Stellaris

Stellaris

Additional Mega-Engineering Projects
487 Comments
Easy Pete  [author] 7 hours ago 
@Toast sounds good feel free to ask anytime if you need help
Toast 8 hours ago 
i would still be interested in trying to make a comp patch, i haven't tried editing or making mods much, say for some basic changes in irony, but i would like to try if the offer still stands for some help, and i did join the discord.
Easy Pete  [author] 11 hours ago 
@kahvipensas if you want to post a lite fork of the mod you can. Just have a link crediting this mod.
kahvipensas 21 hours ago 
I started working on a comp patch that would preserve this mod's added mechanics (mainly the upkeep overhaul). But to expand the upkeep changes also to megastructures added by other mods would require editing a lot of files, so I'm probably going to change my perspective.

Instead I might make, for my own use only, a "lite" version of this mod that includes those parts that don't conflict too heavily with other mods. I'll probably include most of the structures themselves, civics, origins and traditions.

However, if someone would be crazy enough to make a "full comp" patch, I'd probably use it. But building the patch and then maintaining it, I'll leave to someone more skilled than I.
Easy Pete  [author] 28 May @ 11:35pm 
@Toast by a true comp patch I mean it makes sure that every mechanic is accounted for and the separate mod systems are integrated. If you want to give making a patch a shot feel free to join my discord. its much easier to collaborate there.
Toast 28 May @ 11:27pm 
by true comp patch what do you mean? i'd be interested in giving a shot at the overwritten files first, maybe trying a true comp patch after based on how that goes
Easy Pete  [author] 28 May @ 8:13pm 
@Toast Would it be hard? Not complexity wise, however it would be tedious. Gigastructures code base is quite big. Making a true compatibility patch would require a lot of code review. If you only wanted to patch the files that are overwritten, that would be much less tedious. If you want to try to make one, my offer to help anyone who wants it is still open.
Toast 28 May @ 8:05pm 
how hard would it be to make a comp patch for this and giga? i like both the mods, i love the smaller structures yours adds to the early game, so i wanted to see how hard you'd think it'd be.
Easy Pete  [author] 27 May @ 7:52pm 
@Выдрёнок A mod conflict is most likely causing that issue, I cannot recreate the bug with just my mod.
Easy Pete  [author] 27 May @ 4:40am 
@kahvipensas to be quite honest, the mod idea as a whole is incompatible with gigas
kahvipensas 27 May @ 3:20am 
BTW with the newest change, this mod is becoming less and less compatible with anything that affects megastructures - including Gigas. I'd say that this mod can no longer be considered to be Gigas-compatible without a lot of custom patching.
Выдрёнок 26 May @ 11:32pm 
With installation of this mod, I faced a thing that AI infinitely builds construction rings on the same planet, so they waste all their alloys and make a game laggy. Hope it gets fixed, anyway this mod is fantastic, appreciate your hard work!
Easy Pete  [author] 26 May @ 4:48pm 
@Haekel, I need to rework the system to exclude relays and gateways. If you build a hyper relay in a system with no megastructures you have essentially added another 5% upkeep and a -1% so your netted 4%.
Haekel 26 May @ 3:20pm 
Not sure if that is a bug or caused by the fact that Hyper Relays count as megastructures themselves, but it absolutely tanks my economy. If this is working as intended, maybe consider changing the balance.
Haekel 26 May @ 3:05pm 
Trade upkeep for structures seems to go UP with better Hyper Relay coverage, not down.
Easy Pete  [author] 22 May @ 8:18pm 
@Dozand that’s a good catch, I’ll fix that
Dozand 22 May @ 12:22pm 
feel bit strange that Orbital Arcology Ring housing bonus only +60, after pdx change how pop numbers work. maybe it must be 6000 or 600 at last
kahvipensas 22 May @ 8:14am 
Thanks, no weird conflicts in Irony now!
Easy Pete  [author] 22 May @ 2:34am 
@kahvipensas The mistake has been corrected
Easy Pete  [author] 21 May @ 3:11pm 
@kahvipensas sorry, I forgot to remove some files when I merged with the beta branch.Ill fix it tonight, currently the beta is the stable branch lol
kahvipensas 21 May @ 8:23am 
What's the difference in values between the files epam_mega_scripted_valuables and epam_small_mega_scripted_valuables? Irony Mod Manager shows a lot of "self conflicts" in those, for example @epam_asteroid_alloy_upkeep and @epan_ion_bio_food_cost have different values. In total, 32 different variables have differences between the two files.
Easy Pete  [author] 16 May @ 2:46am 
@Gor Yana Azaghal Im at a loss for what could be causing that. Did you make sure you have the right play set enabled in the launcher? If you want I can help you troubleshoot in discord.
Gor Yanâd Azaghâl 16 May @ 2:32am 
Yes I have all the DLC
Easy Pete  [author] 16 May @ 1:24am 
@Gor Yana Azaghal that is weird, do you have the Utopia DLC?
Gor Yanâd Azaghâl 16 May @ 1:00am 
Hey I cant access anything the Mod adds, I cant build any of the Megastructures this mod adds and I cant see the Origins. And the Only other Mod I have that adds Origins is Planetary Diversity and that is below This in the Mod List.
Bluberg 15 May @ 9:45pm 
@kahvipensas, @Easy Pete thanks a lot for explaining in detail what the problems may be with using both mods at once. Most helpful comments section ever.
Easy Pete  [author] 15 May @ 12:30am 
@kahvipensas well that explains that weirdness
kahvipensas 13 May @ 5:33am 
Gigas changelog has a mention of fixing "unable to build grand archive", so the compatibility problems between this mod and Gigas might have been partly caused by Gigas being bugged. I'm taking a slight timeout on Stellaris for now, waiting for more bug fixing on the vanilla game itself. The game seems to be so bugged that ctd's and other problems happen even without mods...
Easy Pete  [author] 12 May @ 3:40pm 
@Private Pyle pushed an update to increase the amount of time the AI weight for building is set to 0 between constructions.
Private Pyle 12 May @ 8:53am 
currently in 2270 in a 400 stars, 12 AI grand admiral match, 1 empire for example has 26 Orbital Hydroponics stations and only 22 systems, I see Orbital Hydroponics Stations most, oftentimes multiple per System.
Easy Pete  [author] 12 May @ 5:55am 
@Private Pyle the AI has a cooldown to prevent spamming. Which structures are you seeing being built the most? How many are being built per system? What year are you in game?
Private Pyle 12 May @ 5:53am 
Any chance we are getting a start option to hinder the AI from spamming structures, because they are really trying to build them all in every system.
Gor Yanâd Azaghâl 9 May @ 6:59pm 
I am so Glad you are back man I very much prefer your mods to Giggastructures.
Easy Pete  [author] 9 May @ 6:03pm 
@kahvipensas if you feel motivated to make a compatibility patch, I can give you some assistance in discord
kahvipensas 9 May @ 12:42pm 
Using this mod's version of the non-gate megastructure trigger and also having Gigas in my modset for some reason led to me not being able to build any megastructures at all. I have no idea why. Haven't tested with the gigastructures version of the scripted trigger or building things from the Gigas mod yet, but I assume they wouldn't work either.

