Stellaris
Rise of Cosmic Industry BETA
656 件のコメント
kkpn 5月22日 22時02分 
this mod causes the game to crash when you interact with district specialisations. deactivate until its updated
James Fire  [作成者] 5月12日 13時10分 
It is planned
SunFacedVik 5月6日 8時42分 
Update for 4.0 please
James Fire  [作成者] 3月16日 15時08分 
I've fixed it for next update
James Fire  [作成者] 3月16日 15時07分 
That does break the auto-expand I put in, and AFAIK they don't use the edict, so it probably does yeah
MightyShark 3月16日 3時08分 
Does the AI actually expand its cargo fleet ? I see this error in the logs and was wonderung if it stops that code from working ->

Invalid Scope type for trigger 'is_ai'. file: scripted effect kiyo_trade_calculate_resources at file: events/roci_trade_orbit_events.txt line: 236 line: 1.
Current Scope: fleet
Supported Scopes: country
Wakelessrex 3月5日 5時40分 
Fantastic mod, much appreciated.
James Fire  [作成者] 2月18日 15時32分 
I've talked about the implications of 4.0 for this and other mods of mine on my discord :p
blumpo 2月15日 12時52分 
With the upcoming 4.0 changes im excited to see how this mod will improve upon the changes paradox is bringing to trade and economics
James Fire  [作成者] 1月24日 15時46分 
Yes?

Why wouldn't it be?
WeWeKeNeMen 1月12日 22時13分 
compatible with cross border trade?
leva.zakharov 1月3日 12時50分 
Thank you for answer, little sad that Space Exploitation isn't available right now: it has good synergy and even role-playing logic with Planetary Diversity/Real Space planetary habitats
James Fire  [作成者] 1月2日 18時36分 
All the ones you can enable, which is all except Space Exploitation
leva.zakharov 2024年12月29日 5時17分 
Which modules of this mod are working at the moment?
James Fire  [作成者] 2024年10月20日 13時59分 
There is no such mechanic, because that's not at all how they work.
焱淼 2024年10月19日 4時22分 
Can “Cargo Ships” Access Existing “Caravaneer” Systems?
货运船能否接入现有的行商体系呢?

For example, freighters are allowed to build a limited number of exclusive caravan space stations in starfields, and the empire trades freight through control of the caravan space stations ( just like mercenary city-states).
例如,允许货运船在星域建造限量的专属行商空间站,帝国通过控制行商空间站来进行货运贸易(就像佣兵城邦)。
MightNight 2024年10月14日 12時17分 
Have you thought about also adding a "Pollution" addon? Basically it adds a -1% Habitability Modifier per Industry, Mining, and Energy district built on the planet
Lavoroxan 2024年10月2日 12時10分 
Would be useful to be able to remove factory deposits without the ascension perk, in case you capture planets with factories.
James Fire  [作成者] 2024年9月18日 23時48分 
There is no russian translation that I know of.
Bordeak 2024年9月18日 8時41分 
Hello. Is there a Russifier for this mod?
James Fire  [作成者] 2024年9月12日 17時36分 
It's because I'm using pre-existing icons that weren't made for that.
Daevinski 2024年9月12日 7時02分 
Not sure if it's a bug or a compatibility issue with UIOD, but the icons that appear alongside the planet modifiers are all bugged, unaligned, filling the whole space thus appearing distorted and low res and "bleeding" outside the circle.
James Fire  [作成者] 2024年8月30日 16時38分 
It doesn't. Paradox has to specifically add the summing for each entry, and they didn't for deposits.
kinngrimm 2024年8月28日 4時46分 
How come your changes make it there in the first place?
James Fire  [作成者] 2024年8月28日 2時29分 
I can't change how that is displayed.
kinngrimm 2024年8月23日 14時44分 
On the top bar the empire size/sprawl menu object is cluttered/unreadable with automated factory +1.00/factory generator +1.00/Factory Mine +1.00/...
could you have this summerized so we could still read the other stuff that is still in that menu item but now moved out of sight because of all the factory stuff?
James Fire  [作成者] 2024年7月15日 3時04分 
Not as far as I know.
kinngrimm 2024年7月14日 13時14分 
Does this mod allow me to build mining stations on planets(including habitable once) to which then the Arc Furnaces would increase their potential and i may later on build habitats using all those for districts?
Maschinenmensch 2024年7月5日 16時16分 
That'd be great, thanks!
James Fire  [作成者] 2024年7月5日 12時08分 
First part is intended. It does cost something, and you can see the event closing and reopening. Second part is not intended. I was able to go above the max, but the game did not crash. Will fix.

I don't think edict cost is anywhere in vanilla? But I can change it so this isn't affected.

