Stellaris

Stellaris

Orbital Rings Rebalanced
14 Comments
Zenchi.Senkusha 20 Aug @ 12:43pm 
You need to update your orbital_ring_deposits.txt file so it checks if any owner exists at all, for example, my private patch (I also fixed some excess tabbing on some lines):

triggered_planet_modifier = {
potential = {
exists = orbital_defence
exists = owner
owner = {
has_technology = tech_planetary_infrastructure_1
}
}
modifier = { planet_max_districts_mult = 0.05 }
mult = value:orbital_ring_tier
}

Additionally I think the same is happening for subterranean deposits. They seem to be added to all planets bar none...including stars.
Noromical 12 Jun @ 7:48am 
Terraforming planets into Machine Worlds re-adds the subterranean blockers to a planet as well
Hydra 7 Jun @ 9:59am 
Also i did test it with Just the Mod active and no others.
Hydra 7 Jun @ 9:57am 
Found a problem, Orbital Deposits added after game start from certain anomalies and the Arc Furnace are added but not "exploitable" so you can see the deposit when viewing through the planet menu but you cant build a mining or research station. The only anomaly i saw not working properly was Triplet Asteroids but there may be more.
AylaOrSomething 29 May @ 11:07pm 
Yeah, subterranean colonisation is a tech that is only able to be researched if you have come across the associated blocker. No matter how much tech you research, it will never show up, unless you have that blocker on a planet in your empire. The intention in the base game is that it makes no sense to see blocker tech when it has no benefit for you. I really like the thematics of it, but I'm not sure if it's the best tech to use to gatekeep an entire tech tree
Marrow  [author] 29 May @ 12:49am 
Thanks for letting me know, I'll look into the bug over the weekend. Do you have any suggestions for changes I could make to the subterranean bonuses?
BroncoXeno2035 26 May @ 10:20pm 
Turning planets into at least Ecumenopoli readds the subterranean modifiers I need to remove even though I took them away before. Also some of the subterranean bonuses don't work well because you can't have a lot of Worker Pops on the 'Ascension Worlds'
Marrow  [author] 20 May @ 9:44pm 
Thanks for pointing it out. I usually play pretty wide so I've never had that problem, but this probably explains why the AI sometimes has trouble clearing the blockers. I'll adjust the weight for the AI priority too.
Whalexy 20 May @ 4:34pm 
Got it, thanks a lot
Marrow  [author] 20 May @ 3:28pm 
@whalexy I've updated the mod to give subterranean colonisation as a research option when you pick an ascension perk. It will trigger if you pick mastery of nature, or have climate restoration, or if you're subterranean or planetscapers. If you need to add the technology using the console, use `research_technology tech_deep_sinkhole`
Whalexy 19 May @ 11:16pm 
I like the mod itself but I am having a problem with it. New planetary blockers require Subterranean Colonisation to clear but I just can't get this tech to appear. I started hitting repeatables and Fallen Empire buildings but still had yet to see the Subterranean Colonisation tech. I assume this shouldn't be the case because when I used console commands to force it I saw that it is supposed to be a pretty early tech, judging from its low cost. Am I missing something here?
xkuripuri 16 May @ 9:28pm 
I like the idea of this mod, but it seems a bit overtuned really. Also at least with starting with Toxic God, your Habitat will actually spawn the Subterranean blockers which will end up giving you like 12 more districts once you can unblock them. So you end up with a Habitat that has like 30 district capacity.

I had a Superhabitable world type from Planetary Diversity, and with this it ends up being able to support nearly 100 districts.

So fun in a sense, but also really overtuned I think. This was using just 'basic' Rings that can only go up to Tier 3 by the way.
christophercarter408 15 May @ 8:30am 
Holy fuck man, this is peak. I've always used expanded star bases and expanded orbital rings, I'm gonna give you an award for this service to the community, congrats!
BroncoXeno2035 15 May @ 8:15am 
Are the subterranean modifiers for all colonies?