Stellaris

Stellaris

More Interesting Spaceport Modules (1.9 legacy)
180 kommentarer
CoDuHo 19 mar, 2021 @ 5:53 
hi, I just got the tech that shouldn't be researchable its "spaceport level 8 placeholder"
I ❤ teto 19 feb, 2021 @ 1:13 
update pls
π Charred 8 jan, 2020 @ 8:40 
update pls
Yellow 21 sep, 2019 @ 19:06 
Doesn't say so in the name and there are no other links on the page so how is anyone supposed to know?
Caligula Caesar  [skapare] 8 dec, 2018 @ 15:16 
It is 1.9 legacy...
Galaxar7 8 dec, 2018 @ 5:22 
update please to 2.2.1 ver
Caligula Caesar  [skapare] 18 jul, 2018 @ 12:30 
Very obviously not. Spaceports no longer exist
Entropy 4 jul, 2018 @ 8:37 
thank you nevermind its working now, i guess it was bugged and not allowing me to roll back before.
Entropy 4 jul, 2018 @ 8:35 
that option isn't available to me, am i supposed to turn on the steam beta thing before stellaris rollback is available?
Caligula Caesar  [skapare] 4 jul, 2018 @ 8:34 
Sure, you right click on it in the steam library and then somewhere in the options you can choose a beta, then there are many choices. Let me know if you can't find it.
Entropy 4 jul, 2018 @ 8:26 
is there a way to roll back to a previous version of stellaris?
Caligula Caesar  [skapare] 18 apr, 2018 @ 9:12 
It doesn't work with 2.0.
Cúchulainn 18 apr, 2018 @ 7:00 
Hi, would this mod clash with any mod that adds more module slots in starbases?
Arkangel of Mono 8 apr, 2018 @ 21:10 
can you add a compatibility section to your description?
Caligula Caesar  [skapare] 27 feb, 2018 @ 0:09 
Sure
Yindiram The Faerie Dragon 26 feb, 2018 @ 15:50 
Hello there, I would like to use your icon for my mod Starbase Expanded, wonder if it's ok for u to do so:)
Helixien 23 feb, 2018 @ 8:33 
Thanks, lets see if I can make them work :D Once my first playthrough with 2.0 is done, I will try to port this
Caligula Caesar  [skapare] 23 feb, 2018 @ 7:33 
Go ahead! (The asteroid script is pretty cool btw, presumably now you will even be able to set it so it is only possible in systems with asteroids now).
Helixien 23 feb, 2018 @ 6:51 
Well guess I will salvage this mod then! ;D
Caligula Caesar  [skapare] 21 feb, 2018 @ 15:33 
Updating to 2.0: Don't even ask. Spaceports get removed :P Anyone who wants to port any content from this mod into 2.0 is welcome to!
Caligula Caesar  [skapare] 21 feb, 2018 @ 8:52 
There is Russian included
Rock_n_Ro11 21 feb, 2018 @ 8:23 
pls include Russian translation in the standard mode installation
Caligula Caesar  [skapare] 1 feb, 2018 @ 5:14 
I will decide whether to do anything with this and 2.0 once I've played 2.0 a bit. But I'd rather just let other people use my work and port whatever they want over.
Chastity the Celibate 1 feb, 2018 @ 4:18 
Will some of the modules become Starbase modules?
y4wgmoth 27 jan, 2018 @ 18:34 
I love this mod. One of my favorites. I will be sad if it's discontinued with the new update :(
Caligula Caesar  [skapare] 25 jan, 2018 @ 9:57 
Good point, done
«PeGaS» 25 jan, 2018 @ 9:40 
Do not forget to change the description, otherwise people will not know about the new localization. :rufussmile:
Caligula Caesar  [skapare] 25 jan, 2018 @ 9:09 
Thanks! I've added it :)
«PeGaS» 25 jan, 2018 @ 4:46 
Okey, link on translation [drive.google.com]
Caligula Caesar  [skapare] 25 jan, 2018 @ 4:40 
Yes please! :)
«PeGaS» 25 jan, 2018 @ 4:39 
Hi, I recently translated your mod into Russian, just for a complete translation set, and decided to share it. How can I contact you to transfer files? (if you are interested of course).
Caligula Caesar  [skapare] 25 jan, 2018 @ 3:29 
I've fixed the weather control system not working properly, btw. The other modules all work correctly, they will add resources to your country income, you just won't see it on the planet breakdowns.
Caligula Caesar  [skapare] 22 jan, 2018 @ 15:38 
I don't believe that there's much point in adapting it to spaceports not existing :P I'm also starting a new job soon, and I prefer working on my events mods, so I'll probably just make this public domain and if anyone wants to take part or all of my work and port it to starports they can feel free to do so. Depends of course on how well the starports are implemented, and whether I feel that there are obvious things missing from them (and what modding opportunities they present).
James Stone 22 jan, 2018 @ 13:57 
Will you adapt this mod for Apocalypse once it comes out or do you plan to abandon it?
Ashvins 21 jan, 2018 @ 15:26 
I love your Mod, I only have one issue with it and it's a compatability one. It involves one of the Star Wars mods, http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=741930256

