Stellaris

Stellaris

Designable Starbases
104 条留言
Alaska 11 月 13 日 下午 9:14 
so from my understanding the issue is space on the UI that covers the modules so you cant build modules on space station. is there a fix in the works for this?
Ethereal Phoenix 11 月 5 日 下午 12:27 
Update for 4.1?
mtmfs324215 9 月 13 日 上午 3:47 
We cannot live without you, just as the Middle Ages could not exist without Jerusalem.
mtmfs324215 9 月 13 日 上午 3:47 
我们不能没有你,就像中世纪不能没有耶路撒冷。
RockStarToPlayer 8 月 29 日 上午 10:59 
This mod is pretty cool. Anyone knows why the UI of the extensions and buildings panel of the starbase is affected by this mod? It could be seperated or not?
玲珑望秋月 6 月 19 日 上午 1:13 
bro i need you
8 Bit Pyro 5 月 22 日 下午 8:51 
I hope this mod will be updated in the future.
Comrade Phoenix 5 月 12 日 上午 8:30 
I know it worked during 3.14, for the record.
FunnelVortex 5 月 11 日 下午 7:08 
Yeah the bug seems to be mostly with UI Overhaul this update.
grei 5 月 11 日 下午 12:55 
жаль що не буде оновлень ))
Comrade Phoenix 5 月 10 日 下午 7:50 
Dude, learn some patience and respect for the mod developer. Jeez.
Patrick Schlesier 5 月 10 日 下午 3:25 
the shipdesihner has not enogth place to display more sections and the acual sections from sarbase arrre not enougth place in shipdesigner. also not with UI overhaul dynamic. therefore recommend maximum 4 sections and a core. the interface with slots is overlapping because not enougth space for the slot gaphics. you should fewer sections and favor more weapon slots.
Patrick Schlesier 5 月 10 日 下午 3:07 
please add a design for Stronghold and Headquarters!
Patrick Schlesier 5 月 10 日 下午 3:00 
you need designable blueprints for:

