Stellaris
No limitations - Megastructures
93 comentarios
drachenklinge4 (hart)  [autor] 19 MAY a las 10:25 a. m. 
@Kaifer I see, that real space 4.0 also updates the files for the ringworlds, dyson sphere, matter decompressor, quantum catapult and dyson swarm. So real space overwrites my mod if loaded in the wrong order and prevents the rule changes I made for these 5 megastructures.
drachenklinge4 (hart)  [autor] 19 MAY a las 10:20 a. m. 
@Kaifer did u activate the architectural renaissance ambition? As thats the one which increases the amount of megastructures u can upgrade at the same time.
Kaifer 19 MAY a las 6:14 a. m. 
Sadly this isn't working for my game. I am only running this, Real Space 4.0, and an Advisor Voice Mod. I can't build multiple ring segments at the same time. Not sure if there is a conflict, but definitely doesn't seem to be working as intended.
Kullgen 13 MAY a las 9:27 a. m. 
@drachenklinge4 Thank you for the clarification... this is what I have been look for. Great Mod!
drachenklinge4 (hart)  [autor] 13 MAY a las 9:26 a. m. 
I can imagine some edge case where the AI builds the first stage of a megestructure (like spy orb) and then another first stage of the spy orb at another location. As the AI gets only locked out of buildng more of the same kind once it fully finished a megastructure of this kind. But usually the AI does fully finish a megastrucure first, before starting a new one. Even if this edge case happens, and stuff like 2 spy orbs get build, once one of them is completed there cannot be a third one.
drachenklinge4 (hart)  [autor] 13 MAY a las 9:21 a. m. 
@Kullgen the AI is mostly limited to default settings outside of the galactic wonders ascension perk megastructures and general megastructure placement. Meaning it should only want to build one megashipyard, qantumcatapult, think thank, spy orb, mbega art installation, interstellar assembly and strategic coordination center (not counting in repaired megastructures). It can place them at the same locations the player can. Matter compressors it can theoretically build as many as it wants - but the ai very rarely takes this ascension perk. The amount of dyson spheres the Ai can upgrade is limited by the base amount of dyson swarms. As the AI cannot take the architectural renaissance edict.
Kullgen 13 MAY a las 8:53 a. m. 
Just for clarification, the AI is limited to the default settings?
ᛁᛖᛊᚢᛊ ᚨᚱ ᚷᚢᛞ 10 MAY a las 6:49 a. m. 
The man said that it could not be done and then he did anyways. Hats off to you good sir.
drachenklinge4 (hart)  [autor] 10 MAY a las 4:22 a. m. 
Update: The Ai now should only desire to build one of each megastructure (exept if it repairs one). The AI still can construct multiple dyson spheres and matter compressors in the rare cases it unlocks them from ascension perk.

Improved the architectural Renaissance ambiton and forbade the AI from taking it. This ambition now should provide the player with additional dyson swarm and arc furnace capacity. This way only the player can basicylls build them as much as they want while the AI has to obey the old limit.
drachenklinge4 (hart)  [autor] 8 MAY a las 1:50 p. m. 
I will experiment a bit with country flags and see if I can limit the AI this way. No promises though.
ᛁᛖᛊᚢᛊ ᚨᚱ ᚷᚢᛞ 8 MAY a las 1:34 p. m. 
Is it possible to spawn a leader that can build a megastructure for you like an event or a script which spawns it rather than "naturally" building it? For the same fee of course.
drachenklinge4 (hart)  [autor] 8 MAY a las 12:02 p. m. 
Sadly a player only version is not achievable, as then I would have to ban the AI from building megastructures completely. Or fully redevelop 2 separate sets of the same megastructure.
ᛁᛖᛊᚢᛊ ᚨᚱ ᚷᚢᛞ 8 MAY a las 8:09 a. m. 
I also wonder if it be possible to make a player only version, the AI seems to abuse this and completely break the game where as I only want three matter decompressors instead of just one. And like three dyson spheres instead of just one.
drachenklinge4 (hart)  [autor] 8 MAY a las 6:17 a. m. 
The mod has been updated to 4.0
idkynot 15 ABR a las 7:09 a. m. 
hey if it is possible can you make a version where (preferably) only the player has no restrictions on specifically the arc furnace and dyson swarms
i really want to stress that it should only affect the player
i understand if its not possible
lideo dame 27 ENE a las 7:38 p. m. 
@drachenklinge4 thank you for such a quick reply. That makes sense, I think the picture of all the dyson spheres around the trinary stars made me think I'd be able to make more swarms since swarms are the pre-req for spheres now.

