Stellaris

Stellaris

+Star Forge Mk2
61 Comments
Young Depression 25 Jan, 2024 @ 5:06pm 
i will pay money for this mod to be updated
El 9 May, 2022 @ 4:58pm 
Darth Revan, is that you?
Letrenus 6 Jan, 2021 @ 5:46pm 
If only this worked with 2.8, crashes my game any time I try loading it.
Аргокон Эстейл 28 Aug, 2018 @ 8:42am 
Дружище, сделай пожалуйста версию под 2.1, мод хоть и работает, но эта кузница теперь просто большой кусок минерала
76561198037870106 26 Aug, 2018 @ 7:12pm 
update gamer
Jameskiro21 26 Apr, 2018 @ 5:12am 
The mod sorta works. The tiles of the planet become whatever starting planet you had. The Starforge itself can no longer get the insane buildingspeed due to the changes in Fleet Construction, however the mineral-related items still provide minerals. Each mineral tile I have produces in excess of 100 minerals a month (for 80 energy, which is nothing to me this late in the game, when you have Starforge). It's essentially a giant-ass mining facility providing tonnes of minerals. Nice but not as good as what it was before. I do hope someone can remake this mod for Cherryh and any future updates that may invalidate it.
nicebagdad 5 Apr, 2018 @ 10:59am 
does this mod work with 2.02.?
Cephalon Sithalo 30 Mar, 2018 @ 7:40pm 
Its not neccesary. you will have missalligned tiles but its not a big deal. just a minor graphical issue :LotusFlower:
Doctor Proteus 30 Mar, 2018 @ 4:03pm 
Is the tile fixer really neccesary? I've never encountered missalligned tiles ever.
nicebagdad 25 Mar, 2018 @ 6:28am 
does this still work?
Krylia Viru 4 Mar, 2018 @ 1:25am 
It kinda looks better that way, actually. Huh.
Cephalon Sithalo 2 Mar, 2018 @ 9:28am 
yeah i figured that to lol
Krylia Viru 2 Mar, 2018 @ 2:01am 
I managed to rotate it to look the way he was thinking of so \o/

He prolly meant a SWKOTOR starforge, Sithalo
Cephalon Sithalo 28 Feb, 2018 @ 11:51am 
Altho technically it doesnt really matter which side or position it is as long as it is facing the star. It will always look like a starforge. Just because its placed "above" the star doesnt make it look any more like one lol
Krylia Viru 28 Feb, 2018 @ 11:47am 
Changing the rotation is relatively simple, if I recall. I will attempt to do so with haste.
Sovereign 23 Jan, 2018 @ 9:54am 
Does anyone has an idea how one could change the model of the Starforge? Forexample that it is a simply science nexus but verticaly placed over a sun (not horizontally). A Science Nexus which hover VERTICALLY over a sun would LOOK LIKE a Starforge. Can anyone tell me pls how changing an angel like this would be possible ?

Btw: Great Great mod, still works with current version.
Cephalon Sithalo 21 Jan, 2018 @ 12:27am 
"you can cover the 'planet' with the buildings that you can only build next to the core by building a core, building the OP buildings, demolishing the core and rebuilding it on another tile & repeating"

