Stellaris

Stellaris

Space Forge Modules
36 Comments
Osrek 12 Mar, 2022 @ 10:14pm 
Please update
Hebrux 19 Jan, 2022 @ 1:30pm 
Love this mod but unfortunately, it crashes my game
Fetfrumos96 12 Dec, 2021 @ 1:06pm 
Please, is it possible to fix your mod, the mod does not want to work correctly in the new version 3.2
Kepos 12 Jan, 2021 @ 8:18am 
Great addition to enhance space expansion.

Would it be keen to ask for some energy modules, probably photovoltaic modules or solar plasma generators? The more and the bigger the Stellaris mods grow our options, the more hunger for energy do our empires grow.
CESARINI GAMER 17 Mar, 2020 @ 9:14am 
thanks for making the mod and updating it keep it up!
CaptainKampfkeks 4 Jan, 2020 @ 1:32am 
It does.
Oldhip 3 Jan, 2020 @ 3:15pm 
Coming back after a year away,does this still work ?
easte 6 Oct, 2019 @ 5:03pm 
It seems the AI in my game cannot (or will not) build anything larger than a starport. Could that be caused by this mod?
|--_TATOEGOD_--| 12 Jul, 2019 @ 6:53pm 
UPDATE!
lordmoore1 8 Jul, 2019 @ 7:14pm 
Updating?
AdmiralKoerner 13 Jun, 2019 @ 5:14pm 
Is this being updated to 2.3?
Konka 22 Feb, 2019 @ 2:39pm 
this is by far the best mod atm, so simple but perfect should be in vanilla
crymson 7 Feb, 2019 @ 2:41pm 
the alloy forge is currently broken it doesnt debit the mineral cost so its basically free alloys
Comfort Creature 1 Feb, 2019 @ 4:54pm 
Ok, but btw this mod is legit my favourite as it saves so much space... No pun intended
Dazz Aephiex  [author] 31 Jan, 2019 @ 6:23am 
By the technology "Global Production Strategy".
Comfort Creature 30 Jan, 2019 @ 12:39am 
How do you get the manufacturing center?
James Fire 27 Dec, 2018 @ 9:14pm 
Manufacturing Centor

Center?
Hann3o 25 Dec, 2018 @ 4:51am 
dang when the ai builds them aswell , kind of OP
Dazz Aephiex  [author] 25 Dec, 2018 @ 2:16am 
@Failu
Photoshop CS6 + .dds plugin
Failu 25 Dec, 2018 @ 12:52am 
How do you make the pictures? I will make my version.
Lulu 24 Dec, 2018 @ 1:44pm 
too strong compared to +3 food and +3 energy from other modules
Cancervero 24 Dec, 2018 @ 7:03am 
If you want to add another manufacturing building to also take away engenering research, a neutronium extractor could work
Dazz Aephiex  [author] 24 Dec, 2018 @ 2:28am 
Some of your scientists are deployed on this module to extract dark matter from empty space. :steammocking:
Luigil101 23 Dec, 2018 @ 9:35pm 
Why would the manufacture of something require research?
It's not like you're torching research papers over a fire to create this stuff
Dazz Aephiex  [author] 23 Dec, 2018 @ 8:47pm 
It's done!
30 energy + 30 physics research for 0.5 dark matter;
30 energy + 30 society research for 0.5 zro.
What do you think?
Dazz Aephiex  [author] 23 Dec, 2018 @ 8:11pm 
However starbase modules are affected by starbase upkeep reductions so nobody knows.
Dazz Aephiex  [author] 23 Dec, 2018 @ 8:10pm 
@LAJ-47FC9 (Liara)
1. Foundry jobs convert 6 minerals into 3 alloys since v2.2.2 patch.
2. Planetary jobs are affected by stability production boost and all other production boosts while starbase modules aren't. (This is why have I decided to make the starbase buildings.)
LAJ-47FC9 23 Dec, 2018 @ 4:52pm 
I would recommend decreasing the production rates of the modules slightly, in order to match the efficiency of jobs. Right now, not only do these modules not require pops to operate, but they are also much more efficient - for instance, 20 minerals converts into 10 alloys, a ratio of 2:1, while a metallurgist job converts 12 minerals into 4 alloys, a ratio of 3:1.

Apart from the balance, however, I love this mod! It's super duper great, especially for the early days when you don't have many pops around.
Light 23 Dec, 2018 @ 1:23pm 
might be nice, but dont make it too overpowered compared to buildings. F.e. 20 consumer goods seems too much now. A good idea might be that those modules also give some (space) jobs.
Dazz Aephiex  [author] 23 Dec, 2018 @ 9:45am 
I'm considering to make new modules to craft dark matter and zro.
Dazz Aephiex  [author] 23 Dec, 2018 @ 1:04am 
They will.
Light 23 Dec, 2018 @ 12:31am 
Will AI use those?
Bart 22 Dec, 2018 @ 9:52pm 
@ToastyMedic, the limited number of starbase slots leads me to disagree. These are VERY valuable modules, but starbases are incredibly limited in number compared to planets and pops.
Dazz Aephiex  [author] 22 Dec, 2018 @ 3:28am 
I will consider.
ToastyMedic 21 Dec, 2018 @ 12:19pm 
Love the mod, but Ballance wise, I think upkeep needs to be 4 Credits per module, 1 seems a bit broken for efficiency (Due to the fact it frees up pops)