Stellaris

Stellaris

Orbital Ring Buildings [OBSOLETE]
42 Comments
Battlespark 17 Feb, 2024 @ 7:12pm 
thanks for all the hard work man!
Gilten 10 Feb, 2024 @ 7:32am 
You forget to remove the 30_orb_research_buildings files. With the new leaders system, this file is outdated. I think. Maybe.
borsk  [author] 27 Nov, 2023 @ 8:17pm 
Gigastructures are not my intellectual property, it wouldn't be right to just rip features out of it. You could ask gigas devs to make their modules as a separate mod, they are the only ones who can
Make 19 Nov, 2023 @ 11:25am 
Greetings. I really like your mod. I have a small request. Playing gigastructures, I found a technology there that allows you to build structures in the cells of the orbital rings that increase the max number of districts of a CERTAIN type on the planet.

Below I attach a disk with screenshots of buildings and technologies that open them.

So, about the request. Could you transfer these buildings to your mod, or create a separate modification for this?

https://drive.google.com/drive/folders/14Bh827yZj14WsuVafI9tyBh0Pf7Rzlcm?usp=sharing
Mumm-Ra 19 Sep, 2023 @ 6:39pm 
awesome
Rahl81 17 Sep, 2023 @ 3:37am 
Thanks...this is how it has to be done with every game update (I know it can be annoying...but it has to be done to avoid creating confusion even if the mod still works...the compatibility version of each mod goes updated every time...I have +100 translation mods and often there are no changes but I always update the mod version so as not to be incompatible with the base game version.)
borsk  [author] 17 Sep, 2023 @ 2:44am 
I uploaded an update that only changes mod version to avoid any further confusion
borsk  [author] 17 Sep, 2023 @ 2:32am 
yeah, I verified that it still works perfectly fine in the new version, so no changes are required
Rahl81 17 Sep, 2023 @ 1:25am 
@ borsk hi, on the mod page you write that it is updated to 3.9 but the last upload was on 14/05 and therefore still for version 3.8...
borsk  [author] 2 Aug, 2023 @ 7:23pm 
@Maschinenmenschv gigastructures don't add buildings, they add modules. Well, last time I checked they had modules that increase max mining/generator/farming districts. But I'm willing to believe they might've changed that since I checked
Maschinenmensch 1 Aug, 2023 @ 11:16am 
Nice, was looking for a mod like this for a while. Also, are you sure Gigastructures also adds buildings for the rings? Because im only seeing the vanilla ones and the ones from this mod.
borsk  [author] 13 May, 2023 @ 4:59pm 
If you are OK with making space infrastructure more powerful, you can always install gigastructural engineering. That mod adds modules that add worker jobs
borsk  [author] 13 May, 2023 @ 4:58pm 
There already are buildings that do that. I think that adding modules that do the same would throw the balance of orbital rings way off and make them too powerful
singleton30 13 May, 2023 @ 4:55pm 
can there please be modules that either give basic/manufactured resources or give bonuses to basic/manufactured resource jobs?
borsk  [author] 21 Mar, 2023 @ 1:51am 
Sorry you are experiencing this crash. Since we don't know which combination is causing it, there's little I can do
Ovid 20 Mar, 2023 @ 9:40pm 
@Borsk, of course I have other mods. The playset in question has 80 or so, and that's my light-weight mod only list.
And asking a non-modder to check crash logs is like asking them to look for a particular grain of sand on a beach. Even doing a control-F search for "orbital" or "ring" gave me no mention at all, and I have no idea how the error log refers to this mod as.
On the other hand, when I made a playset of ONLY this mod, then the crash didn't occur. So, congrats, this mod is causing a crash in connection with something else, I have no idea what as the crash is no longer occurring. Trying to fix a binary-combo crash is so much more frustrating than finding a single culprit.

