Stellaris

Stellaris

Real Space - New Arcologies
169 kommentarer
Tralalero Tralala For 10 timer siden 
xD
Black Snake 26. aug. kl. 13:04 
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
Tralalero Tralala 25. aug. kl. 23:12 
after the last update this mod is broken af
Alexander020304 19. aug. kl. 12:37 
can this mod be fixed the last update broke the everything. the buildings and sectors are not being preserved
Beast-Storm 28. juli kl. 14:08 
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. juli kl. 12:45 
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. juli kl. 8:23 
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. juli kl. 20:02 
Some issues with the building slots on the sector specializations. Should be three, shows four or more.
IV. Riehol 23. juni kl. 7:31 
Thank you for all your efforts and these great mods!
ChuTheMan 31. maj kl. 8:19 
It's a sign @viirinsoftworks

time to use mods ;)
viirinsoftworks 31. maj kl. 5:32 
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. maj kl. 5:31 
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. maj kl. 17:00 
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  [ophavsmand] 20. maj kl. 5:53 
@jht_89 I fixed everything. Thank you very much!
jht_89 18. maj kl. 6:00 
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. maj kl. 6:00 
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. maj kl. 17:38 
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. maj kl. 8:41 
Thanks for your hard work! i'm excited to play now that this mod has been updated!
xkuripuri 17. maj kl. 6:32 
While I'm sure one can find out in-game, might be nice to include screenshots of their 4.0 effects!
xkuripuri 17. maj kl. 6:32 
Oh the return of a favorite! But I do like me some fancy, special acrologies.
Annatar  [ophavsmand] 17. maj kl. 6:08 
Mod Updated!
Thor131 11. maj kl. 11:06 
;p landed here for same reason as other. waits patiently for this great mod to be updated.
General Tennobi 10. maj kl. 10:04 
@Raccattack You mean the crashing right?
Raccattack 8. maj kl. 10:15 
so if you landed here this is def the mod that did it lmoaooo
Storm (Ysmir) 8. maj kl. 7:28 
Its coming folks
大吉岭の紅茶战车道 8. maj kl. 6:12 
update to the latest version thnx:steamsad:
h.j.haller 5. maj kl. 23:39 
update to the latest version thnx
super human 5. maj kl. 14:26 
the way arcologies work was changed in 4.0 so it will probably take a while to be updated
Fran 5. maj kl. 9:57 
Needs a Patch. OItherwises crashes the Game on Startup!
Biogenesis Patch needed.
Green Mohawk Derg 12. apr. kl. 4:16 
Gaia worlds should probably be available for agri world switch
kuyo 20. jan. kl. 9:42 
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. kl. 23:07 
The description for Manufactorum is faulty. The designation name is the description instead, meaning it is super ass long.
Nick 18. nov. 2024 kl. 11:11 
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. okt. 2024 kl. 9:14 
There's an overlap but all you need to do is pick and choose which of them you want.
Jin2188 16. okt. 2024 kl. 18:12 
There's overlap with the military and eco arcologies of Planetary Diversity, so I would avoid using both together.
I Babysit Xbox Cadets 14. okt. 2024 kl. 16:04 
Thanks Catnap!
Catnapping Princess 14. okt. 2024 kl. 15:09 
it is compatible yes
I Babysit Xbox Cadets 13. okt. 2024 kl. 12:05 
Hi is this compatible with Planetary Diversity - More Arcologies? And if compatible, would having both be too much? Thanks!
ladyceniza 26. sep. 2024 kl. 15:59 
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 kl. 23:40 
SOOOO cool planet:steamthumbsup:
Mendora XII 4. sep. 2024 kl. 9:23 
@Ashardalon Yup.
Ashardalon 25. aug. 2024 kl. 2:47 
@mikmik1984 With dyson spheres and matter extractor, yes you can have all your planets as arcologies
Ashardalon 24. aug. 2024 kl. 11:11 
Hello all ! what are the prerequisite for industrial arcology ?
Nemo 20. aug. 2024 kl. 21:40 
i sub to this but for some reason its not poping up as a mod i can add to the game in the start screen
mikmik1984 25. juni 2024 kl. 12:02 
Doesn't hyperbuffing ecumenopoli make the gaia world terraforming ascention perk completely obsolete? In vanilla ecumenopoli are more powerful, but more expensive and more expensive to build and you cannot convert all your planets to ecumenopoli, because they do not have generator, agriculture or mining districts, while all planets can be turned to gaia worlds, if you choose the gaia terraforming perk.
harozuken 20. apr. 2024 kl. 13:07 
@joel Day Really?! the one empire type that would benefit the most? thats kinda lame. great mod ngl but being locked out of a such a thematic world seems a bit of a shame.
Jerm Day 18. apr. 2024 kl. 22:02 
@harozuken I thought I was having this issue but as it turns out, in the files it says you must not be a machine empire to roll it. unfortunate.
harozuken 14. apr. 2024 kl. 14:48 
I know i asked about this before but can machine empire get manufactorium? played with this 3-4 times andf got the other two. but never that one. is there a tech tree for this mod?
immortalartisan 1. apr. 2024 kl. 14:59 
argopolis lacks pearl drivers when anglers civic is taken had my consumer goods production collapse when i converted them to agropolis