Stellaris

Stellaris

Starbase Solar System Exploitation
68 Comments
Draconas  [author] 7 May @ 9:38am 
I did not do a previous version.
You have 2 options:
1. This link takes you to my github at the last commit before 4.0, you can grab the files from there: https://github.com/draconas1/stellaris-space-exploitation/tree/834c902ef881d02006173f0d16e2e6a89aca8e6a

2. Run the 4.0 version. do not build the customs and excise building or food building, those are the only ones that have changed in 4.0.
alijharb 7 May @ 1:41am 
Hello, is it possible to include a link for the last version you published before 4.0? For those waiting for the new update to be patched. Thank you.
Draconas  [author] 5 May @ 4:23am 
Updated to 4.0, many a change to all the trade buildings.
Mice 13 Mar @ 7:42am 
yeah its probably better to just wait for 4.0 since it's going to wreck everything lmao. I think the ideal thing here would be to give each of the modules (ONLY the energy and mineral ones) the same type of bonus to the stations, maybe even slightly reduced since you'd be double dipping and disable the origin's buildings OR you commit fully to the new modules and disable the ones from the mod but you change the origin's modules to have the same bonuses as yours, or who knows maybe you come up with something cooler either way look forward to whatever you decide doing to it
Draconas  [author] 9 Mar @ 5:54am 
You're right I should probably look at them after 4.0 and see how I can integrate. The main issue is overriding vanilla, I hate doing it int his mod as it causes all sorts of random incompatibilities.
Mice 7 Mar @ 9:37pm 
I know you didn't have the astro mining droids civic or the arc welders origin in mind but are you planning to have any sort of interactions with these? I also can't tell which I'm supposed to be using the ones in the mod seem to be outperforming the astro mining bays and hubs at the moment (which doesn't make sense but Idk how you'd balance them out)
Draconas  [author] 5 Mar @ 2:47pm 
thank you :)
Wakelessrex 5 Mar @ 5:35am 
Fantastic mod, much appreciated.
raw666 15 Nov, 2024 @ 2:51pm 
Under rated mod, hope you keep working on this mod.
Draconas  [author] 12 May, 2024 @ 2:40am 
Ok, so despite this mod fighting me at literally every turn, I think I have finally beaten the module and building code into submission.
Solar panels work and everyone can build them.
Supercapacitor works and detects the solar panels correctly.
Draconas  [author] 12 May, 2024 @ 12:50am 
Another update this morning, thank you to the reporters and to Selmephren for debugging the code.

Sorry about this, I focused all my energy on Genetic Assimilation and All ascension Paths mods for 3.12 and thought that Sploit would be a good little mod and not give me troubles. I am in the middle of an iron man run and so can't actually test it. Once that is done I will give it a whirl to double check everything.
Mice 11 May, 2024 @ 9:12pm 
sorry to be the bearer of bugs, other than that its an absolutely essential mod to have I love it so much
Mice 11 May, 2024 @ 9:11pm 
the supercapacitor system building does not see the solar panels as valid anymore, they used to use another kind of solar panel before the update (which was awkward because I could always build both as a hive mind) im assuming its still expecting that solar panel to be there
"One must be true - Starbase has module sm_" is the condition im seeing now
Gilgamesh 11 May, 2024 @ 7:12pm 
can anyone build the solar panels as a non-gestalt empire? Draconas, I notice you try to redefine the solar_panel_network in 00_modules_overrides.txt but I'm not sure it's working
Draconas  [author] 11 May, 2024 @ 4:07pm 
I thought I fixed that. Gah. I will go over it first thing tomorrow.
Selmephren 11 May, 2024 @ 3:42pm 
Fixed it for me by adding the line: has_starbase_module = solar_panel_network on the next line after: has_starbase_module = sploit_solar_panels
Selmephren 11 May, 2024 @ 3:40pm 
Just so you know you can't build the supercapacitor system at the moment without first having the sploit_solar_panels built first. If you have the solar_panel_network instead you can only queue it up after the solar panel network but after the solar panel network is built and no longer in the queue the supercapacitor system can't be built and falls out of the queue.
Mice 10 May, 2024 @ 10:47pm 
nevermind, I can't delete the previous comment but I had to manually re download this a few times it works just fine now! thank you
Darkaiser 10 May, 2024 @ 6:32am 
I love mods like this, that provide small tweaks instead of massively changing the core game.
Draconas  [author] 10 May, 2024 @ 12:19am 
Thank you both, I was able to track it down this morning thanks to your prep work.

