Stellaris

Stellaris

Planetary Mega-Engineering Reborn
128 kommentarer
Feet Pics for Super Earth ITA 1. okt. kl. 6:30 
So I am playing a Stellaris-Run (Prosperous Unification) and whenever I settle a planet, I automatically have the "Orvital Robotics Lab" and the "Gene Upload" one on every planet. (tho I didnt check if its maybe bc of Terraforming). Is this Standard or a bug?
doctornull 22. sep. kl. 12:15 
With the 4.0 housing reductions and building slot removals, it would be great if this mod gave a repeatable way to get more housing on my colonies.

Maybe an escalating cost (+50% each time I pick the decision) so it's not a freebie but at least something that I can do to use all the awesome jobs these deposits provide.
The All Consuming Plague 13. sep. kl. 6:40 
Hi Mate, I think I have encountered a possible bug for the late arrivals origin start. Where main planetary housing districts can't be built on home planet.
Parcival 9. sep. kl. 3:53 
I have the problem that if I chose to ascend via Biomorphosis I am unable to build the 'Gene Preservation Vaults' ... is there an solution/ am I doing somthing wrong or is this a bug?
Doviena 1. sep. kl. 20:48 
Original mod is being worked on again folks, this hasn't as due to their lack of responses I assume the author is keeping to what they stated before that this is temporary. Link is in the description
HighEffortLowQuality 1. sep. kl. 9:06 
please remove the deposits, theyre really bad and make trying to colonize a nightmare
Camille1358 28. aug. kl. 16:49 
We can have a Google Doc that summarizes all the effects of each megastructure: the gains, the percentages, the construction costs, construction upkeep, etc ?
Elder 25. aug. kl. 8:22 
Not sure if its this mod or something but found one of my starting habitable planets, two very expensive deposits. Not keen on them considering how much they drained my economy just trying to colonise it.
CharChaRock 6. aug. kl. 16:20 
Hey, just so you know, the original mod has been updated and changed for 4.0, so this mod doesn't really have a reason to exist anymore, you should probably take it down as you're not the original creator
MFallion 4. aug. kl. 22:22 
So... this mod caused a CTD, I know it was this one because is the only I added today, anyway I suspect the issue may be the more building slots mod or the Better planet view mod, it could also be another decision mod I have for adding more districts
07Gasimli 25. juli kl. 3:12 
I wonder if AI uses these
Ratticus Finch 24. juli kl. 13:07 
This mod makes it so artificer jobs never fill
Mice 21. juli kl. 22:52 
Probably a big ask but could you possibly add a scaler you can tweak with a slider ingame at the start of the match like some mods like Gigas does? (eg 2x maintenance costs 2x build cost) if not thats okay its honestly not that unbalanced wtih all the other mods like you stated in the description
BroncoXeno2035 21. juli kl. 21:35 
Machine Empires don't get the species trait bonuses from this mod because they're all coded for Robots
[HC] Wicpar 9. juli kl. 2:26 
the miner bug on shattered ringword can be fixed by replacing in pme_miners_add
job_scrap_miner_add with job_miner_add
and job_scrap_mining_drone_add with job_mining_drone_add
Both are correctly converted to scrap miners by the game
If other jobs have issues with converted variants it can maybe be fixed the same way by providing the base job.
PrincepsRomana 30. juni kl. 3:27 
Angler jobs from farming megastructure don't get staffed and don't get added to the other anglers
Adonnus 28. juni kl. 16:57 
Can the AI actually use these properly
The All Consuming Plague 25. juni kl. 21:02 
Hey mate, just reaching to let you that I think I have found a bug, I am playing a non-hive empire and have found that when building the orbital superfactory, the artificer jobs its produces doesn't get added with the pre-existing artificer jobs.
sjc97410 25. juni kl. 7:19 
Can someone tell me what the conditions are to activate mega-engineering? I've already done the research but I don't know what the conditions are to activate them.
Myyddraal 22. juni kl. 18:01 
would it not be simple to just remove the pop counter, and gate them all behind the capital level/tier?

Or if you want to keep the pop checker, maybe just an extra separate set of wilderness specific ones that use their smaller number?
zkahnman 19. juni kl. 12:57 
works for me. it is techbased so you do have to research polar whatever to get maglevs for instance. Also, it does WORK with Wilderness, do you mean it isnt changed to be wilderness flavored? Because THAT is true, but I have felt fine with that until you are able to add organic versions in :)
jasonft 18. juni kl. 6:30 
Working fine now btw.
jasonft 16. juni kl. 17:47 
They showed up earlier in my last game and I didn't take any. By the time I got to Battleships I really wanted them but they were not showing anymore.
EccentricJoe 13. juni kl. 13:57 
played 3 games with this mod now, each time to roughly 2300~ and have yet to see any of the techs showing up. is this bad luck or is it not working>?
Teddinamite 9. juni kl. 14:36 
Do I deactivate this mod and reactivate the original one that got updated? Don't know if doing this will break my save
For some reason when these are built on habitats virtual pops don't seem to register the jobs opening up until you build an actual building or district. I am unsure what exactly is causing it, honestly. Take your time please, I'm sure there are more pressing bugs. We appreciate your hard work!
Derelict Dawn 6. juni kl. 10:49 
@jasonft

Just looking through a few things here as I work on the original version of the mod, but I'll answer your question.

