Stellaris

Stellaris

Simultaneous Megastructures
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?
jonjowett  [author] 29 Mar, 2018 @ 9:21am 
Updated for v2.0.2 - Ring world ascension perk prerequisite changed, in line with the base game.
jonjowett  [author] 18 Mar, 2018 @ 11:14am 
@pscoetsee:

Yes, I'd seen on the forums that the problem was linked to the scope of the gateways, so that's one possible solution.

However, as you say, it fundamentally changes the nature of the gateways - and I think it makes them rather exploitable.

For example, you could put a gateway on planet 1 of your navy's base sytem(s) and also of your bastion systems, and you'd be able to almost-instantly respond to any threat (until your opponents have jump drives). Whereas, they'd normally have at least a month to pound on your bastion before your fleet arrives.

If you wanted to optimise it further, you could choose the planet that's closest to the actual fleet mooring point in the base system. And you could choose the planet in the bastion system so that your fleet came out pointing in the correct direction.
So_PC 18 Mar, 2018 @ 2:36am 
@jonjowett. Not sure if you'd care about this, and you may have figured it out yourself. So, being able to build only one gateway at a time was driving me a bit mad, so I jumped into the mod files and played around a bit. The bug you mentioned seems to be specifically related to free placing gateways. If you set build_outside_gravity_well to no, then you can build as many as you can manage at a time. This of course fundamentally changes them, as you now have to build gateways linked to a planet/star or whatever.
jonjowett  [author] 3 Mar, 2018 @ 7:21pm 
There's nothing for me to fix. All I've done in this mod is add "construction_blocks_others = no" to all of the megastructures (and fix a few other minor conditions). This line is already present for gateways. Basically, I'm hoping the devs fix it in the next patch, so I won't need to waste time working out what's gone wrong and how to fix it.
Peter34 3 Mar, 2018 @ 3:24pm 
You can't fix it in your mod, until the devs get their asses in gear?
jonjowett  [author] 3 Mar, 2018 @ 10:37am 
To be clear: gateway construction site construction doesn't block any other megastructures - it only block other gateway construction site constructions.
jonjowett  [author] 3 Mar, 2018 @ 10:35am 
The gateways are in two stages:
(1a) build a construction platform
(1b) discover a ruined gateway
(2) upgrade to a functional gateway

Only step 1a is blocked, and it only blocks other step 1a's. And the error message is strange - it's not the usual "can only build one megastructure at once".

To me, this looks like a bug. And it's mentioned several times on the bug reports forum. Unfortunately, it's apparently not fixed in the current 2.02beta, so we may have to live with the problem for some time.
Peter34 2 Mar, 2018 @ 8:14pm 
I think the intent is that you can only build one Gateway at a time, but while you build one Gateway you can *also* build one "traditional" Megastructure. But it could be unintended.
jonjowett  [author] 2 Mar, 2018 @ 7:25pm 
Well, it turns out that simultaneous construction of gateways is blocked - even though all of the gateways have "construction_blocks_others = no". I think this is a bug? I'm going to report it and see what happens.
jonjowett  [author] 1 Mar, 2018 @ 2:39pm 
@Peter34: I believe that gateways are simultaneously constructible in vanilla. (So, there's nothing to do.) In case they aren't, let me know and I'll update the mod.
Peter34 1 Mar, 2018 @ 7:08am 
Does this mod also support simultaneous building of Gateways?
jonjowett  [author] 22 Feb, 2018 @ 9:51pm 
Updated for v2.0, but I haven't had time to do any in-depth testing. Let me know if you encounter any bugs.
OmegaEntertainment 14 Feb, 2018 @ 9:32am 
I suppose that makes sense, yes. Thank you for replying.
jonjowett  [author] 13 Feb, 2018 @ 11:08am 
@OmegaEntertainment:

No Megastructure Limits makes a lot more alterations to core gameplay (eg. ability to have more than one megastructure per system, no star type limitations). I didn't want that to use that mod because it has some profoundly silly consequences - eg. dyson spheres around black holes - so I made this one.

Also, as stated in the technical info above, it *should* be safe for you to continue a saved game after turning off this mod. (But it has not been explicitly tested.) (And it looks like the No Megastructure Limits author gave you the same answer.)

All that said, feel free to choose whichever type of mod floats your boat. I tend to prefer mods that make minimal alterations to core gameplay - but there are a lot of people here on the workshop who like the mods that make massive changes. There's room here for everyone :-)
OmegaEntertainment 11 Feb, 2018 @ 11:33pm 
No Megastructure Limits by RESPECT THE SHOVEL! has already accomplished all that you set out to do, without, to my very limited knowledge, preventing you from using a save after turning the mod off.
OmegaEntertainment 11 Feb, 2018 @ 11:29pm 
I'm afraid to say, jojowett, that someone has already done this.
jonjowett  [author] 3 Feb, 2018 @ 2:31am 
My pleasure :-) It's always interesting to have a nice, focused problem to look into.
Apricots 2 Feb, 2018 @ 11:46pm 
Thank you for looking into it for me! Very kind of you :)
jonjowett  [author] 12 Jan, 2018 @ 1:46am 
@Val: The TL;DR is that I don't think it is possible, sorry.

Long version:

"construction_blocks_others" doesn't seem to have any documentation, so I'm working in the dark here. I tried putting an if statement around it, but there was an error in the log when stellaris loaded (and it disabled the non-blocking nature of the megastructure entirely).

Sometimes, you can duplicate objects in the code - have one that works "if A" and another that works "if not A". But the megastructures upgrade each other and I think you would encounter problems where a megastructure that you started before unlocking the perk would be un-upgradeable afterwards. Also, in this scenario, simultaneous construction would be blocked for the duration of one stage's construction - even if you unlocked the perk halfway through. So, this method has a lot of problems.

I can't think of a third possible implementation, but I'm happy to take suggestions.
Apricots 11 Jan, 2018 @ 8:02am 
Would it be possible to make it so this is only active if you take the increased mega structure built speed perk?
jonjowett  [author] 27 Nov, 2017 @ 4:10am 
I thought that the only way to build/upgrade megastructures was with the Utopia DLC?

Although... on thinking about it, maybe you can discover and repair ruined megastructures even if you don't have utopia? In which case, I think this mod would still work as intended - ie. you would be able to repair multiple ringworld sections at a time.

So, it will probably work, but it's not tested. Try it out and let me know!
Sir Luis 26 Nov, 2017 @ 7:46pm 
can you make verison for 1.8.3 that doesnt need any dlc?