Stellaris

Stellaris

Expanded Starbases
742 kommentarer
Selmephren 20. maj kl. 19:03 
Just so you know, in your expanded_starbase_defines.txt file you have the closing } on the same line after a # so that file is being ignored.
Jirtkal 18. maj kl. 5:02 
Thanks for the fix!! I can confirm it's resolved the issue for me, once I had to made sure the mod files were updated and let it run for a few days to update all the starbases.
Tovius  [ophavsmand] 17. maj kl. 23:13 
A fix to the hatchery / beastport problem should be up shortly.
Jirtkal 17. maj kl. 19:30 
I've found one mechanical effect: the Eternal Vigilance policy that should generate defence platforms around bastions doesn't generate any defence platforms, because it sees those starbases as hatcheries.
Dekent 16. maj kl. 14:06 
I'm having the hatchery issue too, I'm not sure if there is any mechanical effects but it looks odd in the sidebar haha
KäptnChaos 16. maj kl. 9:43 
Works on my machine - thanks Tovius!
Jirtkal 16. maj kl. 3:34 
I'm having the same issue as Hydra - started a new game with only 4 mods (expanded mod base, this, ui overhaul, and universal modifier, loading in that order from top to bottom), and as soon as I delete the shipyard from the starting starbase it becomes a hatchery. Weird.
Hydra 15. maj kl. 19:47 
Well even after re downloading the mods, verifying game files, and launching the game with only the 2 required mods and ui overhaul, every star base is still tagged as a hatchery so I guess my game is haunted.
bat182 15. maj kl. 9:47 
Thx and working - missed that one.
Tovius  [ophavsmand] 15. maj kl. 9:27 
@Hydra
It is working fine on my end, so it might be a mod conflict.
Tovius  [ophavsmand] 15. maj kl. 9:25 
@bat182 Yes, you forgot Expanded Mod Base. All required mods are listed in the sidebar.
Hydra 15. maj kl. 6:57 
Yes i have both Universal modifier and Expanded mods base
bat182 15. maj kl. 6:22 
Sorry for being dense - which required sub-mod are you referring to. I have UI Overhaul and Universal modifier. Is there another mod I should be loading. Load order is Universal Modifier, Expanded SB, UI Overhaul. Am I missing something obvious?
Tovius  [ophavsmand] 14. maj kl. 22:18 
Do you have the required sub mod?
Hydra 14. maj kl. 17:28 
I am having the same problem
bat182 14. maj kl. 7:46 
Tovius, When I enable the mod, I'm seeing all the star bases reported as hatcheries. Is there a load order issue, or maybe a flag/yaml file mapping issue?
Tovius  [ophavsmand] 14. maj kl. 0:00 
That is probably more an issue with weapon ai weights, which is beyond the scope of this mod.
Tal'Raziid 13. maj kl. 20:42 
Is it possible to include something to fix starbases being mono-weapon designs or is that a vanilla problem that'll never go away?
Fran 10. maj kl. 12:45 
Thanks for the quick answer :)
Tovius  [ophavsmand] 10. maj kl. 12:42 
They should.
Fran 10. maj kl. 11:49 
Does AI Use this?
Shark_Chompski 10. maj kl. 9:48 
A 3.14 legacy version of this and the other expanded mods sure would be nice to have on the workshop.
Please and (hopefully) thanks in advance.
Tal'Raziid 9. maj kl. 21:48 
Gotcha, thanks!
Tovius  [ophavsmand] 9. maj kl. 21:13 
In general I would never recommend adding mods mid game.

