Stellaris

Stellaris

!AlphaMod: Outpost X (2.1)
33 Comments
AlphaAsh  [author] 18 Jul, 2019 @ 1:32am 
Anything worth salvaging is in AlphaMod 2.3.
Spiffing Reynard 17 Jul, 2019 @ 7:05pm 
Does this still work? Being able to lay down outposts equipped with that hyperlane speed boost
module was essential for shipping lanes... Playing a game without it is a real pain.
Chastity the Celibate 5 Jun, 2018 @ 4:18am 
(:
AlphaAsh  [author] 5 Jun, 2018 @ 4:18am 
Funny man.
Chastity the Celibate 5 Jun, 2018 @ 4:13am 
Is there documentation?
pheonix89 31 May, 2018 @ 2:45pm 
Didn't catch the replies, sorry.

The boosts from the labs don't show up on the numbers under the plaent main screen, but they show up in the income listings up top.

And the comm center does it too.

Just built one and suddenly gained 24 unity generation in a system with only three colonized planets and a bunch of stations.
ElusiveSausage 29 May, 2018 @ 8:50am 
Alright, dang.
AlphaAsh  [author] 29 May, 2018 @ 8:17am 
It requires AlphaMod.
ElusiveSausage 29 May, 2018 @ 8:11am 
Does this really require alphamod or is it standalone?
AlphaAsh  [author] 28 May, 2018 @ 3:44pm 
You sure you're not just confusing deposits generated by Orbital Riches? Some of those combine minerals/energy with science. I still can't reproduce the issue of flat resource bonuses from modules being applied to research stations/orbital deposits.
AlphaAsh  [author] 27 May, 2018 @ 11:51am 
I can't reproduce the issue of system modifiers that add flat bonuses of science resources adding them to orbital deposits. This is feeling like a wild goose chase now.
AlphaAsh  [author] 26 May, 2018 @ 8:22am 
It might be the planet_add resources are being shoved out to the orbital tile of an uncolonised planet. If so, that's definitely a vanilla bloody bug.
AlphaAsh  [author] 26 May, 2018 @ 8:20am 
I'll look into it further. It should just be colonies.
AlphaAsh  [author] 26 May, 2018 @ 8:19am 
Why the hell is a planet_add modifier being applied to an orbital deposit/station?
pheonix89 26 May, 2018 @ 8:18am 
Mining/research stations are collecting those.
AlphaAsh  [author] 26 May, 2018 @ 8:18am 
Therefore, if you have a Citadel with 6 biolabs, in a system with 1 planet, the base would produce 12 soc from the modules, and give +6 to the planet.
AlphaAsh  [author] 26 May, 2018 @ 8:17am 
Code's fine. Each module produces 2 of a science, and gives +1 to each planet in the system.
AlphaAsh  [author] 26 May, 2018 @ 8:16am 
The what now? I'll check that. Each research module should give +1 of the appropriate type per planet.
pheonix89 26 May, 2018 @ 8:10am 
Per planet ... or per station.

If that's WAD, no problem.

Just not sure if it was, what with the tooltop saying per planet for the soc, but not the others.
AlphaAsh  [author] 26 May, 2018 @ 7:44am 
+1 per module, per planet. If you fill all the module slots of a starbase for +6 research to each planet, that's your choice. I don't consider giving module slots over to it OP. Compared to AlphaMod's balance point, anyway. It's also the whole damn point of the mod - allowing you to more specialise spaceports for other roles.
pheonix89 26 May, 2018 @ 7:38am 
Yep, percentile only works on colonized planets.

Flat works on every planet you colonize or have a mining/research station on ... regardless of if it already produces that.

I don't THINK the intent of those research buildings was +1 research per mining station, was it? That rapidly becomes superior to top tier lab buildings?
AlphaAsh  [author] 26 May, 2018 @ 7:35am 
@pheonix89 Try two. Let me know if it stacks.
AlphaAsh  [author] 26 May, 2018 @ 7:34am 
The issue in both these cases might be the same - system modifiers don't stack. The minerals processor I can work-around but the dry-dock I'm not so sure. Yet.
pheonix89 26 May, 2018 @ 7:34am 
Looks like it works for colonized planets, but not for mining stations.
pheonix89 26 May, 2018 @ 7:33am 
Ah.

I was looking at a mining station.

Gimme a few minutes and I'll see if it's working for colonized planets.
AlphaAsh  [author] 26 May, 2018 @ 7:16am 
I know about the cludge as I've used it a few times. If the tooltip is lieing, then I'll just make it a flat +1 minerals to planets in the system.
AlphaAsh  [author] 26 May, 2018 @ 7:15am 
@phoenix80 Go to a planet in the system. Hover over the minerals icon on the tile of a building with minerals production. The error.log says it doesn't. The tooltip says it does.
AlphaAsh  [author] 26 May, 2018 @ 7:14am 
I'll re-test.
pheonix89 26 May, 2018 @ 7:14am 
I don't think the percentile minerals increase from the minerals processor is working.

I once experimented with a similar thing and found that I had to cludge it with event triggered planet modifiers to make it work.
::Maethendias:: 26 May, 2018 @ 7:10am 
nope, did the check.
1 shipyard with 1 dock, 1 with 2... both were the same cost (unless the cost is empire wide then call me an idiot)
AlphaAsh  [author] 26 May, 2018 @ 7:08am 
Yes it does.
::Maethendias:: 26 May, 2018 @ 6:02am 
wait... the upkeep reduction does stack, but the buildcost reduction doesnt...
::Maethendias:: 26 May, 2018 @ 6:01am 
drydocks dont stack, do they?