Great mod regardless!
drachenklinge4 (hart)  [autor] 27 ENE a las 9:52 a. m. 
@Iideo dame I havent increased the total limit of dyson swarms or arc furnaces allowed to be constructed out of fear the AI would spam the whole map and ruin itself in the process. Therefore (after researching megastructure tech) anyone still can only construct up to 4 of each. And only more by conquering them and disbanding the conquered ones to rebuilt them somewhere else.
lideo dame 27 ENE a las 1:36 a. m. 
Seems to be working only partially for me. I'm still being limited on how many Dyson Swarms I can build. I made sure to test using only this mod, and still same issue.
drachenklinge4 (hart)  [autor] 24 ENE a las 2:42 a. m. 
Also ringworlds will now delete every non-habitable planet in the system. Leaving ur colonies intact, but removing most of the stuff, that would otherwise intersect with ur ring.
drachenklinge4 (hart)  [autor] 24 ENE a las 2:34 a. m. 
Update: Fixed the issue where it was possible to build ringworlds on top of ringworlds together with some other cases where it was possible to construct multiple megastructure on top of the same star. It is still possible to have a ringworld together with any other megastructure at the same star. The only remaining case where a ringworld can stack on top of another ringworld is in binary/trinary systems. As constructing a ringworld on one of the side stars will always place the ring over the center star. So in binary max two ringworlds can be on top of each other and in trinary max three ringworlds.
drachenklinge4 (hart)  [autor] 24 ENE a las 2:30 a. m. 
@TwistedShadows this is a great idea! I updated the mod so that it is now possible to build multiple arc furnaces in a single system as long as there are multiple molten worlds. They cannot be built on top of each other, but boost each others resources.
Binary and trinary systems indeed can have a dyson swarm for each star, they can even ahve one dyson sphere for each star.
TwistedShadows 22 ENE a las 10:52 a. m. 
does this mod allow multiple arc furnaces in the same system if the artificial "one megestructure per system" limit wasnt in place? as in if you have a system with multiple molten worlds, can you build an arc furnace on each one? Dont want to be able to build an arc furnace on an arc furnace. Just two arc furnaces in the same system if the system could theoretically already support multiple if that limiter wasnt there? and do binary and trinary star systems allow each star to have a swarm?
PLMMJ 3 DIC 2024 a las 10:55 p. m. 
You madlads. You glorious, glorious madlads.
drachenklinge4 (hart)  [autor] 31 OCT 2024 a las 5:23 a. m. 
The mod is now updated to 3.14. The grand archive can now be built without 25 pops being needed on a colony.
Cycomps 28 OCT 2024 a las 4:34 a. m. 
@drachenklinge4 I figured out the issue. For some reason it is conflicting with the Otter editor on my game. I disabled the Otter Editor and the mod works fine.
drachenklinge4 (hart)  [autor] 27 OCT 2024 a las 7:36 a. m. 
@Cycomps the mod is still working. Do you have another mod active, which modfies the megastructure files? You might have a compatability issue.
Cycomps 20 OCT 2024 a las 8:55 p. m. 
I guess the last update to the game killed this mod. It is not removing limits on anything.
天下第一纯洁 5 AGO 2024 a las 6:03 a. m. 
very good mod, LOL.
drachenklinge4 (hart)  [autor] 14 JUN 2024 a las 7:08 a. m. 
@Daimonia7 The typo error causing the broken instant megastructure is now fixed.
@MrGeneral was fearing the ability to build infinite dyson swarms would cause issues. Reverted this so its once again only possible to build dyson swarms like arc furnaces to the fix limit. Dyson swarm on top of a dyson swarm should also not be possible anymore.
As for the ringworlds, the asteroid fields now once again get destroyed. I cannot do the same for the planets due to some possible crash case when someone constructs a ringworld on top of a ringworld.
MrGeneral 2 JUN 2024 a las 3:56 p. m. 
Other issues include the AI destroying their economy cause the can build infinite dyson swarms on a single star, the ai destroying the game's frames cause they keep building the free and instant megastructures that were created by the typo, and if you count this as a bug ring worlds after being created do not destroy the planets and asteroid fields in a solar system resulting in horrible clipping issues that can cause lag as well when observing the system
MrGeneral 2 JUN 2024 a las 2:24 p. m. 
@Daimonia7 It's a from a typo in the code of this mod that has yet to be fixed
NorthLeone 1 JUN 2024 a las 12:59 p. m. 
it seems that this mod add a megastructure called "potential" and "ressource" don"t know if it is intended but it cost nothing and ai empires don't stop spamming them on a same star everywhere, polluting a lot the screen. (also making the game more laggy)
drachenklinge4 (hart)  [autor] 31 MAY 2024 a las 6:56 a. m. 
Updated the mod, so that arc furnace and dyson swarms now can be dismantled.
MrGeneral 29 MAY 2024 a las 11:03 p. m. 
Awesome ^-^
DarkDavy 28 MAY 2024 a las 9:42 p. m. 
@MrGeneral

