Stellaris

Stellaris

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Planetary Mega Engineering
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1.531 MB
2024 年 3 月 20 日 下午 2:55
9 月 1 日 下午 11:52
25 项改动说明 ( 查看 )

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Planetary Mega Engineering

描述
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Fixed an issue allowing deposits from this mod to be pulled during planet-gen on game start. This should no longer happen. (Hopefully)

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Planetary Mega Engineering is a mod where you will build powerful planetary megastructures that make planets considerably more valuable and strategically important.

Unlock the decisions that allow you to build these powerful deposits by researching the required technologies.

The deposits themselves range from space elevators and orbital defence networks to orbital robotics assembly labs, planet-wide energy infrastructure and much more. Most deposits are available from the the moment you research their technology tier, but some are connected to ascension paths.

This mod was created with tall empires in mind or people who simply want planets to matter more than they do.

The mod is intentionally overpowered and is intended to be used with other overpowered mods.

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Supported Version and Compatibility:

Version 4.X

Wilderness origin not supported.

This mod should work with most other mods as it does not overwrite any files.

If you get crashes, even if the mod says it's out of date, test the mod on its own. Most likely there's another mod that overwrites base game files and breaks this mod (or is causing crashes on its own). If you find a mod is incompatible after testing on your end, make sure you include the name of the mod in your comment.

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KNOWN ISSUES:

Long running (want to fix):

#### ANY planetary action that wipes deposits will remove this mods deposits as well. EX: Ecumenopolis completion.

This includes starting the game on a planetary diversity planet with this mods custom origin. ####

A mod that provides a workaround: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3536044971

Follow their recommended load order so nothing breaks.

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Thank you to:
YesYesMe for the Korean translation.
GameCON for the Russian translation.
巴特勒船长 for the Chinese translation.


Legacy Versions:
Legacy Version v3.14


Feedback welcome.
热门讨论 查看全部(6)
14
10 月 25 日 下午 9:33
置顶: 4.X Bugs
Derelict Dawn
5
8 月 15 日 下午 5:47
Found a fix for disappearing deposits when making ecumenopolis
Ste/\m_Pnk42
1
8 月 19 日 下午 4:23
置顶: Unifying the 3 types of projects
Ste/\m_Pnk42
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.