Stellaris

Stellaris

Gauntlet's Orbital Structures
100 Comments
Gauntlet  [author] 7 Jul @ 8:33pm 
PS: Forgot to say I updated the descriptions for decisions.
Gauntlet  [author] 7 Jul @ 10:42am 
Thank you for the feedback!

Regarding the tooltips, I do not know how to have the code pull the stats automatically for the tooltip (meaning they would update when I update stats)... nor do I want to manually add stats that would later get updated...

You'll note the descriptions DO tell you "produces energy" just nothing precisely.

But I did go through the Orbital Structures and clarified and added commentary where I felt things were missing, for example, the Luxury Center and the Trade Centers were not mentioning their benefit of 0.5 Civic Points each. The fusion array was missing that it reduces building upkeep empire-wide, etc. etc.

It did just occur to me, that you might be building these via Decisions, which I keep purposely very brief, because I was in a hurry and they use their own localisation entries... I'll go update those now.
PlainWhiteToast 6 Jul @ 3:55pm 
A couple suggestions, FWIW:
1. People are asking for localisations. I'm an English speaker but I think Copilot or ChatGPT can do full yaml translations that are passable. It's free, anyway.
2. The tooltips\descriptions for the orbitals could really use some in-game info on what they do. Like, does it produce Unity? Engineering? How much? That sort of thing.
Kvetching aside, this is a great mod that's helping me squeeze the last bits of value from my planets. Thanks for the work!
Gauntlet  [author] 14 Jun @ 7:35am 
Added Russian localisation files as provided by mew! Thanks mew!

If anyone wants to contribute a localisation pack, just let me know and I'm happy to incorporate.
Gauntlet  [author] 10 Jun @ 3:27pm 
Small updates, re-did the bonus from the Bio-Science Growth Center, should add pop growth again, and now gives a small bonus to growing/maintaining bio-ships... oh and a small energy upkeep to the structure was added.
mew 8 Jun @ 12:04pm 
Oh, by the way I could do so. Fluent in ukrainian and russian languages and romanian
Gauntlet  [author] 8 Jun @ 8:13am 
Well good luck, and if by some chance you'd like to translate and create localisation files/etc. let me know.
mew 8 Jun @ 5:15am 
Yeap. I got different localisation. Tried to switch back to English - nothing changed. So probably one of the mods making such an issue
Gauntlet  [author] 7 Jun @ 5:06pm 
The mod only has localisation for English. Are you playing in a different language?

If so, most likely a issue with another mod or a bad install.
mew 7 Jun @ 3:48pm 
Hi. My game names for structers are broken. Is that due to different language of the game itself?
Gauntlet  [author] 8 May @ 2:48pm 
Also the new update broke both Defense Stations and Orbital Fortresses and I've removed them for now.

Granted we now have the new Citadel, so I need to reassess whether these structures still make sense.
Gauntlet  [author] 8 May @ 2:15pm 
Update for 4.0

Unfortunately, I cannot get the Orbital Ring expansion of 4 and 5 levels to work for Biogenesis shipsets. For the time being, the extra ring levels had to be removed.

To compensate, the basic Orbital Ring levels have been improved, so Level 1 = 3 modules and 1 Building instead of 2 and 0, and so forth, so at level 3, you get 5/3

My various adjustments to modules has also been removed for the time being, as I get comfortable with the new 4.0 economy.



Everything else seems to be working fine after minor fixes.
Gauntlet  [author] 4 Mar @ 8:27pm 
yes that should be correct.
Curdos 4 Mar @ 5:34pm 
Perfect, I was refraining from putting them on certain worlds due to not wanting to accidentally mess up my plans for those worlds. All Structures except Slot C can be dismantled right?
Gauntlet  [author] 4 Mar @ 5:33pm 
Nope.
Curdos 4 Mar @ 5:30pm 
Do these orbitals interfere with/take up the base-game and Gigastructure's "slots"? for example Orbital rings, Orbital Elysiums, etc?
Curdos 28 Feb @ 6:15pm 
Perfect! Thank you for the swift response!
Gauntlet  [author] 28 Feb @ 3:33pm 
The mod is fully compatible with Gigastructures and I use both all the time!

I haven't found anything that it is explicitly incompatible actually.
Curdos 28 Feb @ 1:39pm 
I saw in one of your earlier comments that you use this mod as an alternative to Gigastructures. Is there any direct incompatibility? I suspect lots of overlap and thats alright, but I have a current fascination with squeezing literally every possible production out of my systems, and think this mod would help me with my fixation. Similarly, are there any other popular mods that would likely be incompatible? Thank you!
TazerFace 13 Feb @ 6:11pm 
And this from the G-OS_defense_station.txt file and I'm off to the races!

custom_tooltip = {
fail_text = "G-OS_supporting_colony"
OR = {
any_system_planet = {
colonizable_planet = yes
exists = owner
exists = controller
controller = { is_same_value = prev.owner }
num_pops >= 25
}
}
}
TazerFace 13 Feb @ 6:11pm 
I am able to use the console to make other mega's, and your syntax looks correct but for whatever reason it just won't let me force it in. The tooltip only mentions the lack of a properly sized colony preventing me from building it normally.

