Stellaris

Stellaris

Orbital Economy Overhaul
559 条留言
Easy Pete  [作者] 10 月 14 日 下午 10:28 
@Dustreaper the trade upkeep is to balance having unlimited access the pop less resource production. If you have balancing feedback, I’m always happy to listen to it in my discord server.
Dustreaper 10 月 14 日 下午 3:37 
Damn the trade upkeep is killing me.. So i have to build trade buildings might as well build more energy ones.. Sure there is a limit. But man doesn't seem very worth it early...
Easy Pete  [作者] 10 月 4 日 上午 7:56 
@A-Sartek thanks for the catch, that clause is probably leftover from when I removed the orbital shipyard ring from the game. There was previously an effect to remove any that could have existed above the destroyed planet. I’ll have that fixed on the next update.
A-Sartek 10 月 3 日 下午 1:48 
Hello Pete, thank you for keeping this mod updated.
I just wanted to report an error at oeo_planet_cracked.txt

It seems there is a duplicate --solar_system = {-- inside --solar_system = {-- more than likely causing an error when cracking planets depending on how Clausewitz decides to read it. In my case it was read like this:

The clause opened at ("events\\oeo_on_planet_cracked.txt", Ln: 3, Col: 16) was not closed.
Easy Pete  [作者] 9 月 22 日 上午 12:13 
@Pietrooperv they are being reworked for the next mod update. Will be a non issue after the new changes.
Pietrooperv 9 月 21 日 上午 4:11 
I think the influence cost for asteroid miners is a bit expensive for +2 minerals. The solar array and hydroponics farms also cost 25 influence but produce 20 of their resource.
Easy Pete  [作者] 9 月 18 日 上午 2:54 
@Hekate’s Melody the code for the industrial stations was streamlined, this what is causing your save issue. I announce ahead of time in discord before pushing updates so that users can backup the old version locally to continue saves.
Hekate's Melody 9 月 18 日 上午 2:26 
Oh sorry, just checked my updated, its possible that the update to Guilli's Planet Modifiers and Features broke the stations also, since that updated
Hekate's Melody 9 月 18 日 上午 2:24 
Did you update this mod today? because my workshop updated and now my orbital factory stations are broken, but nothing else is, like the solar arrays work fine but the orbital factories are completely broken, no names or descriptions, and no output or upkeep
Easy Pete  [作者] 9 月 15 日 上午 1:50 
@Kazeck glad you like the mod. It is highly unlikely the small structures will get their own shipset models. The skill needed to retexture or make a new model is beyond me. Reusing vanilla stations that are already in common use is too visually confusing for me to consider it.
Kazeck 9 月 14 日 上午 9:52 
I really love this mod and wanted to say thank you Easy Pete for it's existence!

If I was to ask for anything, it'd be for the models of the basic resource structures to default differently for shipsets so that it uses something more fitting. At the very least for bio-genesis shipsets to use their default resource miner or something.
Easy Pete  [作者] 9 月 5 日 上午 5:56 
@Richard this most likely needs a patch to work with any system rescaler mod
Richard 9 月 5 日 上午 5:01 
Does anyone know if this needs a patch for real space system scale, or if there is already one?
Easy Pete  [作者] 8 月 27 日 下午 11:08 
@bigdz09 there shouldn’t be anything from my mod preventing you from getting those techs. It’s possible you may be experiencing very bad rng this run.
bigdz09 8 月 27 日 下午 4:01 
Random issue, have been playing with your mod for a while, and never had any problems, until the recent updates. Now I can't seem to get any Kilo-structures to generate on my research options, they are in the tree but will never be available for research, have played all the way to year 50 and they never show up. Just wondering if it could be your mod or something else.
Easy Pete  [作者] 8 月 26 日 上午 2:19 
@Moros appreciate the feedback. If you notice anything’s that aren’t working well feel free to let me know in the discord.
Moros 8 月 25 日 下午 1:15 
Having played the new update with my friends for a while, I'm finding that the Empire Sprawl changes to Influence are slowing down the early-game in a good way. Because new Outposts are more expensive, it's letting smaller empires expand faster and giving incentive to the larger empires to build taller for a while. I like it.
Easy Pete  [作者] 8 月 25 日 上午 10:37 
@Amar Epsilon without machine age you would not have access to the dyson swarm alternate upgrades (Star Lifter & Matrioshka + their megastructure upgrades)
Amar Epsilon 8 月 25 日 上午 9:45 
Hypothetically, what would happen if you used this mod without the Machine Age DLC, would it just disable the Megastructures from that DLC or would the entire mod be defunct?
Moros 8 月 24 日 下午 12:36 
Good to know, thanks.
Easy Pete  [作者] 8 月 24 日 上午 12:00 
@Moros council agenda has a floor for how low it can go. It doesn’t go to 0 fortunately. I’m still tweaking that one to see if it is worth keeping as a penalty
Moros 8 月 23 日 下午 1:37 
That rework of the empire sprawl mechanic is really interesting and I'm looking forward to trying it out. I like how it puts more emphasis on keeping expansion expensive the larger you already are, and correcting how leader upkeep and caps become irrelevant eventually.

Question, though: wouldn't that -200% Council Agenda Speed hit a bit too hard, and make Council Agendas impossible at about halfway through the cap to 1100 size?
Vivaria—In Vivo 8 月 12 日 上午 9:26 
Yay! Great to hear, thank you so much! :)
Easy Pete  [作者] 8 月 12 日 上午 12:31 
@Vibaria-In Vivo that issue was an oversight with a tooltip trigger. The problem has been corrected for the mods next update that should be ready in a couple of weeks
Vivaria—In Vivo 8 月 11 日 下午 11:52 
So it appears this mod overwrites the, as far as I am aware, base game tool-tip for hovering over a system on the galaxy view that shows how many Arc Furnace deposits are available in a system in favor of your exploitable asteroid tool-tip.

