Stellaris

Stellaris

Real Space - New Arcologies
177 Comments
Catnapping Princess 15 Oct @ 9:12am 
i think you might have corrupt game files, try validating the game files in the steam game options menu
viirinsoftworks 14 Oct @ 3:51pm 
Catnapping: I subscribed, launched the game, shut it off, unsubscribed, and now the game won't launch at all
Si O'son 3 Oct @ 3:28pm 
Ts mod so cool it got me teary eyed
Catnapping Princess 30 Sep @ 4:57am 
subscribe then unsub
viirinsoftworks 27 Sep @ 11:29pm 
I've never subscribed to your mod, but Steam keeps updating my Stellaris with it. Any ideas?
ChaosBlaster 20 Sep @ 12:16pm 
I loved this mod since those manufactorums where my saving grace for many playthroughs. Any plans to somehow fix the issue so the buildings don't disappear when the planet is made?
??? 7 Sep @ 11:59am 
Can gene-ascended empires use genoworlds?
Idechai 30 Aug @ 7:27am 
xD
Black Snake 26 Aug @ 1:04pm 
sectors and buildings no work papi daddy we plebs need help. i am ready to give my body for the cause. socks on only and covered in peanut butter
Idechai 25 Aug @ 11:12pm 
after the last update this mod is broken af
Alexander020304 19 Aug @ 12:37pm 
can this mod be fixed the last update broke the everything. the buildings and sectors are not being preserved
Beast-Storm 28 Jul @ 2:08pm 
With Catalytic Process being more wide spread with buildings that uses food rather then minerals to make strategic, alloy's and consumer good resources, is it possible to make a "Green" Manufatorum variant... mostly for immersion but it would require Catalytic process as a prerequisite. Just a food for thought idea I felt compelled to share you Annatar.
jht_89 15 Jul @ 12:45pm 
Also, from what I can see the majority of the districts are still configured to use the wrong zones (so for example, the intelligence district is set to use the city_0l, city_02 and city_government zones - i.e. the same zones as the main city district - rather than it's own single zone slot)
jht_89 15 Jul @ 8:23am 
Unfortunately yeah, it looks like the decision code for the conversion events is missing a lot of the code from the arcology decision, so the urban zone buildings and sector specialisations aren't being correctly preserved.

@Annatar: If you'd like I can rewrite the decision code for you so that the buildings and specialisations in the urban district are preserved?
MRDRK1 14 Jul @ 8:02pm 
Some issues with the building slots on the sector specializations. Should be three, shows four or more.
IV. Riehol 23 Jun @ 7:31am 
Thank you for all your efforts and these great mods!
ChuTheMan 31 May @ 8:19am 
It's a sign @viirinsoftworks

time to use mods ;)
viirinsoftworks 31 May @ 5:32am 
I don't subscribe to your mod, or any mod, but Stellaris just gave me a workshop update to this mod. I have no idea why. Anyone have an idea?
夏目まさる 24 May @ 5:31am 
I only used this one mod for the test, the capital buildings will still be downgraded to the lowest level and clear all buildings and zones. The original Arcology wouldn't be like this.:steamsad:
jht_89 22 May @ 5:00pm 
You're very welcome, always happy to help :)

This mod reminds me of the old (and sadly abandoned) Masters of the Planet mod in some ways, so I'm looking forward to including it in my 4.0 modlist once I get my mess of a modlist into shape :)
Annatar  [author] 20 May @ 5:53am 
@jht_89 I fixed everything. Thank you very much!
jht_89 18 May @ 6:00am 
The next issue is that for your non-housing districts you've used code for some of the old (and now disabled) ecu districts, rather than basing them on the new specialised arcology districts (district_arcology_urban_1, district_arcology_urban_2 and district_arcology_urban_3). As a result, they have a lot more building slots that the UI can display (and those building slots can't be interacted with)

I believe the issue that 夏目まさる reported, along with the issues with city districts not being properly replaced stems from the way you're handling the district replacement, and I would suggest looking at the relic_world_conversion_effect (found in scripted_effects/federations_event_effects.txt) and the ecu creation event (in decisions/02_special_decisions.txt)

I hope this helps, and I'm looking forward to this mod working fully in 4.0 because I really like the idea of these kind of specialised worlds
jht_89 18 May @ 6:00am 
Just a couple of notes from looking over your district code and running some quick tests:

Firstly, you've added four districts to the manufactorum (which means it isn't possible to interact with the refinery district because the UI only has space for 3 districts).

