Stellaris

Stellaris

Planetary Mega Engineering
415 Comments
sinaippp 34 minutes ago 
@bchronic352

i found the reason the foundry drones don't fill - the base game inline script for adding alloy jobs for gestalts (including hive) was changed to job_fabricator_add, and this mod didn't change the inline script, thus adding a job that the game does not check for anymore. it is a 5 second change to solve.
Derelict Dawn  [author] 18 Jul @ 5:58pm 
@bchronic352

I hope to have those fixed as soon as I get some time to work on the mod again, thanks for being clear about the circumstances, and I'm glad you like the mod so much!
bchronic352 18 Jul @ 5:59am 
For the sake of keeping track I have unfilled culture workers, with multiple government types, and then the foundry drones for organic hiveminds will not fill. Everything else I've seen has worked. I have been mainly using the biological ascension recently so I have no info on the other path specific jobs.

Love the mod btw, been using it since I found it last year
Derelict Dawn  [author] 17 Jul @ 1:41am 
@Hunter

I can't really help you since I don't know what's going on in your game. Did you research the deposits? Are you using the right game version? Does your planet have the required population and any other pre-requisites to build the deposits?

Perhaps most importantly, are you using a wilderness empire? That's isn't supported. Maybe in the future, but right now it's not.
Derelict Dawn  [author] 17 Jul @ 1:35am 
@Zyptan

The only mod I know of that does something similar to this one is Planetary Wonders. (honestly I think the mod is amazing)

Here's a link to the mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2305790641
Hunter 12 Jul @ 2:44pm 
When ever I use this mod I can't add to my planets using the planet decisions. I tried only using this mod and nothing else but it still wouldn't work and I even tried using the Planetary Mega Engineering Mod but still nothing. This is one of my favorite mods is there any way to fix it?
maxguh 10 Jul @ 8:51pm 
I can't express how I love this mode! Thank you @Derelict Dawn for your hard work. :steamthumbsup:
Zyptan 10 Jul @ 7:42am 
Hello, does anyone know of any mods thats adds more things like this?
Derelict Dawn  [author] 7 Jul @ 11:21am 
@jasonft

Regarding the second part of your comment, please read the mod description.

As for your first suggestion, I'll look into clarifying requirements on deposits, that's an oversight on my part.
jasonft 6 Jul @ 12:00pm 
Like that these things exist for each ascension path. Wondering why nothing tells you that you need the ascension path to build it. If there was such a message about the tech saying that it needed the ascension path to build I missed it.

Have you decided on making or not making a special resources zone for things like Zro/ Nannites/ Living Metal
Antlantas 5 Jul @ 9:32am 
Just wanted to let you know that the Culture Worker jobs from the University Cityscape are not working properly. No pops are moving into the jobs and the jobs are not properly converting to Bureaucrats.
Generalisator 2 Jul @ 11:54am 
Game bugged enough on its own. MP borked. I would wait for Paradox to do their side for a working game first.
Derelict Dawn  [author] 2 Jul @ 7:28am 
@Inviz

I can't exactly give you a concrete timeline unfortunately. I'd like to have those problems, as well as some other bugs I know of, fixed within the month ideally.
Inviz 2 Jul @ 3:21am 
@Derelict Dawn

And how long to expect a solution to the problem, your mod has no analogues (Or I did not find them)
Derelict Dawn  [author] 1 Jul @ 7:54pm 
@Inviz

This is a problem I'm going to work on as soon as I'm able. Rest assured I'm aware of it.
Inviz 30 Jun @ 10:07am 
Some buildings provide positions, but they cannot be occupied (People do not want to work there). There are more such bugs in the collective consciousness (swarm).
Derelict Dawn  [author] 29 Jun @ 10:27pm 
@jasonft

Left out the operative part, which was what you were musing on. Each of those deposits requires a planetary capital, large population and the correct ascension path tradition tree completed, not just started.
Derelict Dawn  [author] 29 Jun @ 10:25pm 
@jasonft

There are indeed. Each ascension path is intended to have one, as in psi, bio, machine, and cyborg, though with the modifications they keep making to ascensions a few may be broken right now.
jasonft 29 Jun @ 10:06am 
That explains much.

I suspect there are a few others with pre-requisites that are not listed.
irend 29 Jun @ 8:27am 
@jasonft

I don't know whether this is the main reason or not, but finishing synthetic tradition is the requisite for the orbital robot assembler thing for me
jasonft 28 Jun @ 5:13pm 
What does cause the orbital Robot Assembler thing to appear? I'm up to the same point in another game. I researched it, but it does not appear as a build option.
Dog 26 Jun @ 6:30pm 
Hello just wanted to inform you that your planetray megastructure jobs of the Artificer / Artisan type cant be filled if one have the master crafters perk
jasonft 24 Jun @ 3:30pm 
It did eventually come up as an option to build, but it was quite a bit after the time I researched it. No idea what finally made it show up because I had stopped checking after building and researching stuff to see if it was there.
Generalisator 24 Jun @ 1:08pm 
Everything the last time I used it.
Lady Lucina 24 Jun @ 8:29am 
Is there a limit to how many of these projects I can build on a planet, or can I build everything the planet meets the requirements for?
jasonft 23 Jun @ 8:59pm 
Orbital Robotics Assembly (not sure of the name). My Machine Mind very much wants to build this because more drones is always better. Especially when near future building Synaptic Lathe.

