Stellaris

Stellaris

World Machine Origin Gigastructures Buildings
16 Comments
Xelan 9 Apr @ 10:15am 
Tested this with my current save, unfortunately I don't see any change. My existing maginots don't have a decision to fix their capitals and even a freshly build maginot still has the same capital building, so no orbital ring upgrades.
Same with planetary auto hangars/shipyards: no change :/

Yes, my mod is updated (I can tell by looking at your commentary in rikk_wmogiga_decisions.txt.
Due to the files having their own name I can't imagine how they could be overwritten, but I still loaded this mod next to last (only merger of rules after).
Anything else that I could/should check on my end?
Legit-Rikk  [author] 8 Apr @ 8:23pm 
I put in a decision to fix planets with wrong capitals so lmk if it works
Xelan 8 Apr @ 1:07pm 
Thanks for the update! Would this fix be compatible with a save from the "older" version or would a new game or planet be required?
Legit-Rikk  [author] 7 Apr @ 3:08pm 
Okay, I theoretically fixed it. I don't have an urge to play Stellaris so I assume someone will lmk if I completely broke it.
Xelan 4 Apr @ 7:17am 
So I came around for another run with this origin.
My usual approach to Maginot worlds is building them and then outfitting them with a oribital ring and a planetary defence nexus and filling all available building slots with planetary shipyards and hangars.

And I can report that the system with the new "auto" maginot worlds works in general, so kudos for that addition :steamthumbsup:

With this setup I noticed two things that are probably not working as intended:
1. The automated versions of the automated planetary hangar/shipyards are not buildable on a "auto" maginot world, since the conditions of the planet being an auto-world are not matched. Probably just needs the newly added world type added to the conditions.

2. Orbital rings are not upgrade-able. The reason given is that there is not Auto-Capital Processor or higher on the planet. The given auto-capital array however is not upgrade-able either.
MarcoMarco 21 Mar @ 11:03am 
amazing work!
Xelan 12 Mar @ 2:05pm 
thank you :steamhappy:
Legit-Rikk  [author] 12 Mar @ 10:18am 
I'm pretty sure the maginot world works. just build it as normal.
Xelan 25 Feb @ 8:52am 
@Legit-Rikk: thanks or responding. No worries, I would love to see it at all and don't mind how long it takes. Just take your time and I hope you can enjoy creating this:p2cube:
Legit-Rikk  [author] 25 Feb @ 6:40am 
Auto-maginot is a lot of work lol I'd basically be making an entire other planet. I guess I can do it but it'll take a few days and I don't feel like starting now.
Xelan 18 Feb @ 11:31pm 
I 2nd the request for auto maginots :steamthumbsup:
Would fit into this sub-mod, as this already provides all the other giga-specific buildings etc..
samsockeater 18 Feb @ 3:41pm 
how far out of scope would automated districts and such for maginot worlds be for this? or should i ask after that in the main mod page? right now if you want to use maginots and crew them you have to either perk into driven or rogue else buy synthetics on the slave market and not integrate them and manually tell them to be made for each pop to be made
Xelan 13 Feb @ 10:11am 
I love that this exists, thank you <3
KaneDraco 4 Feb @ 6:05pm 
That's fair. Thank you for the reply
Legit-Rikk  [author] 4 Feb @ 3:13pm 
Honestly not really interested sorry :/ I basically have to redo every building one by one and I'm not interested in spending ten or twenty hours making something I don't want to use
KaneDraco 3 Feb @ 5:28am 
Thank you for this. Would you consider doing something for https://sp.zhabite.com/sharedfiles/filedetails/?id=2916082557 like upgrades to the auto production buildings?