Stellaris

Stellaris

Orbital Ring Destructor
15 Comments
Doge 22 Jun @ 9:05am 
GOOD MOD!
THANK YOU!
barkingnoise 12 Jun @ 4:44am 
@Rotiti
I think that was indeed the issue! I'm using Real Space which adds several systems with more than one star and I had just one remaining orbital ring that I could not remove, I have not confirmed but I'm fairly certain it was on one of the non-main stars.
Thank you for the update
Rotiti  [author] 11 Jun @ 12:13am 
@barkingnoise

I try to reproduce the issue but just found a case that if a system have multiple star, the one be built on the star which is not primary one can't be removed.

So I add a new version to let this mod can remove it.


If you still found someone can't be remove by this mod new version, you may need to provide more information about the planet which can't do remove action then I can try to add more rule for it.

Thanks
barkingnoise 10 Jun @ 1:54pm 
Hello again!
First off, thank you for fixing the issue on your Orbital Ring for Uninhabitated Planet mod.
As you may recall, my constructor was constructing several orbital rings per system before I caught it.
I had assumed that I could just remove them using this mod, but it seems to be limiting this "construction" (actually "deconstruction/removal") to 1 per system?
Is this a limit you can control?

Currently I have two systems with several orbital rings (from your other mod) and it seems I can only remove one per system (after the first one has been removed the megastructure option to "build" another "orbital ring remover" is greyed out and it says something like "cannot construct around any planetary bodies in this system" even though I have more orbital rings in that system)

Thank you
Rotiti  [author] 8 Oct, 2024 @ 10:09am 
@Frozone

Hi:

Even by start a whole new game, it should be shown in Construction Ship Build Megastructure menu.

https://i.imgur.com/6MqXjiD.jpeg
Frozone 8 Oct, 2024 @ 7:39am 
doesn't work for me, downloaded the mod, but the interface wont show up, tried at least 5 times reloading the game and checking if mod is enabled
Rotiti  [author] 11 Aug, 2023 @ 5:44am 
@krager

I think no.
The ruined ones is not the same structure by game define.
krager 10 Aug, 2023 @ 7:57pm 
does this work on ruined rings on abandoned or devastated planets?
can't seem to get the project started
Rotiti  [author] 17 Jul, 2023 @ 4:48am 
@Imperator of Rome

Just test on newest version game, confirm work.
Imperator of Rome 16 Jul, 2023 @ 2:32pm 
Doesn't work. The option to deconstruct Orbital Rings, destroyed or otherwise, isn't there.
Mittelstein 21 May, 2023 @ 5:23am 
@Sorry, i hasnt seen my shipyards, and the amount of bases was exactly on 25 with the rings... :-O my own fault, no problem ^^
Rotiti  [author] 20 May, 2023 @ 10:18am 
@The Reaper

Yes, you can use this for a save game.

But, as I known, orbital ring should not add your starbase cap...maybe you can confirm your starbase cap again, it should only be added when you have a system with a upgraded starbase.
Mittelstein 20 May, 2023 @ 9:24am 
my problem is, i cant remove any orbital rings and they take all my star base cap. actually on 25/21 and if i take over a system with orbital rings, its going more and more... the upkeep of the starbases ist way to much, only because of this. So... can i use this mod in a save game, to reduce the amount of orbital rings i have? and is there any catch?
Rotiti  [author] 13 Jun, 2022 @ 9:07am 
@Cirdain

After version 1.0.3

1. if you enable this mod during a save game, this mod will help to remove the "has_megastructure" flag from the planet.
2. if you enable this mod and start a new game, as the orbital ring will not set "has_megastructure" after use this mod, this mod will not do remove "has_megastructure" flag action.
Cirdain 13 Jun, 2022 @ 7:43am 
Does this also remove the "has_megastructure" flag from the planet?