Question - I have just researched this. I do not see it as an option to build. Am I missing something? Does it have a pre-requisite I have not built yet?
Gapho™ 12 Jun @ 8:14pm 
fallen24

"The Deep Mantle Exotic Hyperforge, producing dark matter, living metal and nanites.

The Biosphere Preservation Webbing, a gaia-world unique deposit available to regular and hive empires. Produces Zro."
Kampfbell 11 Jun @ 8:53pm 
Interstellar Hospital. It has duplicate cultural worker job (which provides 500 jobs) one is functional and behaves like vanilla job and the other is empty and can't be filled by pops resulting in job vacancy.
fallen24 11 Jun @ 5:01pm 
what is that deposits?
Derelict Dawn  [author] 11 Jun @ 1:40pm 
@fallen24

My mod is the original and as of now is up to date. It has two new deposits, and I’m working through bugs introduced in the 4.0 update.
fallen24 11 Jun @ 11:02am 
hi just want to ask what the difference between Ur mods and the mod made by bd019378?
Derelict Dawn  [author] 11 Jun @ 1:41am 
@Squatch King

This is the main thing I'm looking into fixing next. I hope to have the problem solved in the next 1-2 weeks.
WCHR VIPER 10 Jun @ 9:15pm 
I did some testing in the aforementioned save, I can now select the decisions to be put in the build queue, and the effects of the buildings have taken place. This is very cash money.

Thank you again.
Squatch King 10 Jun @ 8:23pm 
Hey, i found a bug while playing as a hive mind, the synapse, foundry, and brain drones added by any of the decisions are not added to the main job pool for each type instead creating a separate job pool of the created jobs. More importantly these 3 job types also don't seem to allow any workers.

After i noticed in my game i tested with just this mod enabled on fresh save, gave myself all techs and resources, populated home planet and built all of the added decisions. I tried to setting job priority for each of the jobs but none would fill.

Even though those jobs aren't working with the mod my devouring swarm is still op though :)

love the mod though and hope you can find the problem.
Derelict Dawn  [author] 10 Jun @ 6:42pm 
@WCHR VIPER
@Road66

Linked in the bottom of the mod description. I tested it briefly, hope it works for you both.
WCHR VIPER 10 Jun @ 1:28pm 
Thank you, kind sir, I appreciate it greatly. (even on the off chance that there isn't one available)
Road66 10 Jun @ 1:23pm 
hello, thanks for a legacy 3.14 because i play in 3.14 . now , just today your mod was been updated and now he dont run 3.14.
Derelict Dawn  [author] 10 Jun @ 12:58pm 
@WCHR VIPER

I’ll upload a legacy 3.14 version shortly if possible. (Didn’t consider the possibility I’d still need it, irresponsible I know). I’ll link it in the description if I manage to find a backup that works.
WCHR VIPER 10 Jun @ 12:53pm 
Hey, odd question, but is there still a 3.14 version available? I'm quite fond of the mod and have a save with it enabled on 3.14 and I'm looking to get it wrapped up.
Derelict Dawn  [author] 9 Jun @ 12:57pm 
@vrosolino

It doesn't, unfortunately.
vrosolino 9 Jun @ 12:32pm 
does this mod suppport the wilderness origin
Gapho™ 9 Jun @ 12:10pm 
Sweet, love playing with this mod, thanks for updating it!
Derelict Dawn  [author] 6 Jun @ 8:31am 
@Falitoty

I changed as little as possible this version with deposits. Some minor changes to upkeep, updated job counts to reflect the new pop system. I did tweak the origin, which I will likely continue doing until I'm happy with it.

That's all for the 4.0 update.
Falitoty 6 Jun @ 3:13am 
May I ask, what are the changes with the new version?
逆光之种 6 Jun @ 2:26am 
I wonder what may happen to those deposits if I stop using the "Planetary Mega Engineering Reborn" and load this;if this action cause any bug,I'll still using that one till I finish the ongoing play
FiauraTheTankGirl 1 Jun @ 12:24pm 
We look forward to it.
Derelict Dawn  [author] 31 May @ 2:12pm 
Appreciate all the nice comments and encouragement. I'm getting to work properly on updating this for 4.0 now. I'll be focusing on ensuring the mod works relatively the same (power scaling wise) as it did before 4.0. Hope to have something for you all soon.
bd0193781 24 May @ 2:58pm 
Made a new version that seems to work with 4.0.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3486985238

All credit goes to Derelict Dawn for the original, and if he updates his, I'll remove mine. It mostly just fixes the population and job scaling, and switches some jobs for other ones (so, clerks -> traders, but with fewer).
Tash 23 May @ 7:55pm 
everyone loves this guy
bd0193781 23 May @ 10:56am 
Just sent you a friend request, D. Happy to provide an update to this if you're busy or no longer interested, just let me know. Like others, I think this was pretty brilliant and just want to see if live on in 4.x.