Stellaris

Stellaris

Orbital buildings
36 Comments
Aurelias  [author] 29 Aug @ 3:51am 
eh I'll just remove it for simplicity
kahvipensas 29 Aug @ 1:28am 
This mod has a file in common/ship_sizes/00_orbital_rings, and that file is not up to date when compared to vanilla. If no overwrite is intended, you should probably remove the file from this mod. Otherwise it will override the vanilla version.
Aurelias  [author] 29 Aug @ 12:21am 
This mod doesn't add the orbital rings either only buildings and modules for them if the rings don't have triggers for bio ship empires thats on paradox
Aurelias  [author] 29 Aug @ 12:12am 
im going to be honest i forgot Wilderness empires are even a thing lmfao
kahvipensas 28 Aug @ 12:06am 
At least Institute and Supercomputer are missing triggers related to Wilderness empires. Some economic categories have outdated code, for example biotrophies, chemists and refiners hacing incorrect parent. Orbital rings have no triggers for bioship empires.

This mod is currently not up to date at all.
Aurelias  [author] 24 Aug @ 11:33pm 
Done and done
Azerah 24 Aug @ 4:16pm 
Same, this really enhance the experience
SolidID 17 Jul @ 12:34am 
yeah, me, too
Dracony 2 Jun @ 6:41am 
Hello, I love your mod and would like to ask for an update
I Darkstar X 14 May @ 5:52am 
<Obligatory 4.* check>
Skyhy 7 Apr @ 1:59pm 
Thanks for the work maintaining this mod, I'm the author of the original and I'm glad to see that people still use it!
SerAiko 15 Dec, 2024 @ 12:56pm 
Thanks @Aurelias, this mod looks to be great for the build game play. If you do re-visit this mod, I hope that 3.14 doesn't get in the way!
SolidID 6 Nov, 2024 @ 1:33pm 
Hey does anyone know if this works with the v3.14.15?
Destwin 14 Jul, 2024 @ 6:47pm 
Alright, thanks for letting us know and also for updating the mod in the future
Aurelias  [author] 13 Jul, 2024 @ 5:22pm 
i don't see why it wouldn't, but yes the comments do suggest there are a few things up with the mod and like i said within a previous comment its due for a revisit and an update which i will be working on after i finish one for another mod.
Destwin 13 Jul, 2024 @ 7:35am 
Does this work on 3.12? Comments are kinda ambiguous about it
Aurelias  [author] 3 Jun, 2024 @ 1:13am 
As for the different Versions I'm assuming you mean checksums that is interesting I'll take a close look at that.
Aurelias  [author] 3 Jun, 2024 @ 1:11am 
This mod is due for a visit anyway, that issue does seem like more of a steam detection issue like how they don't automatically update sometimes i'll see if anything in the mod is actually causing this but i do doubt it is. Could be a bugged steam ID?
BonumMonstrum 2 Jun, 2024 @ 3:29am 
Hi, I'm having problems updating the mod (and so are my friends). When we unsubscribe, the mod is not removed from the hard disk, and when we re-subscribe (after manually deleting the mod from the hard disk) it is not re-downloaded. There are 6 of us in total and we all have this problem - we noticed it because we always had different versions of the game with this mod.:steamsad:
Aurelias  [author] 20 May, 2024 @ 1:10am 
Alright i'll take a look at it.
LjBETO4EK 19 May, 2024 @ 1:55pm 
I don't have any modules in build list on 3.12.2. Tested this by running this mod standalone
Aurelias  [author] 18 May, 2024 @ 9:26pm 
Haven't checked up on this one, most likely if i was to guess
borsk 15 May, 2024 @ 8:20pm 
does this still work in 3.12?
Legit-Rikk 27 Apr, 2024 @ 9:14am 
hahaha, it's hilarious to see the joke descriptions for the modules I wrote have made it all the way to this point. Thanks dude. I've always wondered if anyone picked up on the blatant reference I made on the orbital surveillance hub.
Aurelias  [author] 13 Mar, 2024 @ 11:39am 
Alright that's odd I'll take a look at it tonight.
Pietrooperv 13 Mar, 2024 @ 4:46am 
I did some testing and the version of this mod marked as [OBSOLETE] does in fact work perfectly fine.
Pietrooperv 13 Mar, 2024 @ 4:31am 
I don't think I have any other mods that alter orbital buildings. The only thing I can think of that *might* affect it is additional vanilla buildings. But I made sure to put this mod below that one.
Aurelias  [author] 12 Mar, 2024 @ 5:17pm 
Where is it in your load order?
if you have anything else that edits orbital rings then its going to have issues
Pietrooperv 12 Mar, 2024 @ 4:50pm 
This mod is broken, it doesn't add any orbital ring buildings at all.
borsk 3 Mar, 2024 @ 12:49pm 
Would you mind also adopting my or creating your own compatibility patch for stellaris evolved - alpha? The only incompatibility is that both this mod and that one override the research insitute, so there isn't a lot of code the patch would need to contain
Next Evolution 29 Feb, 2024 @ 7:47am 
Actually, it works now! Nice mod
Aurelias  [author] 29 Feb, 2024 @ 2:09am 
This is a very lite mod there actually not a lot involved in it so it can be hard to notice, I'm planning on adding more defining buildings for it.
Aurelias  [author] 29 Feb, 2024 @ 2:07am 
Interesting do you happen to have any other mods that interact with Orbital rings before this one in the load order?
Next Evolution 29 Feb, 2024 @ 1:06am 
Hey, I love the idea of this mod, but it doesn't seem to do anything for me. I put it on the bottom of the load order to be safe, but yeah. no extra orbital ring buildings at all.
borsk 13 Feb, 2024 @ 10:12pm 
(original mod author here) Yes, it should be safe to switch mid-game. Thank you, Aurealis, may this mod prosper in your hands
gpa1090 13 Feb, 2024 @ 3:44am 
If I am using the original version, can I switch to this version mid-game? Thanks.