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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.
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
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?
Had this mod been properly updated to 2.1?
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.
(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.
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 :-)
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.
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!