With your feedback I was able to edit the txt files for the fortress and the defense station to allow me to just build them with a construction ship though. :) I appreciate your responsiveness and guidance about editing the config files, thanks a ton!

I removed this from the G-OS_orbital_fortress.txt file:

custom_tooltip = {
fail_text = "G-OS_supporting_colony_fifty"
OR = {
any_system_planet = {
colonizable_planet = yes
exists = owner
exists = controller
controller = { is_same_value = prev.owner }
num_pops >= 50
}
}
}
Gauntlet  [author] 13 Feb @ 4:04pm 
Hey no worries!

1) Try google the console command for megastructures and following some guides, perhaps I missed a step, but those are the correct megastructure ID names you'll need.


2) You could change the files directly, under the mod directory for G-Orbital-Structures/common/megastructures

3) Find the defense station file (G-OS_defense_station), open, find this section and delete it:

"
custom_tooltip = {
fail_text = "G-OS_supporting_colony"
OR = {
any_system_planet = {
colonizable_planet = yes
exists = owner
exists = controller
controller = { is_same_value = prev.owner }
num_pops >= 25
}
}
}
"

That's the bit of code that makes a owned colony of 25 pops (in this case) a requirement.

4) Repeat for Orbital Fortress.



Good luck, when Stellaris revamps the pops system (soon) I'll reassess my mod/requirements/etc.
TazerFace 13 Feb @ 12:32pm 
I appreciate that SUPER fast response! Unfortunately neither one seems to work. The command says it created the megastructure but even after letting it run through to another month or 3 it never appears and I don't see the planet gaining the attribute either. I tried several planets. I do have multiple of these deployed normally in other systems so the mod is definitely working.
Gauntlet  [author] 13 Feb @ 11:56am 
I believe a console command to spawn these would be:

create_megastructure G-OS_defense_station

or

create_megastructure G-OS_orbital_fortress
TazerFace 13 Feb @ 11:33am 
Is there a console command to force deploy an Orbital Fortress into a system? I get that you don't want the AI to spam this stuff but I see value in a player being able to force a Fortress into a strategic chokepoint system without having to first build and grow a colony to 50 pops there.
Same for the defense stations....
Gauntlet  [author] 20 Dec, 2024 @ 10:32am 
Indeed. Since I use this as a alternative to Gigastructures mod, I don't see much issue with the snowball impact... becoming a god-empire is the point of Stellaris for me.

(So Instead of producing a virtually infinite number of Dyson Spheres, I produce a finite number of Ancillary Fusion Arrays/etc. to counteract costs. It's *more* finite, since these have to be colonies with population and not any empty star system.)

Though I could look into destroying surplus structures that are intended to be Unique when you conquer them.

Thank you for the feedback, I really appreciate it.
Jack Jack Attack 12 Dec, 2024 @ 3:47pm 
I really like the idea of this mod, having some way to invest a strong Alloys economy back into other resources is great especially for Pacifists. However the bonuses endlessly compounding plus the build limits being exploitable through conquest are big issues. It's painful how snowbally this mod makes the late game with dozens of "-5% Energy Credits upkeep" stacking to the point where no resource is ever limited. It removes any point to continuing the game once you've conquered even a quarter of the galaxy. What I would suggest would be to remove the empire-wide bonuses and instead have those be on the exclusive buildings that you can only ever have one of.
jman21859 2 Oct, 2024 @ 6:26pm 
@gauntlet i can't find where in the files the problem is but the orbital fortress just won't work whenever i place it in a system that meets the requirements for it the construction ship "builds" it but it disappears upon completion.
Gauntlet  [author] 21 Jun, 2024 @ 4:53pm 
Thank you so much for seeing and reporting that. It's been fixed!
UTPriest 21 Jun, 2024 @ 11:34am 
Here is your culprit. in the astral weaver megastructure. Delete that bonus }

dismantle_potential = {
always = yes
}

dismantle_possible = {
always = yes
}
}
Ghost of Draupnir 21 Jun, 2024 @ 4:07am 
Something seems to have gone horribly wrong. The Megastructures list is flooded from day 1 with broken objects, like this;
https://i.imgur.com/sWI0lBm.png
Gauntlet  [author] 20 Jun, 2024 @ 7:40am 
Small update. Made the all remaining Orbital Structures dismantle-able, as well as Ruined Orbital Rings.

This means for example if you crack a planet, you can later clean up the orbital ring debris in orbit.
Gauntlet  [author] 9 Jun, 2024 @ 12:27pm 
Update today!

Fixed the bug where Decision construction for C slot orbitals wasn't respecting the limits of one per empire.

Added A Slot "Orbital Lab", provides about 25 research, but will produce Zro, Living Metal, Nanites, or Dark Matter in small amounts once harvesting said resources is possible.

Added C Slot "Army Headquarters", provides army damage, war exhaustion score, and unity for soldiers.