Secondly your Agropolis appears to delete all but 1 of the standard city districts, meaning that the arcology housing district ends up filling the space for the first secondary district slot (pushing the leisure district out of the UI) although I can't see an immediately obvious reason for this.

Your Fortoria also has the same issue as the agropolis (with leaving one vanilla city district behind, and in addition due to the number of districts added both the Militiary and Intelligence arcologies are pushed out of the UI
夏目まさる 17 May @ 5:38pm 
When the decision is completed, the city district of the planet will be temporarily retained, and then deleted at next month. Buildings such as housing will also be cleared, and the capital building will be downgraded to the lowest level. I don't know if it's my problem.:steamsad:
NYAA 17 May @ 8:41am 
Thanks for your hard work! i'm excited to play now that this mod has been updated!
xkuripuri 17 May @ 6:32am 
While I'm sure one can find out in-game, might be nice to include screenshots of their 4.0 effects!
xkuripuri 17 May @ 6:32am 
Oh the return of a favorite! But I do like me some fancy, special acrologies.
Annatar  [author] 17 May @ 6:08am 
Mod Updated!
Thor131 11 May @ 11:06am 
;p landed here for same reason as other. waits patiently for this great mod to be updated.
General Tennobi 10 May @ 10:04am 
@Raccattack You mean the crashing right?
Raccattack 8 May @ 10:15am 
so if you landed here this is def the mod that did it lmoaooo
Storm (Ysmir) 8 May @ 7:28am 
Its coming folks
update to the latest version thnx:steamsad:
h.j.haller 5 May @ 11:39pm 
update to the latest version thnx
super human 5 May @ 2:26pm 
the way arcologies work was changed in 4.0 so it will probably take a while to be updated
Fran 5 May @ 9:57am 
Needs a Patch. OItherwises crashes the Game on Startup!
Biogenesis Patch needed.
Green Mohawk Derg 12 Apr @ 4:16am 
Gaia worlds should probably be available for agri world switch
kuyo 20 Jan @ 9:42am 
Serious issue that I'm unable to track down - arcologies that are built on worlds that previously had an ecological collapse from the coordiation center will terraform back into tomb worlds
Geki 4 Jan @ 11:07pm 
The description for Manufactorum is faulty. The designation name is the description instead, meaning it is super ass long.
Nick 18 Nov, 2024 @ 11:11am 
Was looking forward to making my big gaia agri world into a Agropolis, but then I saw the Wet World requirement. What an odd, counterproductive, and unfun design choice.
Averious ღ 31 Oct, 2024 @ 9:14am 
There's an overlap but all you need to do is pick and choose which of them you want.
Jin2188 16 Oct, 2024 @ 6:12pm 
There's overlap with the military and eco arcologies of Planetary Diversity, so I would avoid using both together.
Skylingale 14 Oct, 2024 @ 4:04pm 
Thanks Catnap!
Catnapping Princess 14 Oct, 2024 @ 3:09pm 
it is compatible yes
Skylingale 13 Oct, 2024 @ 12:05pm 
Hi is this compatible with Planetary Diversity - More Arcologies? And if compatible, would having both be too much? Thanks!
ladyceniza 26 Sep, 2024 @ 3:59pm 
I have a question, I constructed a Manufactorum but the habitability went from 100% to 60%, is it +40% or -40% hab when building?
大吉岭の紅茶战车道 7 Sep, 2024 @ 11:40pm 
SOOOO cool planet:steamthumbsup:
Mendora XII 4 Sep, 2024 @ 9:23am 
@Ashardalon Yup.