- Starport

- Starhold

- Fortress

- Citadel

- Stronghold

- Headquarters
Patrick Schlesier 5 月 10 日 下午 2:59 
please update this mod to combine with starbase extendet 3.0
[Phönix] Xaneas  [作者] 5 月 10 日 上午 2:05 
This mod is not updated in over a year, according to the comments it doesn't work right anymore.
And no, Orbital Rings were not designable.
Patrick Schlesier 5 月 9 日 下午 12:04 
can you create Designable Orbital Rings?
[Phönix] Xaneas  [作者] 5 月 7 日 上午 2:32 
I have no plans to update this at the moment.
Haven't touched Stellaris in a while.
grei 5 月 6 日 上午 9:26 
@[Phönix] is there any hope that the mod will be fixed for the new version of the game? because now it redraws the section of modules at stations in systems (not immediately 3-4 minutes and still not a single module can be built, there is a blueprint name there)??
Comrade Phoenix 5 月 2 日 下午 12:24 
@VINTRO, did you ever work out how to do it?
Vari 2 月 18 日 上午 12:04 
@VINTRO Load up the Stellaris launcher, go to "All Installed Mods" which is in the fourth row. On the bottom of the My Account tab in the top left, there should be a button called "Upload Mod"
VINTRO 2 月 9 日 上午 6:37 
I am thrilled to announce that based on this mod, I have successfully created an expansion mod that is compatible with the two additional star base types provided by [Starbase Extended 3.0]. I also compiled code for the ring habitat segment, though I'm not entirely sure if it functions properly. My current questions are: How should I upload this to the Steam Workshop? Perhaps I should ask someone to help upload this mod. Regardless, I want to express my sincere gratitude to the original mod creators. Additionally, I should mention that my work was developed based on [恒星基地设计] framework. Due to my limited English proficiency, I have localized the star base names into Chinese while leaving the original English version unmodified.
VINTRO 2 月 8 日 下午 6:57 
First and foremost, I'd like to express my sincere gratitude to the creator for developing this mod. Regarding my experience with the [Starbase Extended 3.0] mod, I've encountered an issue where the two newly added starbase categories cannot be designed. I attempted to modify the mod's configuration files to make these new types designable, but this adjustment resulted in the new starbases' building slots being unable to construct shipyards and anchorages.Would you be able to release a patch to address this issue, or could you guide me on how to modify the mod to make it work properly?
turumbar 1 月 16 日 上午 2:40 
Is there any other mod that can design starbases on my own? I notice that my starbases' weapons change in different types of star system.It troubles me for their disastrous performance.I'm a greenhand in mod community,expecting for any advice.
Ced 2024 年 11 月 22 日 下午 6:24 
Do you get ACOT reactors with this?
Pitlos Tails 2024 年 10 月 20 日 上午 1:36 
an update would be nice
Argon 2024 年 6 月 26 日 上午 5:00 
Works not correct.
The interface is shifted, so not all modules can be used.
It's a shame, that would be the ultimate mod for Stellaris.
I think many people have wanted that for years
Voidseeker 2024 年 6 月 16 日 上午 12:04 
Why isn't that part of the Basegame xD
Mx Artemisia 2024 年 6 月 4 日 上午 1:40 
Any chance to update to add additional weapon types? For example, a Star Fortress could have the option to have L slots, and a Citadel could additionally have X slots. I guess that all levels could have access to S slots, lest missiles feel left out! :steamhappy:
Caramel 2024 年 5 月 30 日 下午 3:42 
can you make Orbital Rings designable?
PetoSapitita 2024 年 5 月 19 日 下午 8:26 
@Xaneas
It a perk within the mod called justice, which I belie you get access when you complete the Order tradition, though there may be some other requirements. I can't see them atm.
[Phönix] Xaneas  [作者] 2024 年 5 月 19 日 上午 2:01 
@PetoSapitita
When another mod adds more Starbase Slots it should work.
The only thing that other mods can't do is change the amount of weapons/components a Starbase has.
Though i haven't tested the mod with the new version yet, but i don't think the update changed anything from starbases.
What excactly is the problem and what is the tradition mod called?
PetoSapitita 2024 年 5 月 18 日 下午 5:53 
I am unsure if this mod is the problem, but the traditions mod unlocks more starbase slots when you gain certain perks. I believe this mod is conflicting with it. Do you have a solution or are you able to write up a patch?
Commander Ashfield 2024 年 4 月 27 日 上午 6:42 
@Comrade Phoenix
Thanks, Now I can load it and see if its compatible with the Starbase Extended mod.
Comrade Phoenix 2024 年 4 月 27 日 上午 1:32 
Ashfield: yeah, works on my end.
Commander Ashfield 2024 年 4 月 24 日 下午 7:19 
Is this mod still compatible with the latest update?
[Phönix] Xaneas  [作者] 2024 年 3 月 25 日 上午 10:14 
@konkape9
It should work with every Shipset.
konkape9 2024 年 3 月 25 日 上午 7:08 
Will this work with machine shipset?
Διδημα Τοκαμάκ 2024 年 3 月 22 日 上午 3:05 
This mod compatible with The Zenith of Fallen Empires?
Schmeeda 2024 年 3 月 19 日 上午 8:26 
This needs to be a vanilla feature. It's crazy it hasn't been rolled into the base game yet. Amazing work!
Mr_BLACKJAK 2024 年 3 月 18 日 下午 10:55 
Hi and thank you for this mod ! :steamthumbsup:
Mefaroni❷ 2024 年 3 月 10 日 下午 1:15 
That's not true, for I only been using this mod recently and I have old campaign and saves that inhibitor works just fine in terminal egress. I remembered that in my previous playthrough, those starbases with inhibitor often have multiple inhibitor icons while your generated starbase only have one, maybe in vanilla it actually takes two component for inhibitor to work?
[Phönix] Xaneas  [作者] 2024 年 3 月 10 日 上午 9:04 
I think that is a vanilla problem.
l-gate's can be used by everyone, so when enemy ships enter the terminal egress system and your starbase is out of range to engage they can simply use the gate again to travel to other l-gate systems.
A solution would be a ion cannon to give the starbase enough range or fleets to engage the enemys.
Mefaroni❷ 2024 年 3 月 10 日 上午 8:31 
Correction to last one: It do have inhibitor, but its function is only +100% enemy emergency FTL cooldown, no aura that prevents enemy from leaving the system.
Mefaroni❷ 2024 年 3 月 10 日 上午 7:28 
@[Phönix] Xaneas I do have all those prerequisites and have inhibitor in designer but no, it just not working. I only noticed this because I have a citadel in terminal egress and enemy always get pass and strike other L-gate systems. Then I found that despite having a inhibitor in designer but in stats it actually doesn't have one.
[Phönix] Xaneas  [作者] 2024 年 3 月 10 日 上午 7:01 
@Mefaroni❷
Starbase Modules still give a Bonus to the Starbase.
Hangar Modules give StrikeCraft Fire Rate and Speed.
Every Defense Module also give a bonus to Hull, Armor, Shield and platform capacity.

FTL inhibitor still works for me when you mean the vanilla mechanic.
Enemy Ships can not jump away except the direction they came from.
You will need the FTL Inhibition technology and a Starbase that is upgraded.
The Starbase will have an U at the right site over its icon.
Mefaroni❷ 2024 年 3 月 10 日 上午 5:04 
This mod makes defensive module like hangers irreverent and also it's disable FTL inhibitor which is a big deal. Plz fix this if u can, Thanks!
Ascension 2024 年 3 月 10 日 上午 12:23 
Average ZOFE compatibility moment (it barely exists)
[Я_Я] OMG67 2024 年 3 月 8 日 上午 10:42 
Hey I'm using this mod and it worked fine, but I think ascending as an Ascended Empire in the ZoFE mod (which changes country type among other things) messes with this mod, since all starbases use what they want instead of the designs I have.
Hammerhead 2024 年 3 月 4 日 上午 8:54 
@[Phönix] Xaneas That's great to hear! I understand, cross comapatibility can be a nightmare. Although, it might be possible get the number of slots at each tier directly from the NSC team and have an option to set it to that number. At any rate, great job on the mod so far, it's very nice overall!

Also, do you think it would be possible to include an option to disable the mod before removal so that you don't destroy your save?