Stellaris

Stellaris

Space Forge Modules
36 kommentarer
Osrek 12. mar. 2022 kl. 22:14 
Please update
Hebrux 19. jan. 2022 kl. 13:30 
Love this mod but unfortunately, it crashes my game
Fetfrumos96 12. dec. 2021 kl. 13:06 
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 kl. 8:18 
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 kl. 9:14 
thanks for making the mod and updating it keep it up!
CaptainKampfkeks 4. jan. 2020 kl. 1:32 
It does.
Oldhip 3. jan. 2020 kl. 15:15 
Coming back after a year away,does this still work ?
easte 6. okt. 2019 kl. 17:03 
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. juli 2019 kl. 18:53 
UPDATE!
lordmoore1 8. juli 2019 kl. 19:14 
Updating?
AdmiralKoerner 13. juni 2019 kl. 17:14 
Is this being updated to 2.3?
Konka 22. feb. 2019 kl. 14:39 
this is by far the best mod atm, so simple but perfect should be in vanilla
crymson 7. feb. 2019 kl. 14:41 
the alloy forge is currently broken it doesnt debit the mineral cost so its basically free alloys
Comfort Creature 1. feb. 2019 kl. 16:54 
Ok, but btw this mod is legit my favourite as it saves so much space... No pun intended
Dazz Aephiex  [ophavsmand] 31. jan. 2019 kl. 6:23 
By the technology "Global Production Strategy".
Comfort Creature 30. jan. 2019 kl. 0:39 
How do you get the manufacturing center?
James Fire 27. dec. 2018 kl. 21:14 
Manufacturing Centor

Center?
Hann3o 25. dec. 2018 kl. 4:51 
dang when the ai builds them aswell , kind of OP
Dazz Aephiex  [ophavsmand] 25. dec. 2018 kl. 2:16 
@Failu
Photoshop CS6 + .dds plugin
Failu 25. dec. 2018 kl. 0:52 
How do you make the pictures? I will make my version.
Lulu 24. dec. 2018 kl. 13:44 
too strong compared to +3 food and +3 energy from other modules
Cancervero 24. dec. 2018 kl. 7:03 
If you want to add another manufacturing building to also take away engenering research, a neutronium extractor could work
Dazz Aephiex  [ophavsmand] 24. dec. 2018 kl. 2:28 
Some of your scientists are deployed on this module to extract dark matter from empty space. :steammocking:
Luigil101 23. dec. 2018 kl. 21:35 
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  [ophavsmand] 23. dec. 2018 kl. 20:47 
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  [ophavsmand] 23. dec. 2018 kl. 20:11 
However starbase modules are affected by starbase upkeep reductions so nobody knows.
Dazz Aephiex  [ophavsmand] 23. dec. 2018 kl. 20:10 
@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 kl. 16:52 
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 kl. 13:23 
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  [ophavsmand] 23. dec. 2018 kl. 9:45 
I'm considering to make new modules to craft dark matter and zro.
Dazz Aephiex  [ophavsmand] 23. dec. 2018 kl. 1:04 
They will.
Light 23. dec. 2018 kl. 0:31 
Will AI use those?
Bart 22. dec. 2018 kl. 21:52 
@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  [ophavsmand] 22. dec. 2018 kl. 3:28 
I will consider.
ToastyMedic 21. dec. 2018 kl. 12:19 
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)