Stellaris
Additional Mega-Engineering Projects
514 коментара
Easy Pete  [автор] преди 8 часа 
@Thaxll'ssillyia the CTD is fixed
Easy Pete  [автор] преди 11 часа 
@FiauraTheTankGirl checking out your bug report, please be aware that Stellaris shadow updated to 4.0.15 yesterday

@Thaxll'ssillyia I know what’s causing that issue and I’m working on a fix

@Haekel I have no power to remove corrupted megastructures in your save. Please use a console command to remove them if they are bothering you.
Haekel преди 14 часа 
The disabled kilo structures now show as a weird mega symbol right on top of the host planet. Looks weird AF, and I'm not even able to remove them. At least remove the structure cleanly, or let us remove them, please.
Thaxll'ssillyia преди 17 часа 
Another bug - hovering mouse cursor over the 3 dots icon on orbital industrial station in the megastructure list is causing CTD every time. Something is looping indefinitely in the script and causing stack overflow... Have fun investigating :)
FiauraTheTankGirl преди 18 часа 
Provided you with a saved game, mod list, and screenshot of what is going on, on your discussions page.
FiauraTheTankGirl преди 18 часа 
Please roll back, your update has borked it hard!
Easy Pete  [автор] 4 юни в 3:29 
@Cha Cha Real Smooth that is entirely dependent on how many mods you run and how late in the game you are. I have never had a crash to desktop from just using my mod.
Cha Cha Real Smooth 4 юни в 1:23 
I'm not sure why but at the late game stage it starts to crash a lot more, amazing mod but wondering if there is anything I can do to ensure the game runs smoothly
Easy Pete  [автор] 3 юни в 18:13 
@Thaxll'ssillyia whenever a megastructure is built it places a timed country flag that sets the AI build weight to 0. The flags are categorized based on the resource the structure produces.
Thaxll'ssillyia 3 юни в 14:37 
Glad I could help find the issue! And thanks again for a great mod!

QQ, that cool down you mentioned AI has, is per the megastructure or global?
Easy Pete  [автор] 2 юни в 23:07 
@Thaxll'ssillyia Thank you, you are the first player to report this bug without using another megastructure mod. I was not able to recreate the problem previously and didn't look too deeply because of the high probability of compatibility issues. I did a deeper investigation and I was able to recreate the bug by having either a grand archive or the MSI habitat from the payback origin to be over a colony. For whatever reason, the vanilla planet possible block from the orbital ring let players built unlimited rings when used on my construction ring megastructure. I have pushed an update to add a flag to prevent this behavior.
Thaxll'ssillyia 2 юни в 22:42 
No. This is the only megastructure mod I use. But I use other mods, mostly UI stuff, mods adding events, guilli's planet modifiers, and universal patches. Nothing crazy really, no Gigas, no ACoT, no ZoFE, or any huge conversions. I can post the full list tomorrow, now I'm going to sleep. Good night! And thanks for the great mod, even though it has bugs.
Easy Pete  [автор] 2 юни в 22:39 
@Thaxll'ssillyia are you using another megastructure mod? That is a compatibility problem.
Thaxll'ssillyia 2 юни в 22:30 
So, you are going to ignore that madness? Well, there goes great mod...

https://postimg.cc/Fd4wDcCb
Easy Pete  [автор] 2 юни в 20:10 
@Thaxll'ssillyia thank you for the heads up on the bug. Also I will not be limiting the AI on the amount of structures they can build. Currently they have a cool down that restricts them to building another structure roughly every 5 years. I am biased against adding gameplay features that cannot be used against the player
Thaxll'ssillyia 2 юни в 19:39 
Also, it would be nice if the AI weights were increased. AI spams those megastructures like crazy now. Especially the smaller ones. Or maybe add a limit of how many of each type AI can build? I would suggest 3 to 5 should be the limit for the AI.
Thaxll'ssillyia 2 юни в 19:35 
Matter decompressor is not showing on the list of megastructures. I believe below lines are the issue since that checks for the ap_galactic_wonders_megacorp or ap_galactic_wonders_utopia_and_megacorp but player never gets those since you replaced the ascension perk.

