Stellaris

Stellaris

Jury-Rigged Megastructures
70 Comments
Axneth Ironswift 3 Nov, 2020 @ 10:30am 
Thank you very much cake!
Legit-Rikk 1 Nov, 2020 @ 8:27am 
Hey guys, I sort of fixed it. I hope you're fine with this Nuranon, can't message you since you're private. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2273771058
Shadowguardian91 1 Apr, 2020 @ 4:39pm 
@kyllian wait your taking over this mod?
Kheeran 30 Mar, 2020 @ 6:35pm 
Kyllian, as it doesn't appear that this mod is going to be updated and you seem to be on the path to fixing this wonderful mod, might you consider creating a patch file to simply update this mod for the current build? thanks!
Kyllian 23 Mar, 2020 @ 7:58am 
@starfirejordan graphic assets are the problem, i just got rid of them cause i have no idea how to fix them, then replaced, in each megastructure file, the graphics file name to the vanilla one.
Like this, "portrait = "GFX_megastructure_construction_jr_background"" to "portrait = "GFX_megastructure_construction_background"" and tweaked some values.
Also on the ruined menu, lost the button centering, but i can live with it :P

Right now, seems to be working
The Angry Cheese 20 Mar, 2020 @ 1:02am 
Update, por favor!
starfirejordan 19 Mar, 2020 @ 2:17pm 
@Kyllian bro if ya updated it post it because i need my rigs bro
Kheeran 19 Mar, 2020 @ 6:18am 
Sadly this mod crashes the game now. Please update it, I love using it, thanks!
Orb (Markssa) 5 Mar, 2020 @ 9:52am 
Hey dude, love your mod. I just wanted to check on if you were gonna update it?
Fip 5 Mar, 2020 @ 9:47am 
So when are you going to update the mod?
Shadowguardian91 8 Nov, 2019 @ 3:34pm 
damn this isnt updated
Kyllian 9 Oct, 2019 @ 2:46pm 
Hello Nuranon!
What i ended up doing was playing with a local version that i edited! Later i discovered i could publish it privately, wich was great as i play with several rigs.
Anyway, your mod is a must have on all my playthroughs. I am eagerly waiting for your update!

Cheers
Nuranon  [author] 27 Jul, 2019 @ 3:57am 
If you were to do a "fix"mod:

AFAIK it would need to be "later in the alphabet" than the name of my mod to be loaded later by the game and overwrite my Mod's files, you'd have to check if adding for example something at the end of my Mod's name (like _update_by_Kyllian) does the trick too.

If you were to do a fix or expansion of my mod and it works and looks okay, then I'd be happy to link to it in my Mod description, depending on whether I have updated my mod at that point I'd do that quite prominently at the beginning, in other scenarios I'd do that less prominently in "Miscellaneous" or if as an ad banner at the end.
Nuranon  [author] 27 Jul, 2019 @ 3:52am 
@Kyllian It has been a month but:

I don't oppose the idea of somebody else taking an outdated mod and continuing work on it or just update it. However, I'm no big fan of you publishing your version if "all" you did is tweak a fraction of the mod. Personally I'd much rather see you keep it private and expand it some more until your changes make up a significant portion of the overall mod, for example 30+%. Then I'd be glad to see you publish what you build upon my mod.

OR: As far as I know you can require other Workshop Items as pre-requisits for your own (Mod). I very much support you creating a "Fix-Mod" for Jury-Rigged Megastructures which overwrites outdated files of my mod and or adds new features. I'd be happy to make an archived version of this mod if you want to that.

...I modded a Jury-Rigged Matter Decompressor but found it unbelievable as a building and hard to balance. I can give you my files of it if you want.

PS: I hope to update this mod to 2.3 in the coming weeks.
Kyllian 1 Jul, 2019 @ 9:20am 
@TheFreeman would u mind elaborating? (I'm no modder, and barely have any grasp of the language).
Example:
on_build_complete = {
every_system_ambient_object = { destroy_ambient_object = this }
set_star_flag = jury-rigged_think_tank_system
from = {
country_event = { id = utopia.2013 }
}
}
}
Should i replace "set_star_flag = jury-rigged_think_tank_system" with "set_country_flag = has_built_or_repaired_megastructure"??? And do this to each megastructure file?

