Stellaris

Stellaris

Share the Wealth
43 条留言
Jaskyl  [作者] 2016 年 11 月 4 日 下午 11:19 
New version is available here
Jaskyl  [作者] 2016 年 10 月 24 日 下午 7:46 
I'll be uploading a new version of this mod under a separate title as soon as I'm added in some changes I wanted to make. This is so anyone still playing 1.2.5 won't get their game stuffed up.
Spiffing Reynard 2016 年 10 月 24 日 上午 2:03 
Plz update, this is an esential mod it just should have been in the vanilla game!
Spiffing Reynard 2016 年 10 月 22 日 下午 3:01 
yes update!
GameMaster 2016 年 10 月 5 日 下午 5:33 
Well, damn... that'll complicate things.
Jaskyl  [作者] 2016 年 10 月 5 日 下午 4:55 
That's a UI problem related to strategic resources and spaceport modules. The resource is being produced, don't worry. You can build an import bay to consume it. You'll just have to track how many you are producing and how many you are using manually for now until that particular bug gets fixed.
GameMaster 2016 年 10 月 5 日 上午 12:08 
I build the export bay and the strategic resources don't show up...
GameMaster 2016 年 10 月 4 日 下午 11:26 
Yeah, problem is the resources NEVER SHOW UP in the strategic resource tab.
Jaskyl  [作者] 2016 年 10 月 4 日 下午 8:56 
The export modules produce the resource, which is then used by the import modules.
GameMaster 2016 年 10 月 4 日 下午 8:48 
I can't get the 'packaged food' strategic resource thus making the import/export system useless.
Jaskyl  [作者] 2016 年 9 月 27 日 下午 8:52 
Just a quick note on the AI. It seems they are building the modules but as I thought not using them correctly. I'll do some testing and make an update to the mod.
Jaskyl  [作者] 2016 年 9 月 22 日 上午 7:21 
Argh! Found the issue. Some annoying case sensitivity issues with a zipped file. I'll be uploading a new version with a balance change soon. Hopefully that should fix the problems.
lordrakal 2016 年 9 月 22 日 上午 6:20 
I though I was the only one and for me is it all import modules.
Jaskyl  [作者] 2016 年 9 月 22 日 上午 1:35 
@HuskyUnit: Is it all of the import modules or just a particular set?
Squiddy 2016 年 9 月 21 日 下午 10:06 
@Arturia: The export type modules are working fine for me, but the import modules are showing a blank icon next to them. I can still build them but once they are completed it removes the spaceport module slot completely. Any idea what could be causing this?
Jaskyl  [作者] 2016 年 9 月 21 日 下午 6:22 
Sectors have their own pools of resources, but even if you raise the tax to max you might not be able to withdraw from their pools. Later on a very wealthy sector will still be gaining resources even with the maximum tax rate. The idea of the mineral and energy spaceport modules is to withdraw from their pools to add to the main pool of resources. The sectors will likely stop growth, as they wait for a certain profit of minerals and energy before they make certain buildings. The idea is to take what you want out of their pools, then deconstruct the module. I'll add a link to a mod that I use for this in the description
echthesia 2016 年 9 月 21 日 下午 2:40 
Siphoning resoources from sectors is easy. With the taxes at maximum, they will likely be unable to even sustain themselves.
kinngrimm 2016 年 9 月 21 日 上午 5:27 
as you said minerals and energy are global ressoruces. Everything exceeding the need of a sector would end up in the general pool. When you therefor siphon of minerals/erngy form sectors, do they have noticably less and therefor would have lsower growth? If not it owuld be like creating that out of thin air.
Jaskyl  [作者] 2016 年 9 月 21 日 上午 5:18 
@kinngrimm: I'm not sure if they would or not honestly, but I doubt they would make effective use of it. It was mainly created for the player, so possibly a bit imbalanced in that regard. I haven't touched any of the AI code so whether they use it or not will be up to how AI decides to build spaceport modules. I can't say I've tested it in a long enough game to tell, but I am currently playing through a rather large one where I'll get to see what they do.

