Stellaris

Stellaris

Additional Mega-Engineering Projects
504 kommentarer
Easy Pete  [ophavsmand] For 10 timer siden 
@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 For 11 timer siden 
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  [ophavsmand] For 11 timer siden 
@Thaxll'ssillyia are you using another megastructure mod? That is a compatibility problem.
Thaxll'ssillyia For 11 timer siden 
So, you are going to ignore that madness? Well, there goes great mod...

https://postimg.cc/Fd4wDcCb
Easy Pete  [ophavsmand] For 13 timer siden 
@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 For 14 timer siden 
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 For 14 timer siden 
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  [ophavsmand] 1. juni kl. 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. juni kl. 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  [ophavsmand] 1. juni kl. 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. juni kl. 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  [ophavsmand] 1. juni kl. 17:55 
@DanielAir at that point your probably better off just using gigas
DanielAir 1. juni kl. 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  [ophavsmand] 31. maj kl. 20:04 
@PJ_2005 that is not a bug, that is a mod incompatibility.
PJ_2005 31. maj kl. 19:50 
probably?
Easy Pete  [ophavsmand] 31. maj kl. 19:27 
@PJ_2005 are you using another mod that overwrites orbital rings?
PJ_2005 31. maj kl. 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  [ophavsmand] 29. maj kl. 18:06 
@Toast sounds good feel free to ask anytime if you need help
Toast 29. maj kl. 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  [ophavsmand] 29. maj kl. 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. maj kl. 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  [ophavsmand] 28. maj kl. 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. maj kl. 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  [ophavsmand] 28. maj kl. 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. maj kl. 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  [ophavsmand] 27. maj kl. 19:52 
@Выдрёнок A mod conflict is most likely causing that issue, I cannot recreate the bug with just my mod.
Easy Pete  [ophavsmand] 27. maj kl. 4:40 
@kahvipensas to be quite honest, the mod idea as a whole is incompatible with gigas
kahvipensas 27. maj kl. 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. maj kl. 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  [ophavsmand] 26. maj kl. 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. maj kl. 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. maj kl. 15:05 
Trade upkeep for structures seems to go UP with better Hyper Relay coverage, not down.
Easy Pete  [ophavsmand] 22. maj kl. 20:18 
@Dozand that’s a good catch, I’ll fix that
Dozand 22. maj kl. 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. maj kl. 8:14 
Thanks, no weird conflicts in Irony now!
Easy Pete  [ophavsmand] 22. maj kl. 2:34 
@kahvipensas The mistake has been corrected
Easy Pete  [ophavsmand] 21. maj kl. 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. maj kl. 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  [ophavsmand] 16. maj kl. 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. maj kl. 2:32 
Yes I have all the DLC
Easy Pete  [ophavsmand] 16. maj kl. 1:24 
@Gor Yana Azaghal that is weird, do you have the Utopia DLC?
Gor Yanâd Azaghâl 16. maj kl. 1:00 
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. maj kl. 21:45 
@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  [ophavsmand] 15. maj kl. 0:30 
@kahvipensas well that explains that weirdness
kahvipensas 13. maj kl. 5:33 
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  [ophavsmand] 12. maj kl. 15:40 
@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. maj kl. 8:53 
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  [ophavsmand] 12. maj kl. 5:55 
@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. maj kl. 5:53 
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. maj kl. 18:59 
I am so Glad you are back man I very much prefer your mods to Giggastructures.