potential = {
has_gw_matter_decompressor = yes
}
Easy Pete  [автор] 1 юни в 23:54 
@kahvipensas upkeep consisted of 1 alloy upkeep on every structure minimum + any production inputs. I switched them to trade because it was much easier to replace two resource upkeep with 1 generic one. If you want to remove the scaling just remove the multiplier. You can download the 3.14 legacy version to see an earlier build.
kahvipensas 1 юни в 23:40 
I'm actually working on that sort of a "lite-fork" right now, keeping the smaller structures but removing things that conflict with either vanilla or Gigas. I've mostly edited the files, but haven't tested it yet.

What was the upkeep like on the smaller megas before the trade upkeep mechanics? I don't have any older versions of the files so I could check... Did you just convert the energy upkeep to trade one-to-one, or did you also tweak the values?
Easy Pete  [автор] 1 юни в 19:50 
@DanielAir you are more than welcome to make a fork of this mod. Just link back to this mod if you make it public. It wouldn’t be too difficult to pull certain things like the smaller megastructures.
DanielAir 1 юни в 18:27 
I understand, but I really really like this mod's smaller stuff like the Asteroid/Orbital Fortification, since it's not as absurd as giga's asteroid artillery and planetcraft but still provides a way to defend systems besides the starbase and deep space cidatel. Would it be too much work for me to manually take these and make a personal-use mod that works with gigas?
Easy Pete  [автор] 1 юни в 17:55 
@DanielAir at that point your probably better off just using gigas
DanielAir 1 юни в 14:11 
if i were to edit this mod's files to delete things that overlap with gigas or vice-versa (stuff like the Matrioshka brain, which is present on both mods), as well as removing the trade upkeep from everything, would they theoretically work together? Or would further editing be needed?
Easy Pete  [автор] 31 май в 20:04 
@PJ_2005 that is not a bug, that is a mod incompatibility.
PJ_2005 31 май в 19:50 
probably?
Easy Pete  [автор] 31 май в 19:27 
@PJ_2005 are you using another mod that overwrites orbital rings?
PJ_2005 31 май в 18:54 
bug report and fair warning; the ai is building infinite orbital construction rings in my game, jesus fucking christ. I took one of their planets and touched a ring and now my megastructure outliner is FLOODED.
Easy Pete  [автор] 29 май в 18:06 
@Toast sounds good feel free to ask anytime if you need help
Toast 29 май в 17:34 
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  [автор] 29 май в 13:52 
@kahvipensas if you want to post a lite fork of the mod you can. Just have a link crediting this mod.
kahvipensas 29 май в 4:36 
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  [автор] 28 май в 23:35 
@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 май в 23:27 
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  [автор] 28 май в 20:13 
@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 май в 20:05 
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  [автор] 27 май в 19:52 
@Выдрёнок A mod conflict is most likely causing that issue, I cannot recreate the bug with just my mod.
Easy Pete  [автор] 27 май в 4:40 
@kahvipensas to be quite honest, the mod idea as a whole is incompatible with gigas
kahvipensas 27 май в 3:20 
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 май в 23:32 
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  [автор] 26 май в 16:48 
@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 май в 15:20 
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 май в 15:05 
Trade upkeep for structures seems to go UP with better Hyper Relay coverage, not down.
Easy Pete  [автор] 22 май в 20:18 
@Dozand that’s a good catch, I’ll fix that
de Grizz 22 май в 12:22 
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 май в 8:14 
Thanks, no weird conflicts in Irony now!
Easy Pete  [автор] 22 май в 2:34 
@kahvipensas The mistake has been corrected
Easy Pete  [автор] 21 май в 15:11 
@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 май в 8:23 
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  [автор] 16 май в 2:46 
@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 май в 2:32 
Yes I have all the DLC