I can add a periodic recheck of existing fleets to redo the count.
Maschinenmensch 2024年7月5日 6時00分 
Greetings!
Maybe it's because of my other mods, however it seems to me that the Expand Trade Fleet edict is currently broken. It does not close after choosing an option effectively allowing you to expand it as many times as you want without additional cost. The limit for the Fleet size also seems to not be an actual limit there, just that the game crashes if you expand the fleet above the limit.
Also minor issue but since you can get 750 CG and EC refunded once opening it, if you have decreased edict cost somehow you effectively gain resources out of nothing,
Additionally, because of an event all my Colony Ships got disbanded, including the Trade Fleets. However, that means I now can't build any new ones since the limit didn't recognize that. Don't know how practical it would be, but maybe a button or something that allows you to reset them would be nice. But eh, maybe this is just because of my excessive modding.
Thanks a lot for making such a great mod!
Streamline 2024年7月1日 22時48分 
I started a new game, and realized I missed the multiplier option the first time. But a way to disable it for the AI would still be nice.
Streamline 2024年7月1日 22時14分 
I really like what this mod is does. My one real complaint is that shipping costs are really harsh, even for the player. It seems like it makes stuff like Ecumenopoli really not worth it, since it effectively doubles the cost of production. And in my test game, the Grand Admiral AI was getting demolished by it. Would it be possible for a couple settings to be added: one setting to change the cost per missing unit of resource, and one to disable shipping costs for the AI?
James Fire  [作成者] 2024年6月19日 5時57分 
It should update later, if nothing else.
Designer225 2024年6月19日 1時49分 
Is it intended that demolishing orbital infrastructure no longer decreases orbital utilization (amount of orbital infrastructure for a planet compared to the orbital capacity for said planet)? I demolished an orbital mining district to reduce energy upkeep at game start, but orbital utilization did not go down from 7/10 to 6/10 as I would expect.
Kepos 2024年5月17日 3時56分 
ROCI seems to be quite interesting mod. In my first walkthrough I simply did learning-by-doing and brought me into quite huge energy imbalance I never was able to feed. Would be nice if you either give players a how-to or your mod a segmentation so huge impact builds could only be done after reaching a certain level of monthly goods income or other leveling.
Still rate this mod to be very helpful on the long run, but players have to be very patient before trying to push things on day one. :steamhappy:
Dr. Democracy 2024年5月8日 9時33分 
I didn’t say the capital 😃 I said it would make sense for it be brought to planets that have trade value, which would be most of them if someone is using Mutual Aid, and therefore it would make sense if the shipping cost offered a discount to empires with fx Mutual Aid Policy active. Why would a planet that generates 30 energy credits, 20 minerals and 20 food per 100 trade value have to import said food resources through shipping?

Anyway like I said - it’s just an idea. I still love this mod as it rewards not-Uber-specializing planets.

Appreciate the discussion !
James Fire  [作成者] 2024年5月8日 9時22分 
You think it's brought to the capital and then sent back out?

I don't think that makes any sense at all.
Dr. Democracy 2024年5月8日 9時19分 
Yeah I understand that. It was just an idea/suggestion to maybe add a discount to shipping costs if an empire uses certain trade policies. It makes sense to assume that the resources from Mutual Aid land arrive on planets with high trade value. Does that make more sense?
James Fire  [作成者] 2024年5月8日 9時13分 
?

Any resources produced by your trade policy is not produced at the planet. It's produced at the empire level.

Trade value has to be brought back to the capital to do anything.
Dr. Democracy 2024年5月8日 8時58分 
Exactly. Only local resource production does, which when using Mutual Aid as trade policy isn’t taken into account.
James Fire  [作成者] 2024年5月8日 8時54分 
Trade value does nothing to shipping costs.
Dr. Democracy 2024年5月8日 5時42分 
I'm loving this! It adds some great buildings and fun ways to build taller. My only issue with it so far is shipping costs for planets that produce trade value. I guess it makes sense when empires are using Wealth Generation as you'd still have to ship it all in (which is in fact a really nice way to realistically simulate trade), but when using other policies such as mutual aid which nets both credits, minerals and food. Is it possible to add a shipping discount based on which policy an empire is applying? Thanks for making this!
焱淼 2024年4月16日 10時55分 
Found an unknown issue that caused a flashback when opening the "Cabinet" screen. After closing the mod, the "Cabinet" screen opens normally.
发现一个只要打开“内阁”界面就会引起闪退的未知问题。关闭这个MOD后就正常打开“内阁”界面。
焱淼 2024年4月16日 10時11分 
It seems to be displaying anomalies, as the game opens with the "realdev_menu.2.name" interface for the 7 functions, and opens with the "realdev_menu.1.name" interface for the decree interface.
And I confirm that I correctly subscribed to the front module - "! !Universal Modifier Patch"
blazeknave 2024年4月12日 21時00分 
Thanks. I go through the initial pain and it's not that big a deal.
James Fire  [作成者] 2024年4月12日 4時24分 
Disable the module at game start.

After game start, you can disable it by using this in the console

effect set_global_flag = no_shipping
blazeknave 2024年4月11日 2時49分 
Is there a way I can disable the Shipping Cost somehow?
James Fire  [作成者] 2024年4月6日 17時59分 
They do not remain the same size throughout the game. You get more cargo capacity per ship and more "ships" per fleet from various techs. This is in the mod description. It's not on the techs because then I would have to overwrite techs, and I can't do that conditionally.

There are plenty of places where it makes sense to get a buff from. The main problem is the overwriting to make it say it does. I can't do that conditionally, which means I have to add the modifiers silently through script.
da xol 2024年4月6日 6時46分 
Hey Thanks for responding. I just really like the general idea of the mod for gameplay and roleplay purposes, hence any further game intergration would be great.
My point about research is just that it doesnt make sense for ships to remain the same sizes as they are at the start of the game. especially with the galactic economy slowly becoming bigger and bigger (think about how large cargo ships are now compared to ww2)
Also other than research is there no options for buffs in Trade federations, that would make sense or perhaps decrees in the galactic community which would buff or nerf the trading.
Anyway im not trying to criticise, just saying hiw great the mod is and hope you keep working on it.