Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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
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
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.
I don't oppose the idea of somebody else taking an outdated mod and continuing work on it or just update it.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 I very much support you creating a "Fix-Mod" for Jury-Rigged Megastructures which overwrites outdated files of my mod and or adds new features. I'd be happy to make an archived version of this mod if you want to that.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.
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
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.
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".
Would be nice to get use of an early Cybrex Alpha...
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.
Thanks :)
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.
I'm up to 5 Megastructures and am still lacking unique models for two and missing 3/4 other Megastructures entirely.
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.
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.
Here is a screenshot (Sorry about language, I am playing on Russian
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1590624114
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.
Well shit, again, I'll look into it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1589570842
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.
In my most recent test I've found none though, maybe I got lucky or maybe it's fixed?