Stellaris

Stellaris

Planetary Mega Engineering
498 条留言
Derelict Dawn  [作者] 10 月 31 日 下午 6:51 
@jasonft

I've hopefully found the reason the technologies don't appear. As for your buildings not showing up, "Reborn" is out of date now I believe, not having the two newest deposits I made some time ago.

I hope to release an update soon addressing the tech problem and some other small things.
jasonft 10 月 28 日 下午 10:55 
Correction - The orbital pop builder did show up, it was the (Matterweaver?) that is missing. It makes rare resources like Dark Matter and Nanites.
jasonft 10 月 28 日 下午 1:01 
I tried installing this version alongside but loading after Reborn and game worked fine.

Unsubscribed Reborn and left this version and all the special buildings like Polar Resource Silos and Subsurface Megaforges vanished (population stayed but now unemployed).

Subscribed to Reborn and unsubscribed this one and buildings came back (older save).

Still very confused and hoping Reborn is okay to keep using. One odd thing - Orbital machine pop building thingy has not showed up for research. Go figure.
Derelict Dawn  [作者] 10 月 22 日 上午 11:13 
@Caleco

At some point after Paradox is done completely overhauling every system in the game (I'm joking but things changing every patch is getting old, can't work on new things if I have to keep updating old things) I want to do a pass on most deposits and rework what I can to be compatible for as many empire types as possible. For now, I'm focused on slowly patching bugs and working on the remaining ideas I have for the mod.
Anthonest 10 月 22 日 上午 5:21 
The empire modifier that adds 1 species trait point and picks for orbital robotics factory is way to strong mid to late game.
Caleco 10 月 20 日 上午 6:08 
Would there be any consideration to add a tankbound flag check on the mining, irrigation, and fusion megastructures to add an automated workforce modifier for the miner, technician, and farmer jobs?

Currently with tankbound, the rural districts add the modifier meaning you would need one of each district to have the jobs created by the megastructure worked by the tankbound automation. Obviously this won't work if you have an ecu and you need robots or another species to be able to work those jobs
Derelict Dawn  [作者] 10 月 19 日 上午 11:59 
@Nature's Labubu

You mentioned discussions about broken techs in other mods, could you point me in the direction of those discussions? Despite the problem seeming to be uncommon, I'd like to fix it if possible.
Derelict Dawn  [作者] 10 月 19 日 上午 11:56 
@jasonft

That's very confusing. I know for sure that nothing changed in the tech file between this and bd's patch.
jasonft 10 月 19 日 上午 6:01 
I unsubscribed from the version on this page and subscribed to Planetary Mega-Engineering Reborn. Showing up as research options now.

Still confused.
jasonft 10 月 14 日 上午 9:17 
Can't say I am completely surprised but glad of the update. Still scratching my head over why it worked for so long and just stopped one day. Must have been an update to another mod then? Color me confused.
Derelict Dawn  [作者] 10 月 12 日 下午 6:34 
@jasonft

Just wanted to follow up, I cannot, in a clean save with only my mod active, seem to re-create your problem. On regular, machine and hive empires I cannot re-create your problem. All techs show up, and while the advanced one is hard to click (which I'll see about fixing), everything else works as intended.

I could be a mod conflict, but I'm not sure what would conflict or why, especially in that way.
Derelict Dawn  [作者] 10 月 8 日 上午 11:31 
@07Gasimli

As far as I know they do not. I would like them to, but I've not had the time to work on that, or much else lately.
07Gasimli 10 月 6 日 上午 5:15 
Author I did ask a question tho do AI states use these features fully?
jasonft 10 月 4 日 下午 9:51 
I tried Hive Mind on Gaia and same problem. Don't recall what else I tried.
Derelict Dawn  [作者] 10 月 3 日 上午 10:12 
@jasonft

I vaguely recall you mentioning this in the past, is this only a Machine Gestalt problem or does this affect other empire types for you?

I'll look over the techs and see if I can find what might be causing this.
jasonft 9 月 30 日 上午 10:02 
I usually get that first. Love the name btw.
07Gasimli 9 月 30 日 上午 7:27 
Are AI empires able to utilize these features
07Gasimli 9 月 30 日 上午 7:23 
Does anyone know AI uses these features fully?
12 Dozen Eggs 9 月 30 日 上午 12:18 
@jasonft. Not sure if this is what is causing it, but from discussions around issues with many other mods, paradox modified the code for the technological ascendancy ascension perk in a recent update. Any tech with the mention @@ap_technological_ascendancy_rare_tech, which references the chance of a tech dropping modified by the AP will not drop until the variable is replaced by 1.5, which paradox has done with all of it's techs.
jasonft 9 月 29 日 上午 7:48 
Last time I tried this mod (I just reinstalled it) I was a Machine Gestalt starting on a Machine World. For whatever reason none of the technologies to build these Mega Engineer projects ever appeared as a research option.