ESC should be compatible.
Tal'Raziid 9. maj kl. 13:02 
Safe to add to an existing save?
And does ESC conflict with this?
youtubitz 9. maj kl. 12:46 
hmm... i have only seen the citadels that belong to the new hive fallen empire but i remember they were around 90k so i would guess maybe add 2-4 buildings (it appears it does not have modules maybe add like 2 at max level of it isn't a pain to code those in.
i vote not to super buff it just a little extra like this mod does with the orbital rings
Tovius  [ophavsmand] 9. maj kl. 9:38 
I've uploaded a comp patch for 4.0. Is I said earlier, I haven't touched deep space citadels yet, so please let me know what you want to see from those.
大高玩 8. maj kl. 23:42 
all right,ts
Tovius  [ophavsmand] 8. maj kl. 23:40 
It's a "Mod hasn't been updated to 4.0 yet" issue.
大高玩 8. maj kl. 23:10 
Is it a mod issue that the opening will cause the disappearance of the initial star base? Because sometimes there is a stellar base at the beginning, and sometimes there isn't.
Tovius  [ophavsmand] 8. maj kl. 21:05 
I likely won't get around to it until later, but I do want to eventually look into giving Deep Space Citadel a tier 4, like I did with Orbital Rings. Right now I just want to gather feedback from people about how citadels feel in play, and if you think a tier 4 is badly needed, or might be overpowered and need to be carefully balanced.
kaiser410 19. jan. kl. 19:46 
Is there any other UI mods that work with this mod because i hate everything about UI Overhaul Dynamic. I would hate to stop playing this mod because of a stupid UI mod Plz help
Darrow O' Lykos 19. jan. kl. 0:36 
Don't know what went wrong with the link there, copied it from the irony mod manager and it gave me a warning in browser. So this mod: https://sp.zhabite.com/sharedfiles/filedetails/?id=2425550468 (wiirlak additional civics & origins)
Darrow O' Lykos 19. jan. kl. 0:35 
I'm playing with a mod (https://sp.zhabite.com/sharedfiles/filedetails/?id=2425550468) which adds the durasteel curtain ascension perk. This adds a few technologies that add +1 starbase building/module slot. These upgrades work up until stellar bastion is researched. As in, I lose out on the extra building modules/slots due to the max limits of stellar bastion, I guess. How can I make them compatible, or is this something "hardwired" due to the max slots of the stellar bastion?
kaiser410 18. jan. kl. 20:42 
I like what this mod does but i utterly hate the way the UI has to be changed
Tovius  [ophavsmand] 2. jan. kl. 22:28 
@echo4609
I'm not sure, but in general I would advise against installing my mods mid game.
echo4609 1. jan. kl. 19:00 
also does this work on existing save files?
echo4609 1. jan. kl. 19:00 
so would this not work with a mod that adds extra auxiliary slots to ships?
joshuajrutt 10. dec. 2024 kl. 4:29 
No mod that changes starbase slots was being applied in my game and due to my 371 mods (yes, I am a mod junkie) it took some doing but I figured it out, at least for my list. Expanded Gestalts: Forgotten Queens, no matter where it is in the list, no matter which mods, no matter if I build my own patch or if I even change the base game files, somehow only it gets applied. Expanded Gestalts: Forgotten Queens works fine, it just overwrites any change made to the starbase ship type in any (and I tried too many) way, which I have no idea how is even possible, but if anyone is having issues this may be the problem.
Tovius  [ophavsmand] 4. dec. 2024 kl. 15:25 
I'll fix it once I'm off work
Silikat 4. dec. 2024 kl. 12:35 
This mod has vanilla bug which prevents AI from building shipyards.
Line 33 in [\common\starbase_types\00_starbase_types.txt]:
has_starbase_module = shipyard
Removing this line fixes the issue.
Tovius  [ophavsmand] 5. nov. 2024 kl. 9:21 
Do you have UI overhaul or a similar mod? You need one to get the starbase window big enough.
Tovius  [ophavsmand] 4. nov. 2024 kl. 20:26 
Fixed
Dukkokun 4. nov. 2024 kl. 17:28 
you forgot to close a string on the dimensional shrine for gestalts:

buildings = {
customs_office_gestalt = {
base = 1.00
}
...
dimensional_shrine = {
base = 1.00
} # <-- Add this to close dimensional_shrine

space_production = {
base = 2.00
}
...
}
KäptnChaos 4. nov. 2024 kl. 11:15 
Sry Tovius, i´ve discovered a minor bug. Is there a discord where i can upload pictures? Short Version: a juggernaut section ( the one with T-Slot) costs food. And there is no food for machines :) The other section costs alloys, like every other section in the game. And yes, ship-slots are effected by ur starbase mod.)
[INVALID STRING] 3. nov. 2024 kl. 13:33 
(I see it now, Thanks my dude! I'll make sure to do so!)
[INVALID STRING] 3. nov. 2024 kl. 13:32 
Yo, my dude, I wanted to ask since ya were on, I prefer to communicate verbally due to the way I grew up and was socialized. You mind if I add ya on discord?
[INVALID STRING] 3. nov. 2024 kl. 13:31 
No bastion sub mod? (Also, will do)
Tovius  [ophavsmand] 3. nov. 2024 kl. 13:15 
I don't think it is compatible, bit try it with the no bastion sub mod, and load nsc after
[INVALID STRING] 3. nov. 2024 kl. 12:58 
Gonna try it, but just in case my dumb a&& forgets to come back and leave a comment, I really hope that this is NSC3 Compatible, if it already is, thank you so much, and if not, would love to see it be so!