Stellaris

Stellaris

Orbital Economy Overhaul
585 条留言
Wairui 11 月 28 日 上午 11:23 
So nice to have a specialized mod that does a quality job on orbital economy rather than a poor job trying to do everything like Gigastructural ENGINEERING. Thank you.
p.s. Another thank you for the 'Change Notes' - very handy in helping to understand this mod.
Easy Pete  [作者] 11 月 10 日 上午 12:00 
YemenLemon 11 月 9 日 下午 2:32 
where is this supposed lite version?
Easy Pete  [作者] 11 月 8 日 上午 12:00 
@Hebrux there is a lite version that is compatible with everything
Hebrux 11 月 7 日 下午 11:21 
incompatible with gaga structures!? Wish I read that before I started my game
A-Sartek 11 月 4 日 上午 11:22 
Awesome thanks!
Easy Pete  [作者] 11 月 4 日 上午 6:45 
@A-Sartek should be fixed now
Easy Pete  [作者] 11 月 4 日 上午 6:31 
@A-Sartek thanks for the report, I completely forgot the tradition requirements when I retooled the tech unlocks
A-Sartek 11 月 4 日 上午 5:31 
Hey Pete sorry for bothering again.
I have two reports where technologies seem to not be referenced correctly, in the Extraction Tradition "Asteroid Economy" and Council Agenda "Refine Extraction Processes" respectively.
Here are some screenshots:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3599589911
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3599589317

The empire used was Driven Assimilator + Obssesional Directive Machine Empire if that helps.
A-Sartek 11 月 3 日 上午 7:26 
Good to know! :lilimok:
Easy Pete  [作者] 11 月 3 日 上午 6:27 
@A-Sartek it was an easy fix. Forgot a line when I redid the catapult code block. Good timing, I was finalizing the beta branch for an update when you reported the issue.
A-Sartek 11 月 3 日 上午 5:27 
@Easy Pete
You were quite fast with that update, thanks a ton!

Here is the screenshot, it is not necessary anymore but it is still kinda mesmerizing to look at:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3598718430
Easy Pete  [作者] 11 月 3 日 上午 12:43 
@Wairui glad the documentation is appreciated
Wairui 11 月 2 日 下午 1:29 
Excellent mod and I love the update notes you provide - shows the care you have for your creations. THANK YOU!
Easy Pete  [作者] 11 月 2 日 上午 7:02 
@A-Sartek pushed the fix in this latest update
Easy Pete  [作者] 11 月 1 日 下午 10:08 
@A-Sartek first I’ve heard of this, I’ll have to check it out and fix whatever might be causing it.
A-Sartek 11 月 1 日 下午 6:27 
@Easy Pete
Ahhh I thought it was something related to arcology vs orbital rings then. My bad.

Btw, have you received a report about AI stacking multiple Quantum Catapults in a single system? With that said I'm unsure if that was vanilla, this mod or a different mod. However, your mod is the only one in my list that changes megastructures since I like it more than Gigas.

I have a screenshot but I'm going to post it tomorrow when I get back to my Stellaris PC. It's really trippy, look like an unbidden scar on steroids.
Easy Pete  [作者] 10 月 31 日 上午 4:13 
@A-Sartek I got his full big report in discord. There appears to be a vanilla issue that allows players to begin constructing a second orbital ring over a planet that has a grand archive in orbit. The orbital ring station never spawns but it does go through the building process.
A-Sartek 10 月 30 日 上午 11:02 
Ahhh @Sammich yea you can build the orbital ARCOLOGY around the orbital ring, the arcology is a planet size habitable ringworld, it is the outermost layer if you have both, it looks really nice.
Easy Pete  [作者] 10 月 26 日 下午 10:50 
@Sammich just did a quick check. My mod does not overwrite the normal orbital ring, only the restored orbital ring to correct a spawning bug in vanilla. Your issue is either a vanilla bug or an issue from another mod.
Easy Pete  [作者] 10 月 26 日 下午 10:25 
@Sammich I’ll look into it. It would be helpful if you could make a bug report in discord that includes your list of mods.
Sammich 10 月 26 日 下午 6:26 
yeah, but this is the only one that interacts with megastructures in any way other than adding new ones
Easy Pete  [作者] 10 月 26 日 上午 11:08 
@Sammich are you using any other mods?
Sammich 10 月 26 日 上午 7:28 
for some reason im able to build orbital rings on planets that already have orbital rings?
Easy Pete  [作者] 10 月 26 日 上午 1:35 
@Wairui glad you are enjoying the mod.
Wairui 10 月 20 日 下午 3:08 
Thank you, Easy Peter, for a great QoL mod. And also a special TY for offering to help players who have an interest in maintaining compat patches for your mod and the many other mods available.
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.
Mohohoros 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?
Mohohoros 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
Mohohoros 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