Thanks
Kyllian 1 Jul, 2019 @ 9:17am 
@Nuranon I took the liberty of editing your mod to bring it up to date to the recent changes to megastructures aswell as implementing Jury-rigged Matter Decompressor. I did this to personal use, but i might publish it, if you give permission! Crediting you, ofc, as i'm no modder. Would it be ok?
TheFreeman 24 Jun, 2019 @ 2:48am 
needs to set flag that got added in 2.3 upon megastructure restoration:
set_country_flag = has_built_or_repaired_megastructure

Otherwise galactic wonders can't be picked after restoring a jury-rigged to fully repaired megastructure.

Also The sentry doesn't seem to work ( no added range between jury-rigged and repaired), not sure if this mod is at fault here.
veil 23 Jun, 2019 @ 5:37am 
pls update for matter decompressor
Gavril 14 Jun, 2019 @ 10:26pm 
Works fine on 2.3.1, but if you are ever in the mood, I would love a matter decompressor update!
Kyllian 5 Jun, 2019 @ 7:15pm 
Seems to work on 2.3! Just jury-rigged a nexus. Would u update, pls?
Nuranon  [author] 27 Apr, 2019 @ 1:53am 
@akeean As you maybe have seen with the update dates, I haven't updated this mod for a while.

I MIGHT return to it but don't expect a Jury-Rigged Ringworld anytime soon, early this year I started working on it but its very complex relative to the other Megastructures and now that they've announced Ringworld changes I'll probably wait and see and first update the mod to work well with the also announced changes around "Mega-Engineering".
akeean 16 Apr, 2019 @ 3:58am 
How about Jury-RiggedRingworlds? So finding one doesn't require megastructures tech, but only nets you a ~20 district section with ~80% habitability. Once you unlock Megastructures tech, you can "terraform" the ringworld into a vanilla one.

Would be nice to get use of an early Cybrex Alpha...
Gavril 7 Feb, 2019 @ 8:39pm 
I thought I've seen the ai build them. but I could be wrong.
Lego_Teh_Eggo 22 Jan, 2019 @ 2:45pm 
You could probably ask Glavius. Seems to know his way around the AI weighting.
Nuranon  [author] 12 Jan, 2019 @ 11:36am 
@rain67 currently not.

I plan to change that though. But I have no idea how the weighting system works so I'll have to figure that out (and get the megastructure discovery notification events working) before I will make AI build them. Am currently less actively updating the mod though, so don't wait for it if thats absolutely a feature you want.
forerunner398 10 Jan, 2019 @ 6:43am 
Does the AI like to use this feature?
𐩸 18 Dec, 2018 @ 6:24am 
@Nuranon
Thanks :)
Nuranon  [author] 18 Dec, 2018 @ 6:14am 
@«(PeGaS)» Holy moly, thanks a lot!

Not sure why (mod name I figure) but your mod overrides my copied english translations so everyhting works as intended.

Will add your mod as recommended to the Russian localization.
Nuranon  [author] 18 Dec, 2018 @ 6:12am 
@∂ will do, was a stupid attempt to reduce a not *that* large mod in size.
𐩸 18 Dec, 2018 @ 6:10am 
Please roll back the update that reduced the quality of the textures and added compression. There was no need to cut the filesize at all.
«PeGaS» 18 Dec, 2018 @ 5:43am 
Full Russian translation here
Nuranon  [author] 17 Dec, 2018 @ 4:05pm 
@Hyakko you underestimate the amount of work this takes ;)

I'm up to 5 Megastructures and am still lacking unique models for two and missing 3/4 other Megastructures entirely.
Hyakko 17 Dec, 2018 @ 4:01pm 
@nuranon plz create gigastructure version mod
JenkoRun 16 Dec, 2018 @ 11:34am 
I've got a feeling this mod is gonna be huge at some point.
Nuranon  [author] 16 Dec, 2018 @ 10:54am 
@Shadowguardian91 I want to do the Ringworld properly, with tile blockers, decreased size and habitability and all that to reflect it being barly functional. That will be much more complicated than a normal Jury-Rigged megastructure, even there the creation of the structure is by far the easiest part - all the work is in writing descriptions, creating events (and having them trigger properly) aswell as doing visuals.
Shadowguardian91 16 Dec, 2018 @ 10:48am 
@nuranon i completely agree with the Matter Decompressor. I would think Jury-Rigged Ringworlds would be easiest... hell there is a mod that add more starting home worlds and one of them adds a broken ring work with one sector habital and you start on the Habital part.
Nuranon  [author] 16 Dec, 2018 @ 10:40am 
@Shadowguardian91