Added C Slot "Naval High Command", provides starting level to Commanders and fleet size increase.
Gauntlet  [author] 9 Jun, 2024 @ 10:03am 
Thank you for making a localization pack. It has been added as a link to the bottom of my description.
卡尔文迪斯梅特 9 Jun, 2024 @ 7:55am 
I made a new Chinese localization translation is here.Could you please add a link?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
Gauntlet  [author] 7 Jun, 2024 @ 4:29pm 
Small update, I have duplicated some of the structure models for the various orbitals, and then modified their scale to keep them smaller and more in line with Orbital Rings/etc. and to not let them be confused with true megastructures.

A few bug fixes. And I forget whether I mentioned the Astral Weaver, but this structure produces astral threads.
Gauntlet  [author] 6 Jun, 2024 @ 11:41am 
Pretty big update.

As of now, you have Three Orbital Slots (A, B, or C)

Slot A has 3 choices, including the mining outstation (which is like a mini Arc-Furnace)
Slot B has 4 choices
Slot C is reserved for all of the various structures that are "one of a kind"... this is about 7 structures right now.

Dyson Rings, Defense Stations, Orbital Fortresses, and the Neutron Shield Array all remain unchanged, and built around stars or planetoids.

New Slot C structure, the Astral Weaver can produce Astral Threads, requires the Astral Siphon upgrade level 3 to be reached.

Most orbitals can be built by decisions, but this is still having issues with allowing construction of combinations that shouldn't be possible and not respecting empire limits. Working on it.
Gauntlet  [author] 31 May, 2024 @ 8:27pm 
Fixed some issues with Orbital Fortresses

Added the "dismantle" feature to many of the orbital structures. Not all yet, but all of the Slot A and B and C which are not "one of a kind"
Gauntlet  [author] 28 May, 2024 @ 8:01am 
Fixed a small bug, where the Mining Outstation Orbital could be built multiple times on the same target planet.
Gauntlet  [author] 26 May, 2024 @ 6:08pm 
Additionally, a new "C slot" structure exists, intended to eventually replace the outstations. It adds deposits (like the arc furnace) to planets in system, but customizes those deposits just like Outstations would. The goal is to replace the outstation system and reduce the micro. Currently, you can have more than one of these structures in a system, but since they don't increase the % resources, they just add flat deposits, and they are all modest, I'm not overly concerned about it yet. We will see.

The old outstations are still available for now.
Gauntlet  [author] 26 May, 2024 @ 6:08pm 
Some changes...

I haven't really re calibrated things since Habitats were drastically modified... after reviewing, I decided to scrap the tiny/less effective orbitals for the Habitats, and allow Habitats the full blown versions available to planets. It could get a little crazy, but ultimately, I felt it was more fair, then effectively barring void-dwellers from enjoying the good structures for much of the game... especially if you chose to be "true to your roots" and purposely avoid planets.
Gauntlet  [author] 25 May, 2024 @ 12:17pm 
Added two decisions that construct a level 1 or level 5 orbital ring for the appropriate costs.

Added a new Centralized Authority Center that increases Edict Fund and grants a Civic and some unity income.
Gauntlet  [author] 7 May, 2024 @ 4:50pm 
Weird behavior found... dyson rings (mod) can coexist with dyson swarm, but if you build the swarm first, the ring will supplant it's income and destroy it's "station" but if you build the swarm secondly, then both will function on the same star. Cute.
Gauntlet  [author] 7 May, 2024 @ 3:58pm 
Updated the mod for the sake of the version number, testing seems to show nothing was impacted by the latest DLC, but do let me know if you notice anything odd.
Gauntlet  [author] 17 Mar, 2024 @ 8:29am 
Seems everything is still working to me, so I'm going to postpone any update until Machine Age is available, so I can incorporate/review dyson swarms (which ostensibly will make obsolete my "dyson rings".
Gauntlet  [author] 3 Mar, 2024 @ 6:05pm 
Compatible with Gigastructures, not NSC (That I'm aware of).
Elden Ring 2 when? 3 Mar, 2024 @ 5:47pm 
This mod breaks orbital rings after Tier 3. Upgrading to 4 and beyond causes -500 build limit and removes all buildings. Is this not compatible with Gigastructures and NSC?
Sunconure11 11 Feb, 2024 @ 2:09pm 
@Gauntlet have you tried asking around in the Stellaris Modding Discord to see if someone is willing to collab with you on a patch for this and NSC3?
Gauntlet  [author] 12 Jan, 2024 @ 11:47am 
I'm sorry but... no. Stellaris updates basic files enough that keeping up is difficult... adding compatibility with NSC which also updates frequently = too much work for me.
xkuripuri 11 Jan, 2024 @ 10:26pm 
As its one of the more popular mods, and it does alter Orbital Rings, any chance of thinking of NSC compatibility?
As of right now, they actually do work together... sort of. Just when you reach Tier 3, an upgrade button appears that has a 0 day duration and changes it to Tier 4 - which then deletes all the building and module slots. (You can then upgrade it against instantly, for free to Tier 5 with no change).