In this mod the Author has added Turbo Laser's as a seperate weapons chain. Because of this your buffs to the base space stations do not effect the Turbo Laser equiped space stations. With a level 4 Space Station there is a 3900 point combat rating Difference.

Needless to say this makes building Turbo Laser stations kind of useless. So is there any way that you could make you mod compatiable the the above mod or help me to make a compatiability patch for the two?
Space_Lettuce_OG 9 jan, 2018 @ 13:43 
@Caligula Caesar

I was looking at the mod files, because I was curious about the Crew Quarters module....
I wanted to check with you if you meant to put ship_modifer instead of station_modifier for this segment?

Lines 274 - 276 in zcc_a_spaceport_modules.txt

station_modifier = {
weapon_type_strike_craft_weapon_fire_rate_mult = 0.15
}

Because I don't think this effects the strike craft on ships, and I don't think the spaceport has strikecraft.... Just wondering
Chastity the Celibate 6 jan, 2018 @ 17:59 
I see what you did there with the Orbital Mind Control Laser... you must be the one sowing unrest by nerfing my mind control laser!
Caligula Caesar  [skapare] 26 dec, 2017 @ 23:04 
When I last played, they all worked, that's all I can say. So maybe PDX screwed us around with unannounced changes in 1.9
Amberlight 26 dec, 2017 @ 23:02 
Same with Orbital Research Institute - % bonuses work, flat resource gains do not.
High-Capacity Power Generating Network does not provide any energy either, nor does it drain minerals.
Amberlight 26 dec, 2017 @ 22:00 
It seems that I was either extremely unattentive or the modules won't work if the mod is enabled mod-game.
I started the new game and Expanded Commercial Port works by providing +10% minerals, but I still don't see +3 flat Minerals production. (was 33 minerals before module finished, became 37 (33*1.1=36.3, rounded to 37, but should have become 40 if flat+3 worked.)
Caligula Caesar  [skapare] 26 dec, 2017 @ 11:19 
Very strange. Try unsubscribing and resubscribing just to make sure, otherwise I will test all the modules again when I have my computer again, probably the 29th. If I forget, leave a peeved comment :-P
Amberlight 26 dec, 2017 @ 9:59 
I mean modules that give flat + to Energy/Minerals/Research
And I did wait for the end of the month, too.
Caligula Caesar  [skapare] 26 dec, 2017 @ 9:38 
Something to note - the habitability modifier only appears at the end of the month.
Caligula Caesar  [skapare] 26 dec, 2017 @ 9:11 
Which module?
Amberlight 26 dec, 2017 @ 7:50 
I save/loaded a few times to se e planet's production before and after the module was complete. No effect.
Caligula Caesar  [skapare] 26 dec, 2017 @ 7:06 
These effects can't conflict with anything. Are you sure that if you build a module the planet's income isn't increasing? I can check the modifier in a few days, but I did check that it was.
Amberlight 26 dec, 2017 @ 6:33 
There were no planet modifiers added to increase habitability, nor were resources generated. Not sure what it might conflict with.
More planetary effects mod maybe?
Caligula Caesar  [skapare] 26 dec, 2017 @ 6:32 
Nothing from any modules. Hmm, look harder. I did test them all.
Amberlight 26 dec, 2017 @ 4:58 
I have the same issue as CrashDown. Or, rather, I see no effect from any of the modules. I'd blame mod conflicts but I have no mods that change spaceports and I don't think your mod overrides any vanilla files.
hi3r0ph4nt 26 dec, 2017 @ 2:55 
I played a few games with this mod and while I like the modules I have to say it disbalances early game war's quite a bit. Mostly by making them near impossible since spaceports have way too much strength, on par with your entire fleet.