris

Stellaris

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World Machine Origin Gigastructures Buildings
   
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21 Jan @ 2:45pm
14 Apr @ 6:34pm
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World Machine Origin Gigastructures Buildings

Description
Machine & Robot Expansion: Continued just released a really cool origin about pop-less production! Too bad so many mods rely on pops! I made a patch for Gigastructures that adds copies of buildings that rely on pops, specifically:
Asteroid manufactory buildings,
Matrioshka brain buildings,
EHOF special resources, science, and energy generating buildings,
Alternate Megastructure Building/Supertensile buildings,
Supertensile district for Auto-Forge Worlds,
Iodizium Buildings,
Defense Nexus buildings (as well as patching the megastructure to look at number of districts instead of number of pops on auto worlds)
Fixed the model size issue on titanic+ auto-ringworlds
Added an alternate decision to fill the Systemcraft Crew
Maginot worlds are now automated for any player playing the origin (just build them as normal)
16 Comments
Xelan 9 Apr @ 10:15am 
Tested this with my current save, unfortunately I don't see any change. My existing maginots don't have a decision to fix their capitals and even a freshly build maginot still has the same capital building, so no orbital ring upgrades.
Same with planetary auto hangars/shipyards: no change :/

Yes, my mod is updated (I can tell by looking at your commentary in rikk_wmogiga_decisions.txt.
Due to the files having their own name I can't imagine how they could be overwritten, but I still loaded this mod next to last (only merger of rules after).
Anything else that I could/should check on my end?
Legit-Rikk  [author] 8 Apr @ 8:23pm 
I put in a decision to fix planets with wrong capitals so lmk if it works
Xelan 8 Apr @ 1:07pm 
Thanks for the update! Would this fix be compatible with a save from the "older" version or would a new game or planet be required?
Legit-Rikk  [author] 7 Apr @ 3:08pm 
Okay, I theoretically fixed it. I don't have an urge to play Stellaris so I assume someone will lmk if I completely broke it.
Xelan 4 Apr @ 7:17am 
So I came around for another run with this origin.
My usual approach to Maginot worlds is building them and then outfitting them with a oribital ring and a planetary defence nexus and filling all available building slots with planetary shipyards and hangars.

And I can report that the system with the new "auto" maginot worlds works in general, so kudos for that addition :steamthumbsup:

With this setup I noticed two things that are probably not working as intended:
1. The automated versions of the automated planetary hangar/shipyards are not buildable on a "auto" maginot world, since the conditions of the planet being an auto-world are not matched. Probably just needs the newly added world type added to the conditions.

2. Orbital rings are not upgrade-able. The reason given is that there is not Auto-Capital Processor or higher on the planet. The given auto-capital array however is not upgrade-able either.
MarcoMarco 21 Mar @ 11:03am 
amazing work!
Xelan 12 Mar @ 2:05pm 
thank you :steamhappy:
Legit-Rikk  [author] 12 Mar @ 10:18am 
I'm pretty sure the maginot world works. just build it as normal.
Xelan 25 Feb @ 8:52am 
@Legit-Rikk: thanks or responding. No worries, I would love to see it at all and don't mind how long it takes. Just take your time and I hope you can enjoy creating this:p2cube:
Legit-Rikk  [author] 25 Feb @ 6:40am 
Auto-maginot is a lot of work lol I'd basically be making an entire other planet. I guess I can do it but it'll take a few days and I don't feel like starting now.