Stellaris

Stellaris

Space Elevators
190 kommentarer
Sidewinder Fang  [ophavsmand] 13. maj kl. 12:05 
It's not a problem with the building, it's a problem with the event that counts the jobs on the habitat.
Nanao-kun 13. maj kl. 11:15 
I wonder if a Space Elevator urban specialization for the City District would work?
Sidewinder Fang  [ophavsmand] 10. maj kl. 14:43 
Unfortunately after much effort I am currently unable to get space elevators to function in 4.0, I have to focus on other projects but I will return to it when I have more free time and better understand the new systems of 4.0
Sidewinder Fang  [ophavsmand] 5. maj kl. 19:13 
It does not, I am looking into updating it but it will take time
Satsuki Shizuka 五月靜 5. maj kl. 15:06 
Anyone know if this mod still works after the 4.0 update?
Sidewinder Fang  [ophavsmand] 29. dec. 2024 kl. 13:15 
Mod updated to fix the colonisation issue where planets didn't receive their proper space elevator bonuses if a habitat was built in their system before the planet was colonised, thanks to LennytheLing for rewriting the event responsible for that.
LennyTheLing 25. dec. 2024 kl. 18:11 
Hello, there seem to be a bug where if habitat is colonized before planet, the planet will not receive habitat bonus.

I suspect it have something to do with event not setting up SE_count properly, or possibly setup after planet event is called.

As a side note, I noticed every_owned_pop is called for every single job type, I propose to switch it into a single switch statement to reduce computational complexity.

Additionally, consider there can only be a single habitat in a system, I suggest changing SE_count into solar system variable, and let habitat update this solar system variable and other planet type read. This prevent the need of having each planet track its own bonus and should solve the colonization order issue as well.
Sidewinder Fang  [ophavsmand] 19. dec. 2024 kl. 12:32 
@Kheeran I considered it, unfortunately the base mod is very event based and I'm not as good with event modding, I also just lack a lot of motivation these days and mostly just stick to keeping the mods I like working.
Sidewinder Fang  [ophavsmand] 19. dec. 2024 kl. 12:25 
@LennyTheLing Ahh, thanks, must have overlooked it when I was copy/pasting stuff, should be fixed now. Not sure if it would cause a crash but was definately broken and not working as intended.
LennyTheLing 19. dec. 2024 kl. 3:15 
In space_elevator_building.txt line 160, it seems to be missing the "owner" scope change. leading to a crash:
[trigger.cpp:487]: invalid scope for trigger. got [planet], expected {country}.

