Stellaris

Stellaris

World Machine Origin Gigastructures Buildings
23 Comments
Arty Aeterna 10 hours ago 
Ty! will definetly try it out and report issues if i find any
Legit-Rikk  [author] 12 hours ago 
Okay someone else asked me so I quickly fixed what I could. dunno if giga updates in the near future might break it. matrioshka and maginot are still disabled in gigas so I didn't bother updating them, just hashed out some stuff that might break the game. completely untested update btw going to try it sometime soon. I have trust in my code
Arty Aeterna 28 Aug @ 4:12pm 
Take your time with it!
Legit-Rikk  [author] 27 Aug @ 10:58am 
At some point. I don't really have any motivation right now, and seeing that gigas isn't finished updating yet doesn't help since I can't rely on the fact that something I might modify will stay the same.
Arty Aeterna 26 Aug @ 2:56pm 
Ah okay, will there be an update for the 4.0 version at some point in the future?
Legit-Rikk  [author] 26 Aug @ 10:12am 
Absolutely not. I have no idea what changes were made to gigastructures and all the buildings have to get added to proper categories
Arty Aeterna 24 Aug @ 1:15am 
Does this work now that "Robots and machine" is updated to 4.0?
Xelan 9 Apr @ 10:15am 
Tested this with my current save, unfortunately I don't see any change. My existing maginots don't have a decision to fix their capitals and even a freshly build maginot still has the same capital building, so no orbital ring upgrades.
Same with planetary auto hangars/shipyards: no change :/

Yes, my mod is updated (I can tell by looking at your commentary in rikk_wmogiga_decisions.txt.
Due to the files having their own name I can't imagine how they could be overwritten, but I still loaded this mod next to last (only merger of rules after).
Anything else that I could/should check on my end?
Legit-Rikk  [author] 8 Apr @ 8:23pm 
I put in a decision to fix planets with wrong capitals so lmk if it works
Xelan 8 Apr @ 1:07pm 
Thanks for the update! Would this fix be compatible with a save from the "older" version or would a new game or planet be required?
Legit-Rikk  [author] 7 Apr @ 3:08pm 
Okay, I theoretically fixed it. I don't have an urge to play Stellaris so I assume someone will lmk if I completely broke it.
Xelan 4 Apr @ 7:17am 
So I came around for another run with this origin.
My usual approach to Maginot worlds is building them and then outfitting them with a oribital ring and a planetary defence nexus and filling all available building slots with planetary shipyards and hangars.

And I can report that the system with the new "auto" maginot worlds works in general, so kudos for that addition :steamthumbsup:

With this setup I noticed two things that are probably not working as intended:
1. The automated versions of the automated planetary hangar/shipyards are not buildable on a "auto" maginot world, since the conditions of the planet being an auto-world are not matched. Probably just needs the newly added world type added to the conditions.

2. Orbital rings are not upgrade-able. The reason given is that there is not Auto-Capital Processor or higher on the planet. The given auto-capital array however is not upgrade-able either.
MarcoMarco 21 Mar @ 11:03am 
amazing work!
Xelan 12 Mar @ 2:05pm 
thank you :steamhappy:
Legit-Rikk  [author] 12 Mar @ 10:18am 
I'm pretty sure the maginot world works. just build it as normal.
Xelan 25 Feb @ 8:52am 
@Legit-Rikk: thanks or responding. No worries, I would love to see it at all and don't mind how long it takes. Just take your time and I hope you can enjoy creating this:p2cube:
Legit-Rikk  [author] 25 Feb @ 6:40am 
Auto-maginot is a lot of work lol I'd basically be making an entire other planet. I guess I can do it but it'll take a few days and I don't feel like starting now.
Xelan 18 Feb @ 11:31pm 
I 2nd the request for auto maginots :steamthumbsup:
Would fit into this sub-mod, as this already provides all the other giga-specific buildings etc..
samsockeater 18 Feb @ 3:41pm 
how far out of scope would automated districts and such for maginot worlds be for this? or should i ask after that in the main mod page? right now if you want to use maginots and crew them you have to either perk into driven or rogue else buy synthetics on the slave market and not integrate them and manually tell them to be made for each pop to be made
Xelan 13 Feb @ 10:11am 
I love that this exists, thank you <3
KaneDraco 4 Feb @ 6:05pm 
That's fair. Thank you for the reply
Legit-Rikk  [author] 4 Feb @ 3:13pm 
Honestly not really interested sorry :/ I basically have to redo every building one by one and I'm not interested in spending ten or twenty hours making something I don't want to use
KaneDraco 3 Feb @ 5:28am 
Thank you for this. Would you consider doing something for https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2916082557 like upgrades to the auto production buildings?