The exporting from sectors part was mainly for the minerals and energy, since they are a global resource anyway. There's no point transferring minerals from one core planet to another for example. The food however is the key thing you'd want to transfer around your empire, and that is useful to do between core planets. You can't import food resource into the sector due to it being a strategic resource though.
Jaskyl  [作者] 2016 年 9 月 21 日 上午 5:18 
@kinngrimm continued:
The different names refer to the amount of resources they can transfer. A food export bay consumes 5 food and produces 1 packaged food while a food export terminal consumes 20 food and produces 4 packaged food. This is just so you can export and import more resource while only taking up one spaceport slot. You can of course stack the four different kinds.

if you plan on giving credit there's no problem with merging this into a larger release :).
Jaskyl  [作者] 2016 年 9 月 21 日 上午 5:09 
@bananenklumpen: The resources are only generated by the spaceport export modules, and because of this they don't show up in the interface. You'll have to keep track of how many export and imports you are using.
kinngrimm 2016 年 9 月 21 日 上午 4:52 
Got a few more questions :)

Does the AI make use if this?

" It's purely meant to be an export from sector"
But would i still be able to reroute from core to core planet?
Like core planet imports from sector A, has therefor core planet A +1 sector A ressources(- balancing malus), then exports to core planet B, which has therefor core planet B +(core plaet A+sector A - balancing malus).

What is the differance between bay, dock, port?

I intend to merge this mod and a few mods for private tests and use, later on perhaps make it available in the workshop. If the later i would give credits and links. Would you mind?
bananenklumpen 2016 年 9 月 21 日 上午 2:46 
i dont find these new resources
Jaskyl  [作者] 2016 年 9 月 17 日 下午 6:59 
Yep I think it was something like alien pets and betharian stone being planet locked.
valdindor 2016 年 9 月 17 日 下午 6:35 
if i remember right didnt they say in one of there streams that in the next patch 1.3 they will be changing strategic resources so that if they are used on surface buildings they are locked into that system/planet and the rest can be empire wide. I could have mis heard it but I don't think I did.
Jaskyl  [作者] 2016 年 9 月 17 日 下午 5:54 
Yeah I'd imagine sectors would become a pain with so many. I hope they just remove that sector limitation on strategic resources. Would save everyone a lot of headaches.
AlphaAsh 2016 年 9 月 17 日 下午 5:23 
@Arturia I'm thinking it's just that the sector limitations aren't causing you as many problems because you've only got the three SRs, whereas because I've near three dozen in AlphaMod the issue becomes more glaring. I thought it might be a more severe issue. Glad to hear it isn't.
Jaskyl  [作者] 2016 年 9 月 17 日 下午 4:41 
@AlphaAsh: I haven't done anything special here that I know of. You're right that the it doesn't show up in the GUI, and I've had some modules report that they are missing what they need sometimes but the resource seems to be transferred as intended. As far as I understand it this issue is purely a graphical one.
AlphaAsh 2016 年 9 月 17 日 上午 8:57 
@Arturia This sounds like you've found a way around spaceport modules producing phantom SRs. Or are you using scripts checking for the modules in order to generate SRs? Every time I've tried to get spaceport modules to generate SRs, they may or may not register with the inventory GUI but always aren't actually available for use in or out of a sector.
Gbrille 2016 年 9 月 17 日 上午 7:47 
Seem really nice!
Jaskyl  [作者] 2016 年 9 月 17 日 上午 4:39 
No worries :). Enjoy
kinngrimm 2016 年 9 月 17 日 上午 4:34 
ok i think i get it now, again thanks for your answers&time, much appreciated!
Jaskyl  [作者] 2016 年 9 月 17 日 上午 4:27 
Stupid comment limit...

