Stellaris

Stellaris

Spaceport Building with Orbital Station
45 Comments
conmkchar 28 Jun @ 7:54pm 
I was wondering if you could make a gestalt consciousness version of the spaceport building, right now for both hiveminds and machine intelligence it makes clerk and trader jobs.
Toast 17 Jun @ 7:06pm 
hey i wanted to ask if there was any way to disable the uninhabitable planet station, just as an option, i like the space port and station above the planet but would prefer to play without a star stations on uninhabitable planets
Rotiti  [author] 2 Jun @ 7:59pm 
new version 2.0.2 updated.
Rotiti  [author] 2 Jun @ 11:29am 
@Dozand

Oh! Very useful information, thank you.

I will upgrade a new version to change about this.
de Grizz 2 Jun @ 11:28am 
more impotant thig what i want ask, as i can see speceport starbase can exist on ringworld/habitat, in time it not have acces to orbital ring eco boost buildings sadly
de Grizz 2 Jun @ 11:23am 
yea, i know all that,
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
Rotiti  [author] 1 Jun @ 7:38pm 
@Dozand

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
de Grizz 1 Jun @ 1:23am 
Advanced Spaceport give only +5 amenities?.....=)
银色子弹 11 May @ 9:48am 
OK👌
Rotiti  [author] 11 May @ 9:44am 
@银色子弹

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.
银色子弹 11 May @ 8:15am 
Or is it because I used a mod that adds planetary districts?
银色子弹 11 May @ 8:06am 
Why can't I build it on a habitable planet? Is it incompatible with the orbital ring?
Rotiti  [author] 18 Jan @ 3:31am 
@Janlitschka

You can use it without start a new game.
After add some of them then remove this mod may cause unexpected behavior.
Janlitschka 17 Jan @ 10:38am 
hey, is this save game compatible
Beast-Storm 20 Oct, 2024 @ 1:26am 
Wow this is unexpected, thank Rotiti

Indeed Steam is a good platform :D
Rotiti  [author] 19 Oct, 2024 @ 10:33pm 
@Beast-Storm

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
Beast-Storm 19 Oct, 2024 @ 6:02pm 
I checked to see if this mod still works in my downgraded version 3.6.1, it doesn't

@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
Rotiti  [author] 8 Oct, 2024 @ 2:47am 
@Rahl81

Thank you !

I already add the link into the description. :D
Rotiti  [author] 21 Sep, 2024 @ 10:39pm 
Rotiti  [author] 21 Sep, 2024 @ 10:36pm 
@ubet

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
ubet 21 Sep, 2024 @ 3:24pm 
Hi thanks for the mod. Are gun batteries and torpedo batteries disabled ? as star bases do not create slots when built.
nukestar 17 Sep, 2024 @ 10:39am 
@Strider you can just turn off the soldier jobs in the pop tab.
de Grizz 3 Oct, 2022 @ 11:02am 
is possible replace soldier jobs with samething more usefull? they just eat workforce, cos have more hi priority than even basic miners and dont rly need most of game, even police will be better. also spacebase anchorage more usefull way produce fleetlimit than soldiers. and this mod give unlimited space for spam bases in system
Beast-Storm 2 Oct, 2022 @ 11:10pm 
Good to know, thanks @Rotiti
Rotiti  [author] 2 Oct, 2022 @ 9:53pm 
@Beast-Storm

You can still build an Orbital Station around a habitat station.
Beast-Storm 2 Oct, 2022 @ 7:43pm 
If you build a spaceport on a habitat station can you still have the decision option of building a Starport around it? or does it glitch out?

just curious
Doviena 26 Aug, 2022 @ 6:49pm 
Doesnt take Gestalt empires in account when it comes to the jobs, as the soldier jobs are not usable by machine empire, and trade value from merchants is useless
Rotiti  [author] 23 Jun, 2022 @ 5:06pm 
@barkingnoise

> 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.
barkingnoise 23 Jun, 2022 @ 4:05pm 
Does this mod now include the contents of "Orbital Station for uninhabitable planet"?

Question is: do I need both mods or just this one?
Rotiti  [author] 12 Jun, 2022 @ 9:37am 
@Stargazer

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.
de Grizz 12 Jun, 2022 @ 9:01am 
hmm, after last updates mod start conflict with others mods with work with planet starbases and orbital rings, and crush game as result, load order not mater
is in theory it can be splited by palnetary/starbase buildings and builds planet starbase itself in future ?
Rotiti  [author] 10 Jun, 2022 @ 8:45am 
update 1.1.0

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.
barkingnoise 5 Jun, 2022 @ 1:35pm 
Update: It works for me on planetary habitats now with the new update, no problems!
Many thanks
barkingnoise 5 Jun, 2022 @ 1:17pm 
Hi!
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!
Rotiti  [author] 3 Jun, 2022 @ 9:55am 
mod upgrade to 1.0.6, in any case upgrade should work for Planetary Habitats.
Rotiti  [author] 3 Jun, 2022 @ 9:19am 
@barkingnoise

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.
barkingnoise 3 Jun, 2022 @ 6:23am 
Yes I am using the latest version with that part of the code (I checked the file before posting my previous comment).

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.
Rotiti  [author] 2 Jun, 2022 @ 9:32pm 
@barkingnoise

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
barkingnoise 2 Jun, 2022 @ 5:20pm 
Hi! Really like this mod - but I've encountered an issue:
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
de Grizz 30 May, 2022 @ 1:59pm 
i rly like concept when need to chose between planet ring or base, this have sense, what need more - more planet buffs or full starbase defence in curent moment
hellm100 30 May, 2022 @ 1:54pm 
Checked, everything works fine in the current company.
Thank you very much for the mod with atmospheric control.
And I recommended this excellent work to all the players I know.
hellm100 30 May, 2022 @ 11:31am 
Of course, thank you)
I've been missing the ability to build ports since patch 1.9.
This mod must be in the top
Rotiti  [author] 30 May, 2022 @ 7:36am 
@hellm100

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 :)
hellm100 30 May, 2022 @ 6:30am 
Thanks! A wonderful mod, although the spaceport building cannot be upgraded on a planet where the maximum level of the capital building has already been built, but this is nonsense. Great job.