Stellaris
Superstructures
448 commenti
EthhWolf 15 apr, ore 17:29 
Is there any way to build the Defense Nexus if you already have the Grand Archive built on your capital?
Kepos 26 mar, ore 3:36 
Is there any successor out there? Really liked the idea of having moderate superstructure enhancements instead of futuristic ones.
ekoparker 26 mag 2024, ore 17:21 
Did that update ever happen?
Maty83 8 mar 2023, ore 0:38 
Hey, looks like some pieces of the mod aren't working at the moment still
One being that the Giant's reactors are globally available for all ships (Confirmed to be this mod by the standard enable/disable method)

Other than that I'd look over the descriptors of planets, because the last two patches had significant changes there.
Thanks a lot if you update, this mod is a valuable companion for the ride (ESPECIALLY if you're not running Gigastructures)
Kepos 9 feb 2023, ore 1:56 
@ma_ko
Wonderful news. Can't wait to see this wonderful and more natural enhancement working again.
ma_ko  [autore] 9 feb 2023, ore 0:12 
Im almost done... Just need to find a few more hours and then it's good to go
Elboron 26 gen 2023, ore 9:40 
Looks like the Christmas update didnt happen?
Any word on this? This is one of my favorite mods, I'm looking forward to playing with it again.
Gniwii 11 gen 2023, ore 3:38 
It seems this mod is cranking the cost of ships/platforms by almost 10x.
tato82 23 dic 2022, ore 10:35 
Something about gas giant descriptors changed and prevented gas giant igniters from being built.
ma_ko  [autore] 14 dic 2022, ore 2:10 
Hey, i have decided to update this mod over Christmas. Can someone give a list of things wrong with this mod? I'll try to fix as much as possible :)
stoferb 30 ott 2022, ore 3:16 
Just in case you are ever going to update this mod, it has a bug in it already from the start, which is that it makes level 4 an level 5 ship engines available already from the start but at a tremendous cost, which makes it impossible to have ships running on automatic updates, early ships just cost too much to even upgrade if you don't downgrade you ship engines to what your technology actually allows.
EthhWolf 19 ott 2022, ore 17:01 
I'm having a problem with the giant, when I build one it has a construction time of 0 and is instantly built, and it seems like I can have an infinite amount. Also they can't be merged with other fleets or have an admiral, I don't know if that is intentional or not.
Kepos 7 set 2022, ore 0:14 
@ma_ko
Any chance to see an update for this very excellent mod?
Yeah, there is Gigastructures, but if you want to play a more basic and early stage advancement oriented game, your Superstructures mod is my #1 choice.
🌙𝓛𝓾𝓷𝓮🌙 16 lug 2022, ore 13:16 
3.4 broke this mod unfortunately fellas
Shafloo 2 giu 2022, ore 21:43 
There's a problem with this mod that causes all military ships to have a starting price of around or over 1000 alloys. Is it possible for you to fix this?
tenthousandimmortals 16 mag 2022, ore 10:51 
I put an extra } closed bracket into the sdreadnought file and it works normally now. What is happening is that the restriction on the reactors (that cost 900) are not being applied because it cannot find the zeus_cannon. The zeus_cannon is defined in the sdreadnought file and has some kind of issue. I thought that it could be because the sdreadnought above it had opened a bracket but not closed it. I counted the brackets and they seem to match up but adding the extra closed bracket seems to solve the problem which is weird.
tenthousandimmortals 16 mag 2022, ore 9:52 
@TK-421 I can confirm that changing the alloy cost of the @dreadnought_cost_5 =896 to only 10 does fix the problem as then all ships using this reactor (which seems to be all of them) are now cheaper.
tenthousandimmortals 16 mag 2022, ore 9:25 
@TK-421 Unfortunately, I can't seem to figure out where the 900 alloy cost is coming from. It may come from the construction ships using a reactor from the dreadnought but I have no idea why it would do that.
robbiekitchens616 14 mag 2022, ore 3:11 
Version 3.4 issue:
I do have many active mods however after a lot of troubleshooting isolating the issue I think there may be a problem with this mod and the 3.4 version of the game. I didn't make it far into a game however the very first thing i noticed was that the price of a corvette at game start was 900ish alloy. Not right. upon deactivation it was fixed.
TK-421 13 mag 2022, ore 14:48 
I think maybe the problem may be something in the location listed below? Maybe a new way the game calls components or something? Not super sure.

Drive:\SteamLibrary\steamapps\workshop\content\281990\1603029229\common\component_templates
TK-421 13 mag 2022, ore 14:44 
Questo commento non è stato ancora analizzato dal nostro sistema di controllo automatico dei contenuti. Verrà nascosto temporaneamente finché non verificheremo che non abbia contenuti dannosi (ad esempio, link a siti web che tentano di rubare informazioni).
Song 13 mag 2022, ore 10:36 
Version 3.4 issue:
I can built Antimatter Reactor and Zero Point Reactor components at game start. On the corvettes but with component stats for dreadnought, I think.
Not sure if it's a conflict with another mod but deactivated this mod and it's back to normal.
Homosapien1 3 mar 2022, ore 15:25 
Does anyone know if this work for current Stellaris?
kssdvd 9 feb 2022, ore 7:46 
Some times ago I could build Giant's Igniter around Jupiter and Saturn in Sol system, But now I can't. Why? Does anybody know?
dead2571 15 gen 2022, ore 3:12 
No. I actually just redownloaded the game after over a year of not playing it and went through unsubbing form old mods and subbing to new mods.
ma_ko  [autore] 15 gen 2022, ore 3:04 
Strange... So this mod runs as intended on my computer. It is made for the current Stellaris version though, which is 3.2.
Did you deleted the descripor file by chance?

