Stellaris

Stellaris

More Interesting Spaceport Modules (1.9 legacy)
180 kommentarer
CoDuHo 19. mar. 2021 kl. 5:53 
hi, I just got the tech that shouldn't be researchable its "spaceport level 8 placeholder"
One and only savior 19. feb. 2021 kl. 1:13 
update pls
π Charred 8. jan. 2020 kl. 8:40 
update pls
Yellow 21. sep. 2019 kl. 19:06 
Doesn't say so in the name and there are no other links on the page so how is anyone supposed to know?
Caligula Caesar  [ophavsmand] 8. dec. 2018 kl. 15:16 
It is 1.9 legacy...
Galaxar7 8. dec. 2018 kl. 5:22 
update please to 2.2.1 ver
Caligula Caesar  [ophavsmand] 18. juli 2018 kl. 12:30 
Very obviously not. Spaceports no longer exist
Entropy 4. juli 2018 kl. 8:37 
thank you nevermind its working now, i guess it was bugged and not allowing me to roll back before.
Entropy 4. juli 2018 kl. 8:35 
that option isn't available to me, am i supposed to turn on the steam beta thing before stellaris rollback is available?
Caligula Caesar  [ophavsmand] 4. juli 2018 kl. 8:34 
Sure, you right click on it in the steam library and then somewhere in the options you can choose a beta, then there are many choices. Let me know if you can't find it.
Entropy 4. juli 2018 kl. 8:26 
is there a way to roll back to a previous version of stellaris?
Caligula Caesar  [ophavsmand] 18. apr. 2018 kl. 9:12 
It doesn't work with 2.0.
Cúchulainn 18. apr. 2018 kl. 7:00 
Hi, would this mod clash with any mod that adds more module slots in starbases?
Arkangel of Mono 8. apr. 2018 kl. 21:10 
can you add a compatibility section to your description?
Caligula Caesar  [ophavsmand] 27. feb. 2018 kl. 0:09 
Sure
Yindiram The Faerie Dragon 26. feb. 2018 kl. 15:50 
Hello there, I would like to use your icon for my mod Starbase Expanded, wonder if it's ok for u to do so:)
Helixien 23. feb. 2018 kl. 8:33 
Thanks, lets see if I can make them work :D Once my first playthrough with 2.0 is done, I will try to port this
Caligula Caesar  [ophavsmand] 23. feb. 2018 kl. 7:33 
Go ahead! (The asteroid script is pretty cool btw, presumably now you will even be able to set it so it is only possible in systems with asteroids now).
Helixien 23. feb. 2018 kl. 6:51 
Well guess I will salvage this mod then! ;D
Caligula Caesar  [ophavsmand] 21. feb. 2018 kl. 15:33 
Updating to 2.0: Don't even ask. Spaceports get removed :P Anyone who wants to port any content from this mod into 2.0 is welcome to!
Caligula Caesar  [ophavsmand] 21. feb. 2018 kl. 8:52 
There is Russian included
Rock_n_Ro11 21. feb. 2018 kl. 8:23 
pls include Russian translation in the standard mode installation
Caligula Caesar  [ophavsmand] 1. feb. 2018 kl. 5:14 
I will decide whether to do anything with this and 2.0 once I've played 2.0 a bit. But I'd rather just let other people use my work and port whatever they want over.
Chastity the Celibate 1. feb. 2018 kl. 4:18 
Will some of the modules become Starbase modules?
y4wgmoth 27. jan. 2018 kl. 18:34 
I love this mod. One of my favorites. I will be sad if it's discontinued with the new update :(
Caligula Caesar  [ophavsmand] 25. jan. 2018 kl. 9:57 
Good point, done
«PeGaS» 25. jan. 2018 kl. 9:40 
Do not forget to change the description, otherwise people will not know about the new localization. :rufussmile:
Caligula Caesar  [ophavsmand] 25. jan. 2018 kl. 9:09 
Thanks! I've added it :)
«PeGaS» 25. jan. 2018 kl. 4:46 
Okey, link on translation [drive.google.com]
Caligula Caesar  [ophavsmand] 25. jan. 2018 kl. 4:40 
Yes please! :)
«PeGaS» 25. jan. 2018 kl. 4:39 
Hi, I recently translated your mod into Russian, just for a complete translation set, and decided to share it. How can I contact you to transfer files? (if you are interested of course).
Caligula Caesar  [ophavsmand] 25. jan. 2018 kl. 3:29 
I've fixed the weather control system not working properly, btw. The other modules all work correctly, they will add resources to your country income, you just won't see it on the planet breakdowns.
Caligula Caesar  [ophavsmand] 22. jan. 2018 kl. 15:38 
I don't believe that there's much point in adapting it to spaceports not existing :P I'm also starting a new job soon, and I prefer working on my events mods, so I'll probably just make this public domain and if anyone wants to take part or all of my work and port it to starports they can feel free to do so. Depends of course on how well the starports are implemented, and whether I feel that there are obvious things missing from them (and what modding opportunities they present).
James Stone 22. jan. 2018 kl. 13:57 
Will you adapt this mod for Apocalypse once it comes out or do you plan to abandon it?
Ashvins 21. jan. 2018 kl. 15:26 
I love your Mod, I only have one issue with it and it's a compatability one. It involves one of the Star Wars mods, http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=741930256

