Stellaris

Stellaris

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Simultaneous Megastructures
   
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10 Nov, 2017 @ 4:13am
27 Feb, 2019 @ 8:33am
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Simultaneous Megastructures

In 2 collections by jonjowett
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Description
I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. If you want to use my mods as the basis for your own, you are very welcome to do so.

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Features:

Allows all megastructures to be built and upgraded simultaneously (if you can afford the cost).
  • This includes simultaneous repair of ruined megastructures.

Allows you to build multiples of each megastructure.
  • Exception: The sentry array can only be rebuilt if you lose the one that you previously constructed.

FAQ:

Q: Why aren't gateways or habitats altered by this mod?
A: Gateways and habitats already have the required "construction_blocks_others = no" line in their specification. If it is impossible to build multiple simultaneous gateways/habitats (as it was for gateways in v2.0.1), that's a bug in the vanilla game that I cannot fix.

Technical info / compatibility:
  • This mod OVERRIDES the following vanilla megastructures: ringworld, sphere, spy orb, nexus, decompressor, strategic center, art installation, interstellar assembly. Therefore, it will be incompatible with any other mod that alters these megastructures.

  • Simultaneous repair of ancient ruined megastructures is covered by this mod (as noted above), but I haven't been able to test them all.

  • It is safe to add this mod to an existing save.

  • It is probably safe to continue a game after removing this mod. However, this has not been tested - proceed with care!

Earlier versions / Beta versions:
  • All of my mods are available on Github[github.com] (eg. in case you want to revert to an earlier version)

TLDR:
  • Tested version: 2.2.4
  • Required DLC: Utopia (allows megastructure construction)
  • Ironman compatible: Yes
  • Achievement compatible: No
32 Comments
jonjowett  [author] 27 Feb, 2019 @ 8:37am 
Updated for v2.2.4
jonjowett  [author] 18 Dec, 2018 @ 2:33am 
@MtvYoloSwag: Sounds about right. The code block that sets the cost for megastructures has been reformatted, so all v2.1 megastructure mods will set the cost to zero.
MtvYoloSwag 17 Dec, 2018 @ 12:41pm 
This seems to work for the most part, I think it made my ringworld upgrades free and there's a few text bugs when selecting the build menu for new structure. Experiencing other bugs but seems unrelated, probably another mod doing it.
jonjowett  [author] 10 Dec, 2018 @ 8:26am 
@Wooster: I'm not playing Stellaris much at the moment (CK2's Holy Fury is too good...), but I will try to get all of my mods updated to work with v2.2. That said, because I'm not playing much at the moment, they may not be well balanced for the new game environment.
Wooster 9 Dec, 2018 @ 8:57am 
are you going to update for 2.2?
jonjowett  [author] 30 Jun, 2018 @ 2:43pm 
@Peter34:

First, sorry about the long delay in replying. I couldn't do anything about it for a few weeks because I once again didn't have a proper devenvironment set up.

Habitats:

This mod doesn't alter the vanilla habitats, but I thought I'd look into it anyway.

The vanilla game (2.1.1) blocks these from being constructed in the same system at the same time. However, you can build 2 habitats simultaneously in different systems. It appears that the dev team have broken these in a similar way to how gateways were broken immediately after they were introduced. There was no way for modders to fix the gateway issue back then, so I doubt there's a way to fix habitats now.

In other words, I think this should be filed as a bug report with the developers.
jonjowett  [author] 30 Jun, 2018 @ 2:41pm 
(2/3)

RW/Nexus:

I haven't been able to reproduce your problem (vanilla game, with only my mod enabled).

Here are my steps:
- New game
- research_all_technologies
- Use the console to get bucketloads of unity; unlock lots of traditions; take the megastructure perks
- Survey 2 nearby systems without habitable planets (I'll call them A and B)
- Use instant_build etc to get 2 construction ships and starbases in those systems
- Turn instant_build off!
- Start building a ringworld in system A
- Wait a bit
- Try to start building a ringworld and/or science nexus in system B (it works)
- Cancel system B
- instant_build so that system A completes
- Try again in system B
- etc etc
jonjowett  [author] 30 Jun, 2018 @ 2:40pm 
(3/3)

I then repeated the tests using the workshop version of the mod (rather than my local/github development version). There shouldn't be any differences, but I thought it best to check. But, again, my tests were negative (ie. the mod was working as expected).

Now, I haven't tried absolutely every combination of ringworld stages and science nexuses, so it's possible I've missed something. Please could you look again and tell me exactly which stages are clashing for you?
Peter34 25 Jun, 2018 @ 4:50pm 
Bump?
Peter34 12 Jun, 2018 @ 6:18pm 
I’m unable to build two Habitats simultaneously in the same system, using this mod. Likewise, if I’m building or upgrading a Ringworld site then I’m unable to start building a second RW site or a Nexus site in a different system.

Had this mod been properly updated to 2.1?