triggered_planet_modifier = {
potential = {
is_regular_empire = yes
}
modifier = {
planet_crime_add = -5
}
multiplier = SE_anticrime_count
}
Kheeran 14. juli 2024 kl. 5:19 
Please consider updating Stellar Pioneers with this mod's upgrades (with the original creator's permission), as it appears that mod is no longer being updated and would be a perfect expansion of this already excellent mod, thanks!
Sidewinder Fang  [ophavsmand] 17. maj 2024 kl. 7:23 
@borsk thanks, updated the description
borsk 17. maj 2024 kl. 4:25 
thank you for keeping your mod up to date! By the way, the link to the orbital ring buildigns mod is outdated, the up-to-date version of that mod is here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3159094464
Sidewinder Fang  [ophavsmand] 27. apr. 2024 kl. 8:34 
huh, you're right, was doing a lot of copy/pasting when I made that part, must have accidentally slipped a bracket, amazed nobody else mentioned it, I'll fix it now. Thanks for that.
Nisra 27. apr. 2024 kl. 8:28 
Unfortunately I think I have found a bug. The elevator isn't giving any bonus to researchers. Using the debugtooltip, it seems the SE_technician_count is always 0 no matter how many technician jobs. Looking at the space_elevator_events.txt, it seems the prev/change variable function for the SE_technician_count is inside the limit rather than after it.
Nisra 27. apr. 2024 kl. 8:03 
Turns out it was the ship set. While the main Elves shipset worked fine one of the others doesn't. The minor and major orbitals worked but the habitat itself doesn't. I just happened to be using that particular set alongside your mod and since the orbitals my construction ships built worked fine and the habitats had been fine on previous games I thought the issue was here rather realise I'd used a different shipset from the same mod.
Sidewinder Fang  [ophavsmand] 26. apr. 2024 kl. 6:12 
Cool, what was it out of curiosity?
Nisra 26. apr. 2024 kl. 6:00 
Thanks, figured it out. Wasn't anything to do with your mod after all, just the only times I saw it happen initially was with a habitat built by the decision by sheer coincidence.
Sidewinder Fang  [ophavsmand] 24. apr. 2024 kl. 5:28 
yea, I've no idea what's causing it sorry, my only thought is it might be some other mod that's interfering somehow. maybe try testing it with just those two mods
Nisra 24. apr. 2024 kl. 4:36 
Very strange. Thanks for checking anyway!
I'll try uninstalling and re-installing both mods when I have time and see if that fixes the issue.
(It wasn't even the correct fallback model either. The Elven fallback is supposed to be avian but it was falling back all the way to the mammalian model.)
Sidewinder Fang  [ophavsmand] 23. apr. 2024 kl. 16:00 
Tested it with elves of stellaris and the habitat model spawns correctly for me.
Nisra 23. apr. 2024 kl. 15:48 
Weird. I was using the Elves of Stellaris mod, which does have a habitat.
Sidewinder Fang  [ophavsmand] 23. apr. 2024 kl. 12:40 
I've tested it with both the basegame shipsets and a modded shipset, I'm not seeing any issues, my hunch is the shipset you're using doesn't have a proper habitat model.
Sidewinder Fang  [ophavsmand] 23. apr. 2024 kl. 7:03 
@Nisra I'll check it but fairly sure it's other mods since I don't remember having an issue, what shipset mod are you using?
Nisra 23. apr. 2024 kl. 6:54 
Habitats built by orbital habitat decision seem to use a default model rather than using the habitat for the selected ship set (this might just be ship set mods).
Sidewinder Fang  [ophavsmand] 2. mar. 2024 kl. 18:21 
@Nickillaz89 I've deactivated it and two similar events, they were intended to catch edge cases involving habitat orbitals however they're proving too temperamental, I'll likely look into replacing them later.
Nickillaz89 2. mar. 2024 kl. 17:59 
Game is crashing for me. Last scripted event in the error log is space elevator.215

This mod is great but this specific event is totally impassable.
Sidewinder Fang  [ophavsmand] 6. feb. 2024 kl. 7:24 
@Nanao-kun Should hopefully be fixed now.
Sidewinder Fang  [ophavsmand] 27. jan. 2024 kl. 10:36 
ah, yea that's probably it, I'll see if I can add some extra checks to prevent that from happening
Nanao-kun 27. jan. 2024 kl. 8:57 
I think it happened because I queued up a habitat on one planet in the system and then queued up another one on a different planet. So after the first one finished the second one was still going.
Sidewinder Fang  [ophavsmand] 27. jan. 2024 kl. 5:23 
@Nanao-kun I can't reproduce the effects, are there any specific steps you took to do this and are you using any other mods that affect habitats?
Sidewinder Fang  [ophavsmand] 27. jan. 2024 kl. 5:11 
@Nanao-kun no, that shouldn't be happening, I'll look into it.
Nanao-kun 26. jan. 2024 kl. 20:51 
Is it intentional that you can get more than one habitat in a system by building them through the space elevator decision?
Alexander020304 11. jan. 2024 kl. 10:17 
interesting rework i will have to play it
Sidewinder Fang  [ophavsmand] 10. jan. 2024 kl. 7:56 
Just completed a major overhaul of the mod, check the patch notes for full list of features but TLDR it now checks for jobs instead of districts and can get bonuses from habitats anywhere in the system, not just in orbit above the planet.