I distinctly remember I used to be able to make full use of this mod with that start in the past, but for some unknown reason they stopped showing up to research at some point. I might or might not have been adding/ removing other mods when this happened. Just started another game after putting this mod back in the mix, if it works now I will be happy but confused.

I have unfortunately completely lost track of which game updates have come and gone since the problem showed up.
Derelict Dawn  [作者] 9 月 28 日 上午 9:39 
@jasonft

Could you please tell me a bit more about the problems you're having with those world and empire types? There shouldn't be problems, but I don't play either often, so if there are I'd really like to know.
jasonft 9 月 27 日 下午 8:36 
Is there any known issue with this mod and starting on Gaia/ Machine World as Hive/ Machine Minds? I love playing machine gestalts but occasionally run into weird glitches.
Gake 9 月 27 日 下午 12:18 
Could you nerf hazardous goods production rates? A +1 mote, crystal, and gas to all Artisans and Metallurgists in addition to +40% is incredibly over powered. I get the huge upfront cost is meant to balance it out, but even with the up front cost this just trivializes the rest of the game.
tilarium 9 月 27 日 上午 9:31 
Thanks for confirming. I'm rebuilding my mods list and checking them all, so I'm going to mark this one down as working
Derelict Dawn  [作者] 9 月 27 日 上午 9:17 
@tilarium

I launched the game and briefly tested the mod yesterday. Things seemed to have been working.
tilarium 9 月 27 日 上午 7:11 
Can ayone confirm if the mod is still good in 4.1? Looks like it should be, but Paradox loves to touch things that they don't need to touch
shark boobies 9 月 26 日 下午 3:52 
could you still make a list of all the deposit id's?
shark boobies 9 月 26 日 下午 3:51 
oh there we go, that fixed it! i thought i had the legacy version! i lost all my data recently, and had to reinstall my mods. must've installed the wrong one! thank you!
Derelict Dawn  [作者] 9 月 26 日 下午 2:57 
@snake boobies
Are you playing on an old version of the game? 125 pops is pre-4.0 numbers, which this version isn't compatible with. If you're playing on 3.14, there's a legacy version in the mod description.

Minimum pop count now for deposits is in the 1000s.
shark boobies 9 月 26 日 上午 10:44 
thx

hopefully telling the civics might help?

using devouring swarm, planetary infesters, and ascentionists (dont remember the name of it for hives)

also, a compiled list of all the deposit id's might help if i continue to have bugs.

the bug seems to continue even in other games where im not playing a hive mind, as i cannot even build on a normal desert world with 125 pops

do tell if i should send you my modlist
Derelict Dawn  [作者] 9 月 26 日 上午 8:59 
@snake boobies

Hive minds have their own deposits, as for hive worlds, I'll test that on my end to make sure that's not the problem.
shark boobies 9 月 26 日 上午 1:34 
any of them. literally cannot build any. can i not build on hive worlds or as a hive mind?
Derelict Dawn  [作者] 9 月 26 日 上午 1:29 
@snake boobies

Do you recall which megastructure you were trying to build?
shark boobies 9 月 24 日 上午 1:31 
can someone PLEASE tell me what the hell is going on? i have a planet with more pops than another, and all the resources, and no planetary decisions built, yet that other one with less pops has a megastructure, and i cant build it on my bigger one? whats going on. i dont understand why i cant build it
TheJustin 9 月 21 日 上午 7:39 
The Campus Research Directors added by University Cityscape show up in the UI on the capital world, yet no pop can fill them.
Moreover, even after removing the University Cityscape deposit with the console command "effect remove_deposit = pme_d_university_cityscape", the Campus Research Directors slots remain visible and still cannot be filled by any pop.
I run plenty of other mods (Casako’s !Reworked Planetary Ascension, ACOT suite, etc.), but this issue only affects the capital; no other colony of any planet type or colony designation exhibits it, so I believe the cause lies within this mod’s code.