Thats the main reason why I made a balance patch lol

Also great prof pic :LotusFlower:
SamulCase 21 Jan, 2018 @ 12:14am 
I would like to inform anyone who cares that this mod when used with Expanded Stellaris Ascension Perks (and specifically Financial Revolution) is rediculously overpowered, if youre into that. Additionally, you can cover the 'planet' with the buildings that you can only build next to the core by building a core, building the OP buildings, demolishing the core and rebuilding it on another tile & repeating
10/10
Cephalon Sithalo 24 Dec, 2017 @ 11:06pm 
"Be my guest to make custom balance patches." Oki done that thank you much :3 :LotusFlower:
AlienFromBeyond 17 Dec, 2017 @ 6:46pm 
Pretty unbalanced, able to make a spaceport with this build ships in "negative" time, which has them pop out instantly, not even a 1 day build time. Still able to get a ton of cost reduction as well, you basically can't lose once it's up and running because you can literally instantly build an entire fleet in response to war. I like the idea though, and the graphics are cool. Maybe just put a limit on the various ship production 'buildings', I know it's possible to have a limit that is more than 1 per planet though the game doesn't display it.
Briggs 19 Nov, 2017 @ 6:40am 
Never mind, it's not this mod causing the CTD, but rather the Tile Fixer.
Briggs 18 Nov, 2017 @ 4:56pm 
:( This seems to cause a CTD.
Kill3rCat [1st FORECON] 12 Nov, 2017 @ 6:12pm 
Can't you get around some of the issues you describe, the same way Paradox did for Habitats?
Krylia Viru 17 Oct, 2017 @ 5:40pm 
No problem.
Djohaal  [author] 17 Oct, 2017 @ 5:25pm 
@Krylia Viru thanks for the info! Next step for the mod work was setting up specific exceptions on crises to avoid the dummy planet being trasnformed into gunk. Once I get back to it that'll be the first task.
Krylia Viru 16 Oct, 2017 @ 1:27pm 
Can confirm this works with 1.8 but as noted, should probably make sure to keep it EXTREMELY well defended to prevent crisis bugginess. Also tile fixer is purely cosmetic and is not necessary for operation, and at my resolution, (1600x900) it's not even needed. Also, if you use UI scaling, don't. That shit breaks /everything/
Djohaal  [author] 13 Oct, 2017 @ 6:59pm 
I know how frustrating it can be for a mod to not update, but due to some burnout I decided to take a break from modding stellaris. I'll gladly welcome someone as co-author if they feel like helping mantaining the mods and improving them further.
PalmsAreSweaty 12 Oct, 2017 @ 12:53am 
Hey buddy, you also going to be updating Stellaris+ Evolved Classic anytime soon? Me and a WHOLE LOT of other people have been waiting for a while for you to update it to 1.8
Nothing Personal 10 Oct, 2017 @ 10:11am 
Do this mod still work fine with 1.8 ?
Lex 28 Sep, 2017 @ 12:47am 
Djohaal, how to add this flux effect to station, if i am on text level modder?
The Hat 24 Sep, 2017 @ 1:23am 
@Tacos! I imagine the colony event files will need to be reworked, as I bet machine empires added a few.
Tex 23 Sep, 2017 @ 7:00am 
Does it work with 1.8?
Levin- Gaming- Inc. 21 Sep, 2017 @ 3:03pm 
please update to 8.0
Djohaal  [author] 20 Sep, 2017 @ 4:51pm 
@ Armoured Duck: Error on the versioning, but it shouldbe compatible with 1.6.x Tilefixer is required for graphical coherence, if you can put up with the misaligned sprites it runs fine without.
@Bane93: same perk as dyson sphere. No new tech.
@Peanutcat: Once I update i'll list the changes. Overall balance shouldn't change, I haven't had much feedback on that way (and I got bored of stellaris before I used my own creation, sad I know) . I'll fix the delta core and assembly yard coefficients. Delta core should reduce production times, and assembly yard speed up production as other verions of the yards.
Armoured Duck 20 Sep, 2017 @ 2:42am 
Requires tilefixer but that is out of date?
Bane93 16 Sep, 2017 @ 12:46am 
What are the requirements to be able to build the Star Forge (Tech, ascension perks)?
Peanutcat 14 Sep, 2017 @ 5:27am 
Haha well then. Make sure to post a comment when you update it so I can change my sheet aswel. @Djohall

Out of curiousity, what will you be changing?
Vortex 13 Sep, 2017 @ 5:59pm 
What is the megastructure id for star forge?
Djohaal  [author] 13 Sep, 2017 @ 4:35pm 
@Peanutcat: You atually uncovered a slight error in my assembly yards. Ithe build sipd and build time multipliers are wrong on the delta core and assembly yard beta. They'll be fixed on a future update!
Comrade Irish 13 Sep, 2017 @ 1:17pm 
@communist Peanutcat thanks my dude, best thing from a commie i think i have ever seen
Peanutcat 13 Sep, 2017 @ 9:27am 
Hello! If anyone's intrested I've made a planning/auto calculator sheet for the Star Forge MK2.

Here's a link to it: Google Drive Link [docs.google.com]

Simply save a copy onto your own Drive and fill in the amount of buildings you want. The calculator factors in mineral modifiers from the Beta core and will give you your Ship build speed, build time and cost modifiers.

To use:
Fill in the amount of buildings you want of each and make the building total into 25 and the sheet will tell you all you need to know.


A bit more advanced:
You can also set a custom mineral base if you have additional in game modifiers by revealing column K-O and changing the Mineral Base.


If you want to @Djohaal you are free to put this onto the mod description if you want to prevent this from disappearing into the pit of comments. Enjoy! :)
Groovari 13 Sep, 2017 @ 7:19am 
@MagicSonic (DavoChanChan) I dont see why it wouldnt be, besides, you can just backup your saves and test.
MagicSonic (DavoChanChan) 12 Sep, 2017 @ 10:46pm 
Greeint @Djohaal, is the mode safe compatible? I would love to have this cool thing in my manipulative slave driving empire.
Djohaal  [author] 12 Sep, 2017 @ 12:55pm 
@DrBLOOD: I use 3dsmax and vray for 3d art (I'm an amateur 3d artist too) and photoshop for the 2d image processing. @Sovaĝa kovaliro: Obviously inspired by KOTOR.
Kostal the Emerge 12 Sep, 2017 @ 6:24am 
The idea is borrowed from Star Wars KOTOR?
DrBLOOD95 11 Sep, 2017 @ 1:39am 
Hellow, great mod there, may I ask you what program you use to make beautiful pictures and text like this?
Battlespark 10 Sep, 2017 @ 2:49pm 
Wooo! Thank you Djohaal. I understand taking a break, good to get away from things now and then. ^^
timdraco 10 Sep, 2017 @ 2:35pm 
you can make a custom image for the spaceport and put it at the smallest size to hide it. Ive done this quite a bit on different mods.
Nova Solarius 10 Sep, 2017 @ 5:42am 
Now, this version I can see a use for. It fills a niche and is neither horrible overpowered nor particularly underpowered. A far better version than the original. Well done.
Djohaal  [author] 9 Sep, 2017 @ 9:46pm 
@voidster: A fix will be made eventually; I play with spaceport modules extended myself, so I'll eventually get around to it. I plan on taking a break from modding (sans critical fixes) until the new version or a little later. I might whip up quick fixes for the new version if feasible.