Swapping to using vanilla version of the trigger I've been able to build both this mod's and vanilla megastructures. Haven't tested with the gigastructures version of the scripted trigger or building things from the Gigas mod yet, but I assume they wouldn't work either.

In conclusion: using both this and Gigas requires fine-tuning, at least for now.
Brutus 9 May @ 7:44am 
By the Gods, good work sir! :steamthumbsup:
kahvipensas 9 May @ 3:43am 
Good point - I had assumed that the "has_no_non_gate_megastructure" trigger was also involved in preventing too many megas in one system - it actually is not. I checked several vanilla megastructures' code from Gigas, and that trigger isn't used in any of them. So in the end, using this mod's version seems to be a good solution.
Easy Pete  [author] 9 May @ 3:33am 
@Kahvipensas I purposely did the overwrites to allow full sized megastructures to be in the same system (except the ring world). Rather than overwrite all the vanilla structures, I overwrote the scripted trigger to not check for anything and added a new scripted trigger to the ring world. The habitat scripted trigger is just to prevent habitats from existing in systems that use the small resource megastructures since the new habitat orbital system is rather janky when interacting with other megastructures
kahvipensas 9 May @ 3:26am 
To add to my previous comment: fixing the habitat complex and ring world conflicts was simple. However, the conflict in the scripted trigger is trickier. This mod's version only checks for ring worlds, while the vanilla version checks for all vanilla megastructures and the Gigas version checks for all vanilla megas + everything added by Gigas. I guess using the Gigas version might be safer, to make sure you don't end up with several "big" megastructures in one system.

I wonder if making up a trigger for this mod's megas only and using it to play around this problem might somehow be an answer. I'm not a modder by any means and my expertise only goes as far as mashing things together in Irony's conflict solver.
kahvipensas 9 May @ 3:10am 
I'm actually looking into compatilibity between this mod and Gigas right now. As there are only three conflicting files it's possible to wrangle things in Irony Mod Manager's conflict solver if you know how to use it. Of course if some kind soul were to make a compatibility patch it would make things easier, but I don't know if there's anyone who has the time and is interested.
Easy Pete  [author] 8 May @ 5:08pm 
@Bluberg probably not, if you put gigas below my mod in the load order then it should be fine but the megastructure placement rules I use in this mod will most likely be different
Bluberg 8 May @ 2:55pm 
is this compatible with gigastructural engineering?
Easy Pete  [author] 7 May @ 4:52am 
@Moros it wasn't that bad of an update for this mod tbh. Planet heavy mods got hit much harder.
Moros 6 May @ 10:51pm 
That's likely wise. Nice to see this updated so fast tho too
Easy Pete  [author] 6 May @ 9:44pm 
@w.girl27 I’m taking a less is more approach to this mod until I get a better understanding of the 4.0 balance
w.girl27 6 May @ 10:58am 
cant wait to see what you cook up for biogenisis id love a behemoth breeding nest basically a organic dyson sphere covered in the behemoth egg and behemoth chrysalis on it spikely.
ColdSpaCe7 26 Apr @ 2:40am 
ok
Easy Pete  [author] 25 Apr @ 7:40pm 
@ColdSpaCe7 Do you mean between these two mods? If so it doesn’t matter the order.
ColdSpaCe7 25 Apr @ 3:27am 
arieviloj 23 Apr @ 7:20am 
thanks!