By the way, my civics, governing ethics, government type and origin in this game are as follows:
Civics:Dark Consortium, Crowdsourcing, Catalytic Processing.
Governing ethics:Materialist, Egalitarian, Xenophile.
Government type:Cordant Multiplicity.(The Democratic government after finishing the Cloning tradition tree)
Origin:Clone Army.
Generalisator 9 月 12 日 上午 11:43 
I think you can protect it against terraforming.
shark boobies 9 月 12 日 上午 10:04 
@si o'son yes, they just have modified versions, of course
Si O'son 9 月 12 日 上午 2:58 
can machines use this?
Derelict Dawn  [作者] 9 月 10 日 上午 7:56 
@Xenomorph Kitty

Orbital rings and other megastructures should cause no problem. The issue is with planet class changes, specifically changes where the planet class change comes with a wipe of deposits. Creating an ECU would remove deposits, having one destroyed would also (probably) remove them. Re-building a world with a gigastructures megastructure would most likely wipe deposits just because of how that system works.
Xenomorph Kitty 9 月 8 日 上午 8:52 
When you say deposits get removed. Does this mean, say for example, I build a megastructure. I create an ECU and it gets destroyed, would I just be able to rebuild it?
jasonft 9 月 7 日 上午 10:56 
Revisiting my issue. Could swear I never had this happen before, but I spent a while away from Machines.

Is there any reason you know of why a Machine Mind on Machine Worlds (mod starts me with three in one system, used it for ages) would have your tech never show up for research? Did another game without the UT mods and same problem where your Engineering never showed up to research.
Gorg 9 月 5 日 下午 3:32 
to preface, this mod is very fun and i enjoy it a lot :)

there is an issue with organic to synthetic ascension however, where the tech that gives you the interstellar hospital, gives you medical worker jobs (useless in synthetic ascension) instead of replicator jobs. there is no access to the machine equivalent either.
jasonft 9 月 5 日 上午 1:59 
Something Curious - Playing as Determined Exterminator starting on a Machine World. I have done this several times with no trouble.

Added 'Ultimate Technologies' and it's sub mod 'Ultimate Weapons'. I have yet to see any of the research options for your mega engineering and I am up to Cruisers and regularly seeing options into the 30k research points range. Do you know why this is happening or not happening?
Derelict Dawn  [作者] 9 月 1 日 下午 11:55 
@NightRaven
@WhosDatPokemon

Pushed a small update that seems to have solved the problem, since this issue was basically game-breaking. If either of you see the problem occur again, please let me know.
Derelict Dawn  [作者] 9 月 1 日 下午 3:39 
@NightRaven

Thanks for corroborating. Seems to be a problem with the ascension deposits, I'll focus on those and hopefully have a fix soon.
NightRaven 8 月 31 日 上午 10:38 
Following up on my previous comment, I have only played as Earth, and as a Wilderness empire so far, so those particular deposits aren't even relevant to the empire

The neutering of the AI's is so severe that by 2260, I stomped one that could barely muster 2k fleet power
NightRaven 8 月 31 日 上午 10:35 
I concur with the others on this thread about planets starting with some of these deposits, and colonizing the planet causes an instant malus on your monthly energy and allow

I have been eliminating them by taking these steps:
- selecting the affected planet
- opening the console
- running "deposits" to view all the deposit names
- running "effect remove_deposit = <deposit_id from deposit command>"

Here are some I had to remove
- pme_d_orbital_robotics_assembly_labs
- pme_d_machine_orbital_robotics_assembly_labs
- pme_d_cybernetics_uplink_facility

Even after removing them from my affected planet, the "deposits" command tells me there are 13 other deposits existing elsewhere in the galaxy, that's more deposits than there are AI empires in my small galaxy, so AI's are certainly being neutered by this


I hope this information helps you find the root cause
WhosDatPokemon 8 月 28 日 上午 4:05 
Thanks for the fast reply! I run a relatively light mod load at ~10 mods, most of which being UI, AI, optimization mods by Kasako. I've played a variety of empires of varying ethics, government, origin such as:

1. Resource consolidation exterminator machine empire
2. Ocean paradise spiritualist, anglers humanoids
3. Biogenesis devouring swarm hive mind

They all consistently have one guaranteed habitable world with your planetary features, not sure whether the AI's habitable worlds have them, will have to check in future runs. Again, appreciate the mod!
Derelict Dawn  [作者] 8 月 26 日 下午 7:51 
@WhosDatPokemon

Following up quickly, can you tell me what kind of empire you're running? Civics, government, origin, all of that. I wasn't able to re-create the problem on my running a regular empire.