In this mod the Author has added Turbo Laser's as a seperate weapons chain. Because of this your buffs to the base space stations do not effect the Turbo Laser equiped space stations. With a level 4 Space Station there is a 3900 point combat rating Difference.

Needless to say this makes building Turbo Laser stations kind of useless. So is there any way that you could make you mod compatiable the the above mod or help me to make a compatiability patch for the two?
Space_Lettuce_OG 9. jan. 2018 kl. 13:43 
@Caligula Caesar

I was looking at the mod files, because I was curious about the Crew Quarters module....
I wanted to check with you if you meant to put ship_modifer instead of station_modifier for this segment?

Lines 274 - 276 in zcc_a_spaceport_modules.txt

station_modifier = {
weapon_type_strike_craft_weapon_fire_rate_mult = 0.15
}

Because I don't think this effects the strike craft on ships, and I don't think the spaceport has strikecraft.... Just wondering
Chastity the Celibate 6. jan. 2018 kl. 17:59 
I see what you did there with the Orbital Mind Control Laser... you must be the one sowing unrest by nerfing my mind control laser!
Caligula Caesar  [ophavsmand] 26. dec. 2017 kl. 23:04 
When I last played, they all worked, that's all I can say. So maybe PDX screwed us around with unannounced changes in 1.9
Amberlight 26. dec. 2017 kl. 23:02 
Same with Orbital Research Institute - % bonuses work, flat resource gains do not.
High-Capacity Power Generating Network does not provide any energy either, nor does it drain minerals.
Amberlight 26. dec. 2017 kl. 22:00 
It seems that I was either extremely unattentive or the modules won't work if the mod is enabled mod-game.
I started the new game and Expanded Commercial Port works by providing +10% minerals, but I still don't see +3 flat Minerals production. (was 33 minerals before module finished, became 37 (33*1.1=36.3, rounded to 37, but should have become 40 if flat+3 worked.)
Caligula Caesar  [ophavsmand] 26. dec. 2017 kl. 11:19 
Very strange. Try unsubscribing and resubscribing just to make sure, otherwise I will test all the modules again when I have my computer again, probably the 29th. If I forget, leave a peeved comment :-P
Amberlight 26. dec. 2017 kl. 9:59 
I mean modules that give flat + to Energy/Minerals/Research
And I did wait for the end of the month, too.
Caligula Caesar  [ophavsmand] 26. dec. 2017 kl. 9:38 
Something to note - the habitability modifier only appears at the end of the month.
Caligula Caesar  [ophavsmand] 26. dec. 2017 kl. 9:11 
Which module?
Amberlight 26. dec. 2017 kl. 7:50 
I save/loaded a few times to se e planet's production before and after the module was complete. No effect.
Caligula Caesar  [ophavsmand] 26. dec. 2017 kl. 7:06 
These effects can't conflict with anything. Are you sure that if you build a module the planet's income isn't increasing? I can check the modifier in a few days, but I did check that it was.
Amberlight 26. dec. 2017 kl. 6:33 
There were no planet modifiers added to increase habitability, nor were resources generated. Not sure what it might conflict with.
More planetary effects mod maybe?
Caligula Caesar  [ophavsmand] 26. dec. 2017 kl. 6:32 
Nothing from any modules. Hmm, look harder. I did test them all.
Amberlight 26. dec. 2017 kl. 4:58 
I have the same issue as CrashDown. Or, rather, I see no effect from any of the modules. I'd blame mod conflicts but I have no mods that change spaceports and I don't think your mod overrides any vanilla files.
hi3r0ph4nt 26. dec. 2017 kl. 2:55 
I played a few games with this mod and while I like the modules I have to say it disbalances early game war's quite a bit. Mostly by making them near impossible since spaceports have way too much strength, on par with your entire fleet.