I've uploaded a fixed version
cody we0b 9 May, 2024 @ 2:44pm 
same issue with nattim; on 3.10.4 i place the mod in its own playset by itself and it crashes every time
nattim117 9 May, 2024 @ 1:35pm 
Btw I narrowed it down to this mod but I am getting CTD when using this mod. I load up the game to 100% but before the main menu pops up the game crashes. Again I've narrowed it down to this mod and it still happens even when only this mod is loaded.
Flying_Squid_999 21 Feb, 2024 @ 1:47pm 
@Draconas Thanks! In the meantime, it's not a huge issue.
Draconas  [author] 21 Feb, 2024 @ 1:15pm 
That sounds like the override is a bit borked, I will try to check that out as it's probably a quick fix, but I am currently on a bit of a hiatus so it may have to wait until I am back in April.
Flying_Squid_999 21 Feb, 2024 @ 8:08am 
@Draconas Both solar panel versions currently appear in the build menu, with only this mod active.
raw666 1 Dec, 2023 @ 12:06pm 
Update may not be necessary, but appreciated.
ThePhantomX64 1 Oct, 2023 @ 2:46am 
I forgor to install this mod since the update
Draconas  [author] 1 Oct, 2023 @ 2:12am 
Yep, no changes needed
Joexer 30 Sep, 2023 @ 6:55pm 
does this still work? (3.9)
ThePhantomX64 20 May, 2023 @ 3:57pm 
Nice, Yeah I was always wondering which one was from this mod because I did experience the same issue of having both solar panels. Good to see they got fixed
Draconas  [author] 20 May, 2023 @ 5:55am 
Patched the dual solar panels issue
ThePhantomX64 17 May, 2023 @ 9:47pm 
I would NSC but RN I have some mods that might interfere or at least I fear might. I'll give it a try RN and I hope it doesn't have any conflicts.
Draconas  [author] 17 May, 2023 @ 2:02pm 
Current version, don't know, starbase expanded / extended used to be the biggies, and of course NSC.
ThePhantomX64 17 May, 2023 @ 12:40pm 
What are some mods you know of that are compatibility with the current version of the game will allow for more station slots?
Draconas  [author] 17 May, 2023 @ 10:02am 
Cheers, I'll take a look
Dukkokun 17 May, 2023 @ 6:19am 
I think your overwrite for the solar panel needs to be updated. As of 3.8, I am getting both the default solar panels and your version of solar panels as a machine intelligence. Not sure why.
Draconas  [author] 11 May, 2023 @ 1:36am 
@ThePhantomX64: They are totlaly different, I just messed up and uploaded the Solar System Exploitation description onto starborn by mistake. That is now fixed and starborn now correctly tells you what its about.

This mod: enhancements for starbases for mining/energy/science/SR etc...
Starborn: My own implementation of voidtouched but with more features and events.

They are 100% compatible.
ThePhantomX64 10 May, 2023 @ 5:12pm 
Does this work with Starborn or are they basically the same thing?
Draconas  [author] 10 May, 2023 @ 12:11pm 
Updated to 3.8
Draconas  [author] 16 Apr, 2023 @ 12:40am 
Mod compatibility.
Because mine have a bunch of code in them, it would complicate the merges between mods, this way worse that happens is machines end up with 2 sets.
And cool and hilarious idea on the sphere, I'll have a look - I may not because there may not be a way to modify the megastructure output in system without hacking the megastructure itself which i am definitely not doing
Fisherman_56 15 Apr, 2023 @ 8:07am 
Why don't you modify vanilla solar panels, instead making your own?
As a side note, I think that system with Dyson sphere deserves supercapacitors as well. After all, this is a giant solar panel.
Draconas  [author] 9 Apr, 2023 @ 1:16am 
Minor patch to make the relevant lab buildings appear as options when there is a matching rare resource even if there is no science deposit in the system.
Cutha 22 Jan, 2023 @ 5:03pm 
Thanks for the mod :)

A small thing, I think that because of the naming 00_module_override doesn't overwrite the base game 00_starbase_modules and machines end up with 2 solar panels to build. Of course, I have messed up something when I merged it.
Draconas  [author] 29 Nov, 2022 @ 9:59am 
Updated to 3.6, no changes needed
Draconas  [author] 27 Nov, 2022 @ 1:04pm 
Yes.
LetTheMossReclaimYou 26 Nov, 2022 @ 7:01pm 
Does this currently work with 3.5?
Draconas  [author] 8 Nov, 2022 @ 2:16pm 
Did you mean to post this comment on a different mod? because you haven't listed mine
Draconas  [author] 6 Jun, 2022 @ 2:43pm 
The only one that replaces is solar panels, and I do not make any changes to the number of modules available on a starbase, so you need to pick what you want starbases specialised in.
kaelis 6 Jun, 2022 @ 2:22pm 
Are these modules replacing vanilla modules or are you increasing the number of modules a starbases can support?
Draconas  [author] 12 May, 2022 @ 10:27am 
3.4 update done. Just required adding a clause to not build new modules on an orbital ring.