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Oh! Very useful information, thank you.
I will upgrade a new version to change about this.
i wanna say after pdx change pop scalling where old 1 pop = 100 in 4.0, this 5 amenities not have any sense anymore, it must be 500, or just delete them, cos i never get any amenities shortage in new patch, 1-2k most low number i see
By design, we have two upgrade path for Spaceport building,
Advanced Spaceport
and
Spaceport Complex
the benefit of upgrade to first one is less, but have ability to build/connect to an orbital station directly for the planet, to simulate this planet is focus on trade/communicate with other planet/system
the benefit of upgrade to second one is more, but it can not connect to an orbital station directly for the planet, to simulate this planet is focus on local planet develop
You should select build either orbital station or orbital ring on a planet.
--
On technical point of view it is possible to let them exist together (to make new one just as a ship, not a starbase), but this will make the ship one can't be trace by the outliner
So to make it as a selection is better implement method I think.
You can use it without start a new game.
After add some of them then remove this mod may cause unexpected behavior.
Indeed Steam is a good platform :D
Thanks for Steam version control that make auther can get old version very easily, steam is really a good platform.
legecy version for 3.6.x
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3351737425
@Rotiti if possible could you make a legacy version of this mod for 3.6.1???
I will miss this mod and it was good while it lasted, keep up the good Rotiti, stay safe out there
Thank you !
I already add the link into the description. :D
Hi:
Do you mean after build gun batteries and torpedo batteries on the starbase of this mod, no slot(weapon) be add to the starbase?
I just test new game with only enable this mod, when update to Starport level it's weapon(Armaments) is 3 slot, add gun batteries and torpedo batteries will go to 7 slots (+2 and +2).
May you also confirm it's mod conflict with other ones or give me more detail if this is not the issue what you mean.
Thanks
You can still build an Orbital Station around a habitat station.
just curious
> Does this mod now include the contents of "Orbital Station for uninhabitable planet"?
Yes
> Question is: do I need both mods or just this one?
This mod is for Orbital Station (model is starbase)
My another mod is "Orbital Ring for uninhabitable planet", which is for Orbital Ring (model is Orbital Ring)
So if you just want use Orbital Station, you can use this mod only.
But there have some new feature is added base by Orbital Ring, then I also let it can work on Orbital Station side (you can get information from patch note), if you want these kind of feature, then you need both mods.
Question is: do I need both mods or just this one?
To make planetary ones have it's own starbase level which independent from vanilla ones is possible, but by vanilla design, the starbase modules and buildings doesn't all really have an existing check to confirm where they can be built or not, that is why mod authors need to add flags or judges to vanilla ones to make them know where they are locating at...
So it is hard to make everything compatible with others, by vanilla current design.
is in theory it can be splited by palnetary/starbase buildings and builds planet starbase itself in future ?
Add a starbase building "Ship Command Transit Hub"
The concept of this building is when you have some ship (fleet) stay (enter orbit) in your orbital station shipyard, the ship can help your planet on construction, patrol, intimidate or something else, so you will have different buffer when you have different kinds of ship stay in your orbital station shipyard.
This building also support to build on orbital ring as it also can have a shipyard.
Many thanks
I tried checking for overrides of that file in my mods loaded after Planetary Habitats (and after your mod) but I didn't find any that didnt have a custom file for their mod's buildings.
Also I have not noticed any issues with upgrading any other buildings anywhere except for the starport building from this mod.
Anyway, I will try out the new version of this mod and let you know if the issue is resolved or is persisting.
Thank you for your time!
It is ok, just give me enough information then I will try to find the answer and solution :)
The reason here is, you have some mod override the modify of Planetary Habitats does
(in common\scripted_triggers\01_scripted_triggers_buildings.txt), the "has_upgraded_capital" need some modify then can support Planetary Habitats, but in your side some mod after Planetary Habitats override it, so the change of Planetary Habitats can't work correctly.
It may be ok that I can write a patch to let this spaceport mod work regardless of this situation, but I guess by this mod sort or override case you may also have issue on other building upgrading, for ex., research lab.
So it may be better that you also need to find out which mod in your side cause the issue and give it a correct sorting.
But okay then, it works on vanilla habitats then. I'm trying to use it on a Planetary Habitat from Planetary Diversity, but it won't upgrade.
However, I dont see *why* it doesn't work, since those habitats use the same capital buildings as regular habitats (they're deisgnated as "building_hab_capital" and "building_hab_major_capital" respectively AND has "capital = yes") and your allow-rule is very general and should include these (as it seems to do in your void dweller example - even though vanilla hab capitals share the same designations and "capital = yes" rule as the PD Planterary Habitats ones).
It is very confusing why it doesnt work the same.
Hi:
Do you try mod newest version? (may need to un-sub then re-sub the mod)
The newest mod use
allow = {
OR = {
has_upgraded_capital = yes
has_building = building_station_major_capital
}
}
as judge rule so habit should work in rule "has_upgraded_capital = yes"
And I also try it in my side and it can upgrade in my habit.
tested by origin Void Dwellers which just have this mod without any other mod
https://i.imgur.com/22T0hTX.jpg
I can't upgrade the starport building on my habitat even though I have the upgraded capital.
The starport building just says "requires planetary administration" and an empty "has building" requirement below it.
I think it's because you have "building_station_major_capital" instead of "building_hab_major_capital" in the starport building file, but I'm not sure
Thank you very much for the mod with atmospheric control.
And I recommended this excellent work to all the players I know.
I've been missing the ability to build ports since patch 1.9.
This mod must be in the top
I try to change the upgrade judge rule to more generic one (as same as research lab)
if you still have upgrade issue after update new mod version, please let me know which capital building you have issue.
Thanks :)