Also re-balanced a lot of stuff and will likely make further tweaks and adjustments but for now I'm pretty happy with this, hopefully it'll help solve a lot of the comparability issues with other mods that add custom habitat districts.
Alexander020304 2. jan. 2024 kl. 14:48 
@sidewinder fang if use dark matter conversion. the station will not longer give the benefits to the planet
Sidewinder Fang  [ophavsmand] 21. dec. 2023 kl. 14:42 
@Alexander020304 What do you mean by "upgrading the station".
Alexander020304 21. dec. 2023 kl. 14:37 
if you try upgrading the station it will no longer provide benefits if you are using mods like acot
Sidewinder Fang  [ophavsmand] 17. nov. 2023 kl. 5:27 
I'll look into it
Muggel 17. nov. 2023 kl. 0:04 
APSR is a mod.

APSR: Anomalies, Planetary and Space Resources

APSR mod id = 1346877266
Sidewinder Fang  [ophavsmand] 16. nov. 2023 kl. 17:52 
@Exende APSR worlds?
Exende 16. nov. 2023 kl. 17:33 
The APSR worlds are locked out becasue they are classified as Ancient Worlds as well I believe
Sidewinder Fang  [ophavsmand] 28. okt. 2023 kl. 12:58 
Yea, I tested it and it works fine on a machine world machine empire capital, my only theory is you have some sort of custom modded world that's classed as an artificial world (basically the internal designation for a habitat) which locked it out.
Sidewinder Fang  [ophavsmand] 28. okt. 2023 kl. 12:52 
@Timendainum That's odd, my hunch is it's some sort of mod conflict since, the only real lockout I have is you can't build space elevators on habitats, but I'll run a few tests just in case there's something weird going on with it.
Timendainum 28. okt. 2023 kl. 11:56 
Generally speaking I play machine empires, and I am currently playing an organic empire and I noticed you can build a space elevator on an organic home world, but you cannot with a machine empire.

I always though it was intentional, and now I'm wondering if is it not intentional. Anyhow, you cannot build one on a machine empire capital, or some mod that I always use conflicts.

Anyhow, this is one of my core mod I always use, it is a key missing element from the game and I really dig your mod. Thank you for making and maintaining it!
Arkenor 1. okt. 2023 kl. 12:14 
If spaceelevator.200 doesn't actually do anything important when it is working, it might be best to just remove it until the mystery of why it is misbehaving is solved.
Arkenor 1. okt. 2023 kl. 12:08 
Got a log full of that error, along with a smaller number of these, which are probably related:

[20:01:43][event.cpp:692]: Script Error, attempted to execute an event on an unsupported scope!
Event: spaceelevator.215
Event Scope: country
Executing Scope: type=ship
id=6386
opener_id=4294967295
random={ 0 3912662207 }
random_allowed=yes
from={
type=ship
id=11099
opener_id=4294967295
random={ 0 4287325149 }
random_allowed=yes
}
Sidewinder Fang  [ophavsmand] 25. sep. 2023 kl. 16:49 
@Inny [The Merger] That event's been a bit inconsistent, I was getting something in the error logs about it but now I can't find it, I don't think it works according to some tests I've done though I have other events with the same scopes and function that do.

I've mostly been overlooking it for now since it's an obscure event that doesn't come into play much and even when it does it doesn't change much.
Inny 25. sep. 2023 kl. 14:02 
Looks like there's a scope error in spaceelevator.200.
Location: file: events/space_elevator_events.txt line: 20
Trigger Type: is_ship_class
Scope:type=country
Sidewinder Fang  [ophavsmand] 22. sep. 2023 kl. 16:30 
@Arkenor Probably not since it looks like its just adding more buildings and space to the existing ones, that shouldn't affect this mod.