I apologize for sounding snippy, but I spent hours narrowing the crash down to this mod (and Starbase/Orbital Ring Upgrades was also causing it too), and my patience/energy is fried. I'll just disable this mod, and hope someone else has a more helpful crash report.
borsk  [author] 20 Mar, 2023 @ 8:37pm 
@Ovid, do you have any other mods? This isn't happening for me. Please, try verifying game files. If that doesn't help, please try finding crash logs and looking for a more detailed explanation of the crash there
Ovid 20 Mar, 2023 @ 6:04pm 
Oddly, this mod was causing a crash on game startup for 3.7, before I could get to the main menu. I had the same issue be caused by the Starbase/Orbital Ring Upgrades mod too. Did 3.7 change something for orbital rings?
borsk  [author] 15 Mar, 2023 @ 4:16pm 
I just checked, it works just fine for me. Do you have any other mods installed?
borsk  [author] 15 Mar, 2023 @ 3:49pm 
That's strange. Thank you for report, I'll look into it
Exterminieren 15 Mar, 2023 @ 2:04pm 
I dont think research building works for hive minds. it increases upkeep of minerals but doesnt add any extra science. at least in the tooltip for the building.( i never made it)
borsk  [author] 14 Mar, 2023 @ 11:09am 
Updated to 3.7. Please, feel free to report if you encounter any issues
forbiddenlake 16 Feb, 2023 @ 6:29pm 
Awesome. Just confirmed the unity fix worked. The test save went from 136 back to 111 when I demolished the building. Thank you!
borsk  [author] 16 Feb, 2023 @ 4:14pm 
Thanks again. I just released the version with those issues fixed. Enjoy!
borsk  [author] 16 Feb, 2023 @ 3:15pm 
Thanks for the report! I'll look into it. Yeah, it's ok to create issues on GitHub, it's easier to track them there
forbiddenlake 16 Feb, 2023 @ 1:59pm 
Hi, thank you very much! I love the strategic resource changes.

I opened a couple issues on Github (which I find easier especially uploading a save), namely, the unity building for machines doesn't seem to be working, and there's a reference to a missing file (and error logs about it). Just checking if that space is on your radar or if I should post the longer bug reports in a comment/discussion here?
Battlespark 11 Feb, 2023 @ 4:06pm 
I had another mod update this morning as well as this one..least from steam.

Orbital Ring Buildings Updated
Unique Ascension Perks 3.6 BETA

Both this morning and ya both keep repeating "starting a new game" hahah. ahh i think im done modding and with the game for a bit. It just never fails man..ye get a good set going, everything is fine and one mod just borks the entire experience..over and over. Plus we now have another mini dlc/expansion coming out soon.

i give up, ill just delete everything again..and wait a few months. oh well. Thanks for trying.
borsk  [author] 11 Feb, 2023 @ 3:37pm 
I uploaded the update almost a week ago. Are you sure this is caused by this mod? Maybe there's another mod that updated? This is a very simple mod, so I don't see how it could be causing this. The only thing I could recommend is starting a new game
Battlespark 11 Feb, 2023 @ 3:24pm 
This mod just updated today 2/11 and my savegame from last night is instantly crashing. Anyone else run into this problem?
borsk  [author] 5 Feb, 2023 @ 9:38am 
Enjoy!
borsk  [author] 5 Feb, 2023 @ 9:34am 
I just uploaded the change to strategic orbital resource depot, it should now modify the base output and upkeep of exotic resource refiner jobs. Please, feel free to let me know if you encounter any issues with it
borsk  [author] 30 Jan, 2023 @ 4:55pm 
I'll mark the overlord DLC as required to avoid such confusion in the future
ZodiacTyko 30 Jan, 2023 @ 12:29pm 
In some way I didn't realized that this mod requires an Overlord dlc lol. Was wondering WHY I can't build orbital rings if I have your mod.
borsk  [author] 28 Jan, 2023 @ 2:52am 
Yeah, that's a fair point. I am not sure about the resource gatherers, but I should probably make it increase the base output of refiners and such
forbiddenlake 26 Jan, 2023 @ 8:24am 
Hello! Thanks for this! Two things on the orbital refinery building. One, it doesn't look like it affects strategic resource *gathering* jobs (as opposed to translucers, refiners, and chemists). Can it? Two, +10% seems pretty lackluster to me.. on a planet with 7 synthetic crystal plants, I go from 32.10 to 33.50. Do you agree that the effect is small for the cost and can it be increased?
borsk  [author] 12 Jan, 2023 @ 8:42pm 
@Wilmfe23, I never tested my mod without DLCs, but I'm pretty sure you still need overlord in order to construct the orbital ring. Also, vanialla-friendly means being in line with features of the unmodded game, not porting DLC features into a free mod
MOON_MAN 12 Jan, 2023 @ 11:13am 
Ty :leatherneck:
Wilmfe23 12 Jan, 2023 @ 4:05am 
It says in a "vanilla friendly way" Does this mean it allows you to make orbital rings without having the overlord DLC?
borsk  [author] 8 Dec, 2022 @ 12:14pm 
I'm glad to help!
CiaoBella 7 Dec, 2022 @ 11:19am 
OG orbital ring module was messing with ui overhaul with last update. This updated version works perfectly. Thanks dude
borsk  [author] 30 Oct, 2022 @ 1:47am 
Thank you! I am really glad to hear that
Sidewinder Fang 29 Oct, 2022 @ 3:43pm 
Added in the functionality for your new buildings into my space elevators mod, also gave the related code another pass, some of it was a bit janky.