The Strategic Coodination Center already is part of this mod. I intend to do the Interstellar Aseembly and Mega Art Installation...but am so far not convinced I can make the Matter Decompressor make sense in a Jury-Rigged variant.

I won't promise anyhting but would guess those two are added before christmas, I'll expand the mod as I'm motivated to do so, currently more toying around with giving already existing jury-riggs better visuals.

My longterm goal is to add Jury-Rigged Ringworlds.
Shadowguardian91 16 Dec, 2018 @ 9:07am 
will you be adding in the new mega structures on your list?
JenkoRun 15 Dec, 2018 @ 4:01am 
Awkward, lol. At least bug had been found and dealt with :)
Nuranon  [author] 14 Dec, 2018 @ 4:10pm 
@HighKings_Ruin and @Dovenius I feel dumb.

to create the Jury-Rigged Megastructure names I copied the vanilla localizations and changed the names to fit my Jury-Rigged ones. With the release of the Megacorp DLC I did the same for the new ones, only for the Interstellar Assembly I didn't change the name for the items I was giving new names and descriptions, so I accidently renamed the "Ruined Interstellar Assembly" to "Jury-Rigged Intestellar Assembly".

The Jury-Rigged Megastructures (only Interstellar Assemblies) should be gone in the next (v0.26) update, it was just a naming error, I haven't even started to create the actual jury-rigged structure.
Nuranon  [author] 14 Dec, 2018 @ 3:34pm 
@Pevselon Oh shit, I accidently updated the mod with my testing resource production (to see if my megastructure window changes work for multiple produced resources), I will fix this today.
Pevselon 14 Dec, 2018 @ 7:50am 
Hey! Is it OK, that my JR Dyson Sphere produces not only 100 ec, but 100 minerals and 100 alloys too? At first I thought I have accidentally cheated some. However, there were no cheated tiles on the star. BTW this dyson sphere had a texture bug, that made it looks like a bunch of scrap flying around, even though I have fixed it...

Here is a screenshot (Sorry about language, I am playing on Russian :steammocking: )
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1590624114
Deadeye_7 13 Dec, 2018 @ 6:18pm 
TY!
Nuranon  [author] 13 Dec, 2018 @ 5:53pm 
@Deadeye_7 No.

You can find Ruined Megastructures in the Galaxy without either the Utopia or Megacorp DLC and you can also restore them. Those DLCs "just" add (among other things) the ability to construct those Megastructures from the ground up and not just restore existing ones.

My Mod only introduces an (choseable) intermediate step to full restoration, so I'm expanding on features included in Vanilla Stellaris (without DLC), so you don't need any DLC.
Deadeye_7 13 Dec, 2018 @ 5:44pm 
does this require the megastructure dlc?
Nuranon  [author] 12 Dec, 2018 @ 8:58pm 
Hm.

Well shit, again, I'll look into it.
JenkoRun 12 Dec, 2018 @ 8:48pm 
Nuranon  [author] 12 Dec, 2018 @ 7:43pm 
I didn't change anything and didn't screw with the vanilla files anyway, including galaxy spawn stuff.

So I wonder if this might have been a bug where the game was spawning random megastructures (not just ruined ones) in 2.2.0 or whatnot, seems kinda unlikely to me though.

Or the bug is truely rare.
JenkoRun 12 Dec, 2018 @ 7:40pm 
I test this stuff by going Observer and jumping to every Megastructure filled system that pops up.

In my most recent test I've found none though, maybe I got lucky or maybe it's fixed?
Dovenius 12 Dec, 2018 @ 7:26pm 
well to be fair ive only seen it once in like 5 playthroughs