Not yet, I am working on a deposit (or possibly multiple deposits) that allow for production of all advanced strategic resources (zro, DM, LM, nanites).
jasonft 4. juni kl. 20:43 
Do any of these help gather special resources like Dark Matter? My latest game I had the worst time trying to find DM when I was getting into later game where I needed it.
Akani 4. juni kl. 19:30 
Technology (Ascendant Planetar Mega Engineering) -> Gene Preservation Vaults arent appearing as Descision <3
bigmac06 4. juni kl. 15:59 
Terraforming into a machine world wipes all features for the planetary mega-projects. Please fix. Not sure if it does it with other planet transformation features. Otherwise, great mod
Skill Less 4. juni kl. 2:16 
great work so far, have fun while learning <3
Private Pyle 4. juni kl. 1:41 
Maybe worth to mention that I have thje Masterfull crafter civic, maybe this is related
Private Pyle 4. juni kl. 1:39 
I have the same issue as barackollama, but with artificers on a normal planet. Have build the Orbital Superfactory thing and the jobs appear but dont get populated. Corporate Megacampus however works fine, the jobs appear and pops are getting assigned.
AeonRemnant 3. juni kl. 3:48 
Very sad this doesn't work with wilderness, but it's really awesome on machine empires. Thanks for porting.
Hero Sheep Terrish20 2. juni kl. 16:58 
you might want to not put to much effort in fixing wilderness. It's a bug/problem on Pardox's end. The Grand Archive DLC uses the same population requirement as this mod dose for it's mega structure, and It's also broken by wilderness. so, chance it might get patched.
barackollama 2. juni kl. 8:00 
on shattered ring, building the mineral megastructure as a machine empire leads to 1500 unfillable scrap miner jobs listed separately from the normal scrap miner jobs. thought you should know. I've seen that happen with other mods for other jobs and I don't know why it does that. If you can't reproduce it it's probably a problem with my Irony patch.
田所浩二 2. juni kl. 1:54 
太感谢了作者
Blue 31. maj kl. 23:29 
its back its backkkkkk
bd0193781  [ophavsmand] 31. maj kl. 16:08 
@aabaaabaa: Ah, got it! Glad you found it! No worries. Happy gaming!
bd0193781  [ophavsmand] 31. maj kl. 16:08 
@aabaaabaa: I just tried a machine / gestalt / voidborn empire, with just this mod, and while it doesn't show any pop growth the first month (because I think it always shows what happened in the past one?), after 2 months, I do see growth (+3). This was on a 200-star test with zero other empires and no other mods if you want to try reproducing it?

This mod shouldn't change anything until you make a planetary decision (to build a structure), so at the beginning, it shouldn't have any impact on things anyway. Do you have other mods loaded?
aabaaaabaaa 31. maj kl. 16:06 
sorry i foud it myself i use a mod that was not listet in that mod list i forgot that thats my bad ssorry for that but thx for the respons
bd0193781  [ophavsmand] 31. maj kl. 15:55 
Also, general update - the original mod author is updating things soon! And has some new ideas! So I'll keep this going as best I can until that's ready - likely soon, since they organized the original really well!
bd0193781  [ophavsmand] 31. maj kl. 15:53 
@aabaaabaa: I'll take a look at replicating that and let you know what I find!
aabaaaabaaa 31. maj kl. 15:29 
sorry i only now the german origins Risswelt(riftworld i think) and Leerengeschmiedet(Voidborn)
Machine:machinintegegenz
in my game it is still no pop growing
CptBattleV2 31. maj kl. 14:47 
THANK YOU SO MUCH I LOVE YOU
bd0193781  [ophavsmand] 31. maj kl. 7:39 
@Protogen: OK, just verified it works for me with the Workshop version -- if it wasn't a one-off, I might suggest unsubscribing then re-subscribing. Perhaps something went wrong as I was updating it as you were downloading it?
bd0193781  [ophavsmand] 31. maj kl. 7:34 
@Protogen: Interesting... this just happened now? I just updated it like three minutes ago. I'll take a look right now. (Weirdly, Paradox doesn't seem to let you have both a local mod version and the workshop version, so I'll try removing my local one and subscribing to this, but any more info you can give would be great!)
Protogen 31. maj kl. 7:32 
hey, im having an issue: the paradox launcher says this mod is missing an description file.
bd0193781  [ophavsmand] 31. maj kl. 7:29 
@aabaaabaa: Can you give me more info on this? Eg, what your species and origin are? I'm not seeing it, but I'm quickly learning just how many different configurations of this game there are!
bd0193781  [ophavsmand] 31. maj kl. 7:26 
@ACP: Oof, I'm sorry - I thought I'd fixed it. I did a quick test in my version and both those ARE working, so I'm wondering if this is something dumb like me not updating the mod version with the last update. I'll do that now, and re-upload, and let's see if that fixes it for you. (Give me like three minutes from when this posts.)

If not, can you give me more info on the species type & origin so I can try to replicate it?