This mod only gets broken if there are MAJOR changes to the game by an update.
dead2571 14 gen 2022, ore 6:54 
@ma_ko When subbing to the mod,the games launcher says it is out of date and for 2.3 and it says it is missing a descriptor file.
starfirejordan 11 gen 2022, ore 19:35 
@Elboron me and a friend used to play with this mod. we never had that problem. when i had a problem like that i had too gut my stellaris files to fix it. which broke for a differnt reason but that what you might have to do too fix that issue
ma_ko  [autore] 31 dic 2021, ore 7:24 
I've never played multiplayer so I honestly don't know.... Sry
Elboron 29 dic 2021, ore 13:31 
There is a chance that it could be the fault of my mod manager not working quite right (Irony Mod Manager), but I cant be sure which is the problem.
Elboron 29 dic 2021, ore 12:52 
I'm running into an oddity.
When playing multiplayer Superstructures causes me and my friend to get different Stellaris build IDs, meaning we cannot connect as Stellaris thinks we have different versions of the game.
ma_ko  [autore] 27 dic 2021, ore 5:49 
Mod is updated. Almost everything should now be working again.
Wilmfe23 23 dic 2021, ore 11:28 
It's just this really is what I was hoping the kilostructures in gigastructures would be. The kilostructures are cheaper but not really available earlier. Maybe find a way to incorporate it?
Especially the wormhole one. The biggest thing I would want a mod for is something that gives more variety in galactic infrastructure. Having it be more involved and have more options would be so nice but it seems like I am one of a very few amount of people who thinks that.
ma_ko  [autore] 23 dic 2021, ore 9:53 
Sry have been pretty busy with a new job. I can look into some issues over the holidays, but I no longer have the time to invest into the mod. Keeping it functional shouldn't be a big problem though.
Wilmfe23 20 dic 2021, ore 12:02 
I wish you would keep working on this. It really is exactly what I am looking for and what I feel is missing with gigastructures.
Destro 19 nov 2021, ore 15:43 
To anyone who cant place certain things. I figured it out! in a patch a lil bit ago they corrected the spelling of the "colonizeable_planet" it shouldnt have that first e in it, going through and getting rid of that "e" so its "colonizable_planet" has allowed me to place planet crackers
Destro 19 nov 2021, ore 7:54 
@lordbooks this does not seem to fix it any more. Neither your "habitable_planet = " nor the previously stated "is_planet_habitable" works
Wilmfe23 17 nov 2021, ore 3:34 
love the concept though some things don't feel so simple. Like igniting a gas giant into a star is a massive endeavor and more like a megastructure. Superstructures would be more like sucking the gasses out from deep within the gas giant or something along those lines.
Aesho 15 ott 2021, ore 8:06 
@lordbooks thank you for the answer
pendragon15 12 ott 2021, ore 19:26 
I'm also having the issue that almost none of the structures are being allowed to be built
I am Goot 3 ott 2021, ore 10:15 
It isn't working. You receive the research options in the tech tree but upon gathering the resources, when you select the constructor nothing appears when you right click a planetary body and when you select from the constructors megastructures lists, they are listed but you get no targetting effect to say this or that planatary body is suitable. I have tried Giants Igniter, I have tried Planet Cracker, Atmosphere Scultptor and Stellar Forge. Cannot build any, not tried the others, but imagine its the same issue.
Atlant 26 set 2021, ore 10:31 
doesnt work for me
lordbooks 18 set 2021, ore 23:51 
@ThomasKR
You can find the line here:
"- Your path here -"Steam\steamapps\workshop\content\281990\1603029229\common\megastructures

281990 ist the id for stellaris and
1603029229 is the id for the Superstructures mod

in this folder there are several files one for each superstructure.
below the line "Placement rules" is the line you are looking for.

Replacing the line " colonizable_planet = yes/no - with "habitable_planet = no" (or yes) worked for me.

I recommend to create a new mod with the launcher and copy all files from the original mod into this one.
use this new mod in case you break something while making changes.
Do not upload it without permission though.
ThomasKR 18 set 2021, ore 16:23 
@thetruerift where do i find the planet_possible file?
thetruerift 16 set 2021, ore 13:12 
In case anyone else is having the same issue I had, the fix is to change the line in planet_possible from "colonizable_planet = yes/no" to "is_planet_habitable = yes/no"
thetruerift 16 set 2021, ore 10:04 
I know you no longer support this Mod, but I was hoping you could point me in the right direction to fix this issue: As of the most recent patch, I can research superstructure techs, I have the option to build them if I click on the megastructure icon on a construction ship, but I cannot target any planets. I similarly do not get the context menu to build superstructures on appropriate targets - example I have a custom star system with a number of size 27+ gas giants, and I cannot build igniters on them.
Atlantispy 26 ago 2021, ore 16:12 
Hey man, you said you no longer play regularly, does that mean further development isn't happening? I might recommend speaking to gigastructures because I think this mod would be so great being part of it. Hope that doesn't come across in a rude way encouraging you to give it up or anything
tato82 25 ago 2021, ore 18:52 
Hmm, game doesn't let me build the nebula extractor for some reason.
ma_ko  [autore] 11 ago 2021, ore 22:42 
@AzraelSin: I was working on that, but I never got around to finishing it. Apparently i forgot to take out the tech before uploading it...

@Seelenschwarz: you can choose which techs you want enabled at the beginning of the game.
Seelenschwarz 27 lug 2021, ore 21:43 
Any chance for "Orbital Agricultural Ring" only mod ?