Stellaris
!AlphaMod: Outpost X (2.1)
33 comentarios
AlphaAsh  [autor] 18 JUL 2019 a las 1:32 
Anything worth salvaging is in AlphaMod 2.3.
Spiffing Reynard 17 JUL 2019 a las 19:05 
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 a las 4:18 
(:
AlphaAsh  [autor] 5 JUN 2018 a las 4:18 
Funny man.
Chastity the Celibate 5 JUN 2018 a las 4:13 
Is there documentation?
pheonix89 31 MAY 2018 a las 14:45 
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 a las 8:50 
Alright, dang.
AlphaAsh  [autor] 29 MAY 2018 a las 8:17 
It requires AlphaMod.
ElusiveSausage 29 MAY 2018 a las 8:11 
Does this really require alphamod or is it standalone?
AlphaAsh  [autor] 28 MAY 2018 a las 15:44 
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  [autor] 27 MAY 2018 a las 11:51 
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  [autor] 26 MAY 2018 a las 8:22 
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  [autor] 26 MAY 2018 a las 8:20 
I'll look into it further. It should just be colonies.
AlphaAsh  [autor] 26 MAY 2018 a las 8:19 
Why the hell is a planet_add modifier being applied to an orbital deposit/station?
pheonix89 26 MAY 2018 a las 8:18 
Mining/research stations are collecting those.
AlphaAsh  [autor] 26 MAY 2018 a las 8:18 
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  [autor] 26 MAY 2018 a las 8:17 
Code's fine. Each module produces 2 of a science, and gives +1 to each planet in the system.
AlphaAsh  [autor] 26 MAY 2018 a las 8:16 
The what now? I'll check that. Each research module should give +1 of the appropriate type per planet.
pheonix89 26 MAY 2018 a las 8:10 
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  [autor] 26 MAY 2018 a las 7:44 
+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 a las 7:38 
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  [autor] 26 MAY 2018 a las 7:35 
@pheonix89 Try two. Let me know if it stacks.
AlphaAsh  [autor] 26 MAY 2018 a las 7:34 
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 a las 7:34 
Looks like it works for colonized planets, but not for mining stations.
pheonix89 26 MAY 2018 a las 7:33 
Ah.

I was looking at a mining station.

Gimme a few minutes and I'll see if it's working for colonized planets.
AlphaAsh  [autor] 26 MAY 2018 a las 7:16 
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  [autor] 26 MAY 2018 a las 7:15 
@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  [autor] 26 MAY 2018 a las 7:14 
I'll re-test.
pheonix89 26 MAY 2018 a las 7:14 
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 a las 7:10 
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  [autor] 26 MAY 2018 a las 7:08 
Yes it does.
::Maethendias:: 26 MAY 2018 a las 6:02 
wait... the upkeep reduction does stack, but the buildcost reduction doesnt...
::Maethendias:: 26 MAY 2018 a las 6:01 
drydocks dont stack, do they?