Stellaris

Stellaris

Starbase Buildings and Modules
129 Comments
Saxon  [author] 11 May @ 2:45pm 
Sorry for the late communication. But here's the status:
- The mod still worked after the update
- Sidewinder Fang has made a proper update which I have just now uploaded. It updated jobs, housing and amenities values to match 4.0 amounts.

Thank you for your patience. The worm loves you!
bagr 11 May @ 2:38pm 
Thank you for the update!
LauraTons 6 May @ 1:25pm 
Is this mod still working fine with 4.0?
Geki 4 Feb @ 8:47am 
Is this still working with 3.14 ?
the.whizzbanger 30 Jan @ 3:36pm 
PLEASE UPDATE
THIS IS THE LAST STARBASE MOD THAT WORKS WITHOUT UI OVERHAUL, I CANT USE UI OVERHAUL
Beast-Storm 4 Nov, 2024 @ 1:47pm 
Is it possible to make a separate 3.6.1 legacy version?
Saxon  [author] 1 Nov, 2024 @ 11:25am 
This mod has been updated.
Pitlos Tails 20 Oct, 2024 @ 1:38am 
pls update
shirmen☭Æ☯ ҈ 19 Nov, 2023 @ 1:44pm 
Please update to version 3.10. Thank you
Exende 30 Oct, 2023 @ 5:15pm 
does this modify orbital rings? I'm having an issue with ASPR and trying to troubleshoot the issue
Saxon  [author] 2 Oct, 2023 @ 1:18pm 
I've just updated this mod to the 3.9 version of the game. I've boosted the science hubs to +5 science of all three types because it was a bit underwhelming before.
Riusu 7 Aug, 2023 @ 6:42am 
will this mod work with expanded starbases if i put it this one under it in the mod order? has anyone ever tested the two? I encountered a bug where multiple starbases are generated per star and i think its do to an old mod and the mod to replace it is expanded starbases
LAJ-47FC9 2 Aug, 2023 @ 11:22pm 
Would you be willing to look into buffing the research buildings somewhat? The forge module gives you 15 alloys, as much as 3 pops on metallurgy without buffs, but the research thingy only seems to give you half a pop's output, maybe one at max. They just feel kinda weirdly balanced like that.
Sgt. Walker 29 Mar, 2023 @ 3:39am 
Actually nevermind, I was missing the tech to build Forge-Decks. So it seems to work fine.
Sgt. Walker 25 Mar, 2023 @ 2:20am 
Using this mod on 3.7 with NSC seems to mostly work fine.
However the Foundry-Designation does not seem to work (Station with only Foundries is still designated as Mining)
Zahhak 19 Feb, 2023 @ 9:40am 
Mid game or New Game?
Mice 23 Dec, 2022 @ 2:32pm 
This seems to be working just fine as of 3.6.1, excellent mod as always with just the observation that the Synthesis Arrays sometimes works and sometimes doesnt (as in it shows up as buildable in some playthroughs and doesnt in others)
rednova1865 17 Nov, 2022 @ 6:33am 
my way of playing stellaris just isnt complete with this mod as it makes it more fun and easier to play it so i'll wait for this one to update
Saxon  [author] 3 Jul, 2022 @ 4:44pm 
@MichaelMakesGames, That's a nice idea! It would have to be a habitat in orbit of the consecrated world. But those are starbases of sorts, so why not add those to the mod?

I'd probably add a few unique buildings for spiritualists like a "Pilgrimage Site" which creates some high priest jobs, provides extreme spiritualist attraction to the entire system and which adds a lot of trade value.
Saxon  [author] 3 Jul, 2022 @ 1:35pm 
I have just updated the mod after completing the Orbital Prison Ring. It is designed to streamline housing by squeezing prisoners into cell blocks, freeing up spaces for you to build more mining/farming/energy disctricts for forced labor. There is also a special building to reward those who made it to Galactic Emperor status.
Oatmeal Problem 26 Jun, 2022 @ 6:02am 
Another orbital ring idea: pilgramage buildings and modules to build around Holy/Consecrated Worlds. It would require a change to orbital rings since in vanilla you can only build them around colonized planets though
Razeluxe 23 Jun, 2022 @ 5:32pm 
@ranma100 thats good, i love both mods which increase my immersion by a lot.
nsc with new ship classes and starbase is from here
ranma100 19 Jun, 2022 @ 6:09pm 
This mod seems to work fine with NSC.
Saxon  [author] 19 Jun, 2022 @ 5:52pm 
@PURUNGUI, I don't know any of those mods, but any mods that make changes to starbases in the games are highly likely to conflict with this one.
PURUNGUI 19 Jun, 2022 @ 10:43am 
Has anyone ttried already how borked it becames with NSC or AA Starbase overhaul or Starbases Expanded?
Saxon  [author] 19 Jun, 2022 @ 8:34am 
@jcardii, Thanks for making me aware! I have updated the eight affected triggers. Let me know if you still get errors. In that case I might just remove the system types completely because the ones I added don't really affect any gameplay at present. I mostly created them with future development in mind.
jcardii 19 Jun, 2022 @ 2:16am 
Howdy,
Like this mod a lot.

I get error.log entries because system_types/starm_system_types.txt uses an old (2.*?) trigger "count_system_ships" in starm_system_type_research and starm_system_type_mining. That trigger is now "count_ships_in_system"

I don't see that you're using starm_system_type_research/_mining anywhere, so this is just log spam right now.
Saxon  [author] 18 Jun, 2022 @ 9:06pm 
I am proud to present to you all the Orbital Resort Ring. This is the first of a planned series of special themed starbases. It increases the amount of housing on Resort Worlds by moving most of the tourism infrastructure into orbit, sparing the natural wonders of the planet from the worst effects of mass intergalactic tourism.