Due to the way sectors work you can't import into them, as this works off strategic resources and sectors can only use strategic resources produced from that sector for some reason. It's purely meant to be an export from sector, or transfer food within sector, arrangement.
Jaskyl  [作者] 2016 年 9 月 17 日 上午 4:27 
I'd say this mod is compatible with any of those, assuming they don't change spaceport leveling to be something ridiculous. The 1:1 for this was intended, as it is not really meant to be replicating trade as such, but more sharing the existing resources around. You do pay an energy penalty for maintaining the mineral and food modules though. The larger of the modules produce multiples of the strategic resource, so you can have one food planet producing a lot of the resource with the larger module (or even all 4 if you wanted), and then have a bunch of planets only receiving one of the resource each, which is about 5 for food. You could also have a bunch of planets with small export modules and then another planet with a large import. There's a bit of versatility in it.
kinngrimm 2016 年 9 月 17 日 上午 3:40 
much appreciated. Got still a few questions now :) you know how it is, one problem is solved 2 new are popping up ^^.
Sofar this seems like a 1:1 transfer between 1 sector and 1 core planet, right? Or would we be able to recieve more then of one sector? Seems to scratch the point we earlier mentioend about balancing. Would i need for each recieving sector ressource another module, representing the increased traffic so to speak? There is a mod out there which increases Module cpacities, which you could use and then ask us to invest more into station level upgrades so that we can enhance the trade network (of sorts) to recieve from more sectors on the core planet enhanced stations.
"Expanded Spaceport" http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=690868046
and as you go this way with spaceport modules, is there a way you could make it compatible with "More Spaceport Modules" which is currently one of my abolute favorite mods i use.
Jaskyl  [作者] 2016 年 9 月 17 日 上午 3:25 
Ok, I just added a quick description of how it works there. The export module is designed to be placed in a sector, which gives the sector a deficit to energy or minerals. You then place an import module in one of your core sector systems and you collect the energy or minerals that the sector is losing. The warning is related to the way sectors try to manage their own production of energy and minerals, and try to keep a profit. If you suddenly give them a -100 to energy so that you can collect what they have stored, the sector will try and adjust its buildings to compensate for that.
kinngrimm 2016 年 9 月 17 日 上午 3:12 
Energy and Production i guess are which could conflict, food sofar is not touched by sector managment as far as i know at least.
Jaskyl  [作者] 2016 年 9 月 17 日 上午 3:10 
Sorry, were you referring to the production idea or the mineral/energy transference in this mod?
kinngrimm 2016 年 9 月 17 日 上午 2:39 
Could you give an example in the discription how this works together with the Sector System? Frankly i am at a loss, as i would imagine one replaces the need of the other or may result in strange forth and back transfers. That said, i have no clue of the inner workings of sectors, but it sounds at least to be simmilar in the way both ways would try to manage logistical issues.
Jaskyl  [作者] 2016 年 9 月 17 日 上午 2:23 
Those are pretty much my thoughts on it as well :). If I was to add something to allow one planet to sacrifice its own production to boost another, it wouldn't be 1:1.
kinngrimm 2016 年 9 月 17 日 上午 2:03 
MOO but has the limitation that what is shared is "only production" within "one Starsystem".
As it is quite rare within vanilla Stellaris, to get more then one, and if, that those would be also exceeding 20-30 pops altoghether in my experience, i would not restrict it nessarily on one system, BUT it would need a restriction, otehrwise it becomes OP and also from a logistical point of view, however advanced such a socciety maybe ^^, unrealisticly. Like shipping matter throughout the universe to one location in planetary scales weight, would not only influence the gravitational pulls in that system, but would be inefficent ... Still perhaps merging the production output of say 3 to 5 systems together at one station, with some effciency loss, so that pulling 5 systems together would result in the production of 3 at one place, soemthing like that maybe ok ... i guess.
Jaskyl  [作者] 2016 年 9 月 16 日 下午 5:13 
That's an interesting idea. I suppose it could be done by decreasing the ship production speed of one spaceport to then increase the production speed of another. This mod was really just a quick thing I put together but I might add more to it later. The idea behind having a lot of spaceports is that they can individually build ships though, so overall it does speed up production to use multiple ones.

That being said given that the current strategic resource modules (like the shield bonus, extra hitpoints and armour etc) only apply to ships built from that spaceport it could be useful to have another planet produce certain parts to be shipped to another. Apparently some changes to those rarer strategic resources will be coming, but i'll see what I can cook up for now:).

valdindor 2016 年 9 月 16 日 下午 12:15 
MOO remastered has this thing where you can pump production from all the worlds in a system to one to boost ship production. And I'm here thinking why cant I do something like this in stellaris it would make so much sense. I mean it makes sense that worlds would work together to produce things or share food like say a food world would. Then I see this. Cant wait to try it out. Any chance you could make it so you can do something like gcIII or MOO did where you can have more than one planet work together to boost build rate of ships?