Is there some way to achieve both of these at once, or a way to toggle which will show?
Easy Pete  [作者] 8 月 3 日 上午 12:26 
@Stern thank you, I added your link to the description

@Ikaza The only way for you to get the previous version would be for me to directly send you the files or reupload a new mod with those older files. I recommend joining my discord since I announce when I’m updating the mod there and let people know they should save a local backup ahead of time.
Ikaza 8 月 2 日 下午 5:26 
Is there any way to get the previous version of this mod? My current game is no longer working since the update today.
Stern 8 月 2 日 下午 3:15 
I resumed the translation of your MOD in French. It is up to date and will be maintained.
Easy Pete  [作者] 8 月 2 日 上午 6:12 
@Stern What do you need help with?
Stern 8 月 2 日 上午 5:53 
Au secours ^^
Easy Pete  [作者] 7 月 30 日 上午 2:31 
@Align the structures with no build limit require influence because it helps limit spam and it is the same design choice used in vanilla megastructures
Align 7 月 27 日 下午 1:42 
Ah, just researched the Matrioshka brain and saw the tooltip saying it's upgraded from Dyson Swarms, and looking at one I can also see the Star Lifter upgrade. So no issues here.
Align 7 月 27 日 下午 12:00 
Though, I don't mean that as a complaint exactly - the mod feels very balanced.
Align 7 月 27 日 上午 11:58 
I researched the Star Lifter, but can't see it in the list of megastructures for my construction ships. Is it built some other way? Other structures added by the mod show up and I've been able to build them without issue.

I gotta say that requiring influence rather than unity makes building most of the new structures kinda painful, especially with the empire sprawl penalty increasing the cost further. Are they mainly intended for tall empires?
Easy Pete  [作者] 7 月 16 日 上午 6:08 
No worries, I’ll rewrite it to make it more clear
Tiny4741 7 月 15 日 上午 4:43 
I see. I completely misread it. My bad. Thought it was specifically saying it *was* compatible with Gigas.
Easy Pete  [作者] 7 月 15 日 上午 2:21 
@Tiny4741 the FAQ section of the mod description specifically says this mod is not compatible with Gigas
Tiny4741 7 月 14 日 上午 10:45 
Answered my own question. For anyone else wondering, it doesn't crash your game or anything, but it does leave behind a bunch of blank, nothing megastructures that you'd have to remove yourself with commands or something.
Tiny4741 7 月 14 日 上午 10:37 
Slightly related: is it safe to disable this mod mid-save or will that completely screw the game with all the mega-engineering structures scattered around the galaxy?
Tiny4741 7 月 14 日 上午 10:35 
I don't know if someone else has already brought this up, but I've noticed that-- when I'm playing with both this mod and Gigas-- that I can only build one of each vanilla megastructure, despite having the Gigas customization settings set to allow multiple. Tested in a new save with only the two mods active. With both, I could only build one of each; but once I disabled this one, I could build multiple again.
Easy Pete  [作者] 7 月 8 日 下午 3:10 
@eqN I’m not sure how far into your game you are but you will notice inconsistency in the vanilla megastructures when used with Gigas. I do not plan to add a customization menu. If you have balance feedback regarding trade upkeep I would love to hear it since I am actively tweaking the mods balance. If you want to know exactly what files are overwritten I have all that documented in my discord server. I would be more than willing to walk you through what you need to remove to get rid of the trade upkeep. I would prefer to explain on discord since the steam comment section is less then useful for conversations.
eqN 7 月 8 日 上午 10:34 
Amazingly I've had no issue running this with Gigas so far. I absolutely love this mod. It adds an excellent amount of mid-tier space infrastructure.

It's probably a big ask, but is it possible to add either an event on game start, an edict, or a policy that allows the player to 'disable' the trade upkeep and revert to vanilla upkeep? The way the game is balanced it's hard to get adequate trade in my experience for some of the bigger megas unless I play a megacorp. Understandable if not interested in adding this little bit of customization. If not, or in general, would you be willing to advise how I might remove the trade upkeep by editing the files locally? Thank you!
Easy Pete  [作者] 6 月 5 日 下午 5:12 
@Thaxll'ssillyia I purposely made an upgrade loop to allow players to switch megastructure specializations on the fly. I never use the upgrade preview so I completely forgot about it and the way it behaves when presented with a loop.
Thaxll'ssillyia 6 月 5 日 下午 3:46 
Nice, thanks! Curious, what was the problem?
Easy Pete  [作者] 6 月 4 日 下午 8:49 
@Thaxll'ssillyia the CTD is fixed
Easy Pete  [作者] 6 月 4 日 下午 6:12 
@FiauraTheTankGirl checking out your bug report, please be aware that Stellaris shadow updated to 4.0.15 yesterday

@Thaxll'ssillyia I know what’s causing that issue and I’m working on a fix

@Haekel I have no power to remove corrupted megastructures in your save. Please use a console command to remove them if they are bothering you.
Haekel 6 月 4 日 下午 3:09 
The disabled kilo structures now show as a weird mega symbol right on top of the host planet. Looks weird AF, and I'm not even able to remove them. At least remove the structure cleanly, or let us remove them, please.
Thaxll'ssillyia 6 月 4 日 上午 11:58 
Another bug - hovering mouse cursor over the 3 dots icon on orbital industrial station in the megastructure list is causing CTD every time. Something is looping indefinitely in the script and causing stack overflow... Have fun investigating :)
FiauraTheTankGirl 6 月 4 日 上午 11:14 
Provided you with a saved game, mod list, and screenshot of what is going on, on your discussions page.