Stellaris

Stellaris

Orbital Ring Buildings (Unmaintained)
33 Comments
Skyhy  [author] 7 Apr @ 1:57pm 
Hi Folks, I'm not maintaining this Mod. I made this for myself and it has since been taken on by people with more time. Find the new one here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3159094464
guyfog 4 Jun, 2024 @ 2:37pm 
The mod causes some icons to shift "half an icon to the side", so that the cropped view of the jpg of all icons contains both half of the original and half of another icon. Very annoying. I don`t recommend using the mod anymore.
borsk 19 Oct, 2022 @ 12:43pm 
Hey everyone, since the author went silent on us I updated this mod to the latest version of Stellaris. You can find the updated version here
borsk 13 Oct, 2022 @ 3:02pm 
by the way, you don't have to override vanilla files to create new icons. You can rename the file to something else and only leave your new icons in it, that would make those icons future-proof
borsk 13 Oct, 2022 @ 2:50pm 
This mod breaks the planet automation icon in the planet view UI in the latest patch. The icons.gfx file overrides the vanilla one. Many players would appreciate it if you fixed it
H.E. Pennypacker 10 Jul, 2022 @ 7:51pm 
Does this work with the mod that adds orbital rings to non-habitable planets?
Larsen 28 Jun, 2022 @ 7:46am 
Nvm after a year had pasted it showed up in build menu.
Larsen 28 Jun, 2022 @ 7:35am 
having problems with getting tech unlocked to build new buildings when added to an ongoing game.
borsk 28 Jun, 2022 @ 1:18am 
Thanks for making this amazing mod! I would like to let you know that the research orbital ring building for machine empires doesn't seem to add any upkeep. I believe that that's because it's added through `planet_calculator_energy_upkeep_add = 1` rather than `planet_researchers_energy_upkeep_add = 1` at line 522 of file `common/starbase_buildings/00_orbital_ring_buildings.txt`. Changing it like that fixes the upkeep. Speaking of which, I would like to suggest that it would make more sense for calculator upkeep to increase by 2 rather than 1, since that would be more consistent with the upkeep increase for hive minds and regular empires.
ScorpioneOrzion 26 Jun, 2022 @ 4:48am 
Mod has problem with its descriptor file. Their is a missing "
Sidewinder Fang 25 Jun, 2022 @ 2:03pm 
Added in support for your mod to my latest Space Elevators mod update, cause I think its pretty neat.
Skyhy  [author] 20 Jun, 2022 @ 12:15pm 
Hi all, thanks for the feedback. This indeed my first mod and I definitely didn't expect it to blow up like this. My next priority is to to sort out the file compatibility so that this doesn't cause problems with other mods. Updates to come, thanks for the patience!
Legit-Rikk 18 Jun, 2022 @ 8:48am 
Unsure if you'll see this Abigail, but this is definitely their first mod - this overwrites every file it's involved in. I suggest you go through and change the file names "overlord_mega_l_english"(keeping the _l_english) and "00_orbital_ring_buildings" so they don't overwrite. If you feel like it, deleting the base game buildings out of the file as well. The only one it needs to overwrite is the "00_common_categories" file, though it only adds one line so it's easy to make a patch if another mod needs to overwrite it.
flowerfugue 18 Jun, 2022 @ 4:26am 
This looks really cool! However, I've been trying to merge it into my modlist on Irony and i'm confused about the overwritten 00_common_categories file - what changes have you made exactly?
Jette 14 Jun, 2022 @ 3:10pm 
Thanks! Really enjoying this so far!
If you're looking for suggestions, is there any chance you could add the Orbital Filing System to Machine Empires somehow? It's unlocked in Vanilla by the Effective Bureaucracy society tech, but that's locked out from being researched if you have the Gestalt Consciousness Ethic, and it's annoying to not be able to get the +Unity Orbital building as Machines.
baronjutter 13 Jun, 2022 @ 1:15pm 
Some ideas:
-some sort of orbital surveillance and enforcement module to reduce crime.
-some sort of orbital amusement park or something to increase amenities.
Larsen 13 Jun, 2022 @ 5:20am 
AEGIS System seems out of place since the ring will be taken over if your bombing a plante.
Maybe add some pop growth or happiness or something like that.
Syfer the Skunk 11 Jun, 2022 @ 7:08pm 
What's the compatibility for this mod? It keeps causing my game to crash.
Sir Humphrey Appleby 11 Jun, 2022 @ 4:03pm 
Why is this a mod and not vanilla. Thank you Skyhy, this is all three thoughts I had after building an orbital ring.
Dominula Local 11 Jun, 2022 @ 3:19pm 
Like the comment below mine, not sure about the AEGIS system, also to add to their comment crisis fleets will completely destroy (turn into "ruined" version) orbital rings so it has limited use.

Other than that, this is great. Don't know why there aren't buildings to boost refineries and researchers in the first place!
Lord Forte 11 Jun, 2022 @ 1:01pm 
As the orbital ring can be 'captured' by invading forces, I'm not sure how stuff like "planetary shields" will work, flavor and mechanically. Somehow the enemy owns the orbital space around the planet, and the ring they control makes it harder to invade their enemy?
Ven 11 Jun, 2022 @ 5:02am 
What about a specialisation for invasions?
For example, some additional defence armies or bonuses to them?
Astro ^-^ 10 Jun, 2022 @ 7:58pm 
YES FINALLY! A tech specialized building.
Sidewinder Fang 10 Jun, 2022 @ 7:39pm 
Now this looks promising
marky612 9 Jun, 2022 @ 4:28am 
I haven't tried ground combat with an orbital ring planet, but I thought the devs said that before a planet can be invaded the orbital ring must be deactivated like a space station. So if that happens does AEGIS still apply the buff to the planet?
SargR 8 Jun, 2022 @ 1:23pm 
Underrated mod, i look forward to future developments:D
w.girl27 8 Jun, 2022 @ 9:14am 
thank you always love more options
trollhattington 8 Jun, 2022 @ 1:40am 
This looks awesome, I’ll be keeping an eye on this, orbital rings definitely need the love you’re giving them
Tisagh 7 Jun, 2022 @ 9:32pm 
Good stuff bro, looking out for more
Skyhy  [author] 7 Jun, 2022 @ 4:27pm 
So I've figured out how to modify the base output of researchers. The Labs now add +1 to research output and +1 consumer goods upkeep for normal empires. Machine and hive empires have equivalent upkeep that matches their respective resources constraints.
Skyhy  [author] 7 Jun, 2022 @ 9:16am 
I think this is the way that I'll be going with it. Research appears to be handled somewhat differently than other resources though so I'm hoping to figure out the best way to make this work.
marky612 7 Jun, 2022 @ 6:05am 
I'm hoping the Micro Gravity Research Labs adds 1 to each research for researchers at the cost of 1 more consumer goods?