I'm open to suggestions for additional orbital rings. I'm currently working on a "Orbital Prison Ring" for Penal Worlds and a "Slave Ring" for Thrall Worlds. But I haven't decided on their stats yet.
Saxon  [author] 6 Jun, 2022 @ 6:29pm 
@ranma100, Yes. I've followed the logic of the game where the modules do the same as a pop would on a planet. So a bureaucrat produces unity and a culture worker produces both unity and society research.
ranma100 6 Jun, 2022 @ 6:18pm 
Seems like the Administrative starbase does the same thing as the Cultural starbase, except you don't get any society research.
Saxon  [author] 6 Jun, 2022 @ 5:45pm 
@RedRover72, Thank you for helping me ponder how to handle the new admin mechanics. I'm pretty far into my first test game since 3.4 and it is becoming clear to me that both thematically and mechanically the role of bureaucrats has been completely revamped into pure unity spammers. So I've remade the administrative hub and data archive to reflect this. I'm currently playing around with the CommNet mod you linked, which I agree offers a very creative method to combat sprawl. But I will probably turn that into a separate mod after I had some time to fiddle with it. I know Paradox doesn't want us to overextend too much, but at the very least we should have more tools than just picking civics, ascension perks, etc. So hopefully there will be more to come!

@everyone, Sorry again for the long wait! I have now officially updated the mod. Now put those pencil pushers to work!
RedRover72 4 Jun, 2022 @ 4:01pm 
So, I looked into this and tried a few things. It's not just as simple as having a module reduce one of the new admin sprawl categories, doing so makes the building or module appear in the sprawl tooltip for each one built, which quickly fills up the sprawl tooltip.
At any rate, AlphaAsh came up with an interesting solution called CommNet that you might want to check out for inspiration.
Plerion 3 Jun, 2022 @ 9:27pm 
Thank you Saxon, your whole collection is awesome!
Saxon  [author] 3 Jun, 2022 @ 1:55pm 
@RedRover72 Thanks for the heads up and suggestions!

And sorry for the long silence, everyone. This mod is up next for a much needed update. It looks like I'll first have to dive into how admin cap works now.
RedRover72 16 May, 2022 @ 2:17pm 
Edit to my previous comment, it should probably reduce sprawl even less than 1%, else you could get negative sprawl, which would result in unlimited unity production when raising a planet's ascension tier. That would become a pretty major exploit.
RedRover72 16 May, 2022 @ 7:35am 
This is a great mod, so are your others, and I thank you for sharing them. If you decide to update, may I suggest changing the administration hub to reduce empire pop or system sprawl by 1% or 2%, instead of adding admin capacity?
Adding admin cap since 3.3 breaks the new system paradox introduced. Not really breaks, but since it's supposed to be fixed at 100 now, it makes it very unbalanced.
Otherwise, it seems to work fine in 3.3.x and 3.4
Align 18 Apr, 2022 @ 1:18pm 
Works great for me, only issue is that hivemind "Brood nest" modules still increase admin cap, which was removed as a mechanic in 3.3, and I think the Artisan Troupe specific module (art college?) boosts output for a culture module that doesn't exist, or at least isn't available to hiveminds.
ranma100 6 Mar, 2022 @ 9:51am 
Seems to work fine in 3.3
Brokkhouse 23 Feb, 2022 @ 7:22am 
Hi, thank you for a great mod. Is this compatible with 3.3.1?
Shepard 8 Jan, 2022 @ 10:36am 
@SAXON, I see, thanks for the info !
Saxon  [author] 8 Jan, 2022 @ 4:00am 
@Shepard, Sorry for the confusion! The Synthesis Array requires a technology which is added by another one of my mods: https://sp.zhabite.com/workshop/filedetails/discussion/1828891972/1639793203779686397/

The technology is called "Macro Synthesis"
Shepard 7 Jan, 2022 @ 6:48pm 
Quick append to my last post : it seems to come from the technology "tech_synthesis_array" that somehow became invalid. Even in a playset with only this some, I get the same problem.
Shepard 7 Jan, 2022 @ 6:27pm 
I came accross a bug that I con't understand at all, the Synthesis Array for the refinery stations is gone. I just can't build them anymore. They are not grayed-out or anything, the module is just not available anymore... The only thing I did to my game before it happened is downloading cosmedic mods for flags (more colors and emblems).
Saxon  [author] 22 Dec, 2021 @ 11:30am 
@Rio_Mizuhoshi, Thanks for another great translation. I have added it to the top of the mod description, so that it will be easily found by Japanese players.
Rio_Mizuhoshi 22 Dec, 2021 @ 9:56am 
I made a Japanese localization of this mod, so I'll post the URL.
https://sp.zhabite.com/sharedfiles/filedetails/?edit=true&id=2690108319
Saxon  [author] 20 Dec, 2021 @ 1:54pm 
This mod has been updated and rebalanced to meet the standards of the current version of the game.
Saxon  [author] 20 Dec, 2021 @ 9:57am 
@Naik21, Thanks for the offer! Here is the link to the translation. I'll update the new version of the mod as soon as you are funished with it: https://sp.zhabite.com/workshop/filedetails/discussion/1834615504/5545618081307880185/
Naik21 19 Dec, 2021 @ 6:28am 
throw off the localization as soon as I have free time I will translate
Saxon  [author] 18 Dec, 2021 @ 6:28am 
@maayanmagal, If they add, change, or remove starbase modules and/or buildings they probably won't get along with my mod.
maayanmagal 18 Dec, 2021 @ 2:46am 
is this mod compatible with other starbase mods?