Im sorry, i didnt got the clue about that.
But somehow i dont get that error anymore, so thats good ^^
MrGeneral 28 MAY 2024 a las 7:14 p. m. 
@DarkDavy I personally don't know what you did and my two comments were ment for the mod author so they could fix it easier since it the code I provided is the areas in the dyson sphere and dyson swarm where it breaks the mega structures list or allows the ai to spam a megastructure that kills their economy
Blazingdevil 24 MAY 2024 a las 3:35 p. m. 
this mod seems to add a megastructure called "potential resources" in every ai controlled system even marauders and fallen empires
ArgonMerc 23 MAY 2024 a las 11:40 p. m. 
When is there going to be an update that fixes the blank megastuctures becuase the AI just spams them. I've been using the console command to remove them but it is getting annoying.
[INVALID STRING] 22 MAY 2024 a las 6:53 p. m. 
Gonna uninstall and find another one until an update gets posted. Not gone, just waiting. If I was only making a mod list for myself and not a group of people, I'd just insert the code myself and run the game business as usual.

Can someone dm me and lmk when an update is posted?
Disc: @jackchayn
Richard Grey 22 MAY 2024 a las 5:37 a. m. 
Ahh, so it wasn't just me then. Thought it might be a compatibility issue.
DarkDavy 21 MAY 2024 a las 12:13 a. m. 
@MrGeneral

I have done the 2 thing you put down here, but i still get at the AI systems, a error on the mega's:

_DESC

Do you know what rule i changed wrong?
or is it, that i still dont own the last dlc where the swarm is a part of....
MrGeneral 18 MAY 2024 a las 12:06 a. m. 
Also to prevent the AI from tanking their economy and mine with dyson swarms please add to the dyson_swarm_1's placement rules:

custom_tooltip = {
fail_text = "requires_no_existing_megastructure"
NOR = {
has_planet_flag = dyson_swarm
#has_planet_flag = has_megastructure
}
}

And replace the on_build_complete section with this:

on_build_complete = {
from = { country_event = { id = cybernetics.1020 } }
fromfrom.planet = {
set_planet_flag = has_megastructure
set_planet_flag = dyson_swarm
if = {
limit = { has_orbital_station = yes }
orbital_station = {
dismantle = yes
}
}
}
from = {
change_variable = {
which = dyson_swarm_counter
value = 1
}
}
}
MrGeneral 17 MAY 2024 a las 11:59 p. m. 
The issue is the mod author made a typo in the dyson sphere 5 code

He typed this:
every_system_planet = {
limit = {
OR = {
is_planet_class = pc_molten
is_planet_class = pc_toxic
}
}
}
change_pc = pc_frozen

Instead of this:
every_system_planet = {
limit = {
OR = {
is_planet_class = pc_molten
is_planet_class = pc_toxic
}
}
change_pc = pc_frozen
}
jsteinbeigle 17 MAY 2024 a las 11:04 p. m. 
i will try that
ⒹⓔⓐⓓⓜⓐⓝWalking 17 MAY 2024 a las 4:23 p. m. 
same problem
i removed the modded dyson_sphere file which removed the issue.
jsteinbeigle 17 MAY 2024 a las 12:04 p. m. 
i love this mod but there seems to be a bug with it. there are 3 mega structures the show up but have no info no cost and they block building spots, and the ai spams them around ever planet and sun blocking you from building anything and the cannot be removed
drachenklinge4 (hart)  [autor] 15 MAY 2024 a las 3:20 a. m. 
@Jeffbacca @Moochachoo I also believe it not to be fun having all your habitable planets destroyed once you finish your dyson sphere in general. I now removed this - only the nonhabitable planets should still change.
drachenklinge4 (hart)  [autor] 15 MAY 2024 a las 3:12 a. m. 
I cannot fully uncap arc furnaces, as otherwise the AI would go crazy with them - and die from the upkeep costs. And the player economy would also tank as soon as they conquer AI territory filled with arc furnaces.
Jeffbacca 14 MAY 2024 a las 1:55 p. m. 
Not wanting to be that picky annoying guy but is there a way to get this for only the dyson swarm/spheres in binary and trinary systems, if not I'm happy to use the mod as is thank you.
ⒹⓔⓐⓓⓜⓐⓝWalking 14 MAY 2024 a las 9:46 a. m. 
Can you add Arc Furnaces as well?