Stellaris

Stellaris

Planetary Mega-Engineering Reborn
114 Comments
[HC] Wicpar 9 Jul @ 2:26am 
the miner bug on shattered ringword can be fixed by replacing in pme_miners_add
job_scrap_miner_add with job_miner_add
and job_scrap_mining_drone_add with job_mining_drone_add
Both are correctly converted to scrap miners by the game
If other jobs have issues with converted variants it can maybe be fixed the same way by providing the base job.
PrincepsRomana 30 Jun @ 3:27am 
Angler jobs from farming megastructure don't get staffed and don't get added to the other anglers
Adonnus 28 Jun @ 4:57pm 
Can the AI actually use these properly
The All Consuming Plague 25 Jun @ 9:02pm 
Hey mate, just reaching to let you that I think I have found a bug, I am playing a non-hive empire and have found that when building the orbital superfactory, the artificer jobs its produces doesn't get added with the pre-existing artificer jobs.
sjc97430 25 Jun @ 7:19am 
Can someone tell me what the conditions are to activate mega-engineering? I've already done the research but I don't know what the conditions are to activate them.
Myyddraal 22 Jun @ 6:01pm 
would it not be simple to just remove the pop counter, and gate them all behind the capital level/tier?

Or if you want to keep the pop checker, maybe just an extra separate set of wilderness specific ones that use their smaller number?
zkahnman 19 Jun @ 12:57pm 
works for me. it is techbased so you do have to research polar whatever to get maglevs for instance. Also, it does WORK with Wilderness, do you mean it isnt changed to be wilderness flavored? Because THAT is true, but I have felt fine with that until you are able to add organic versions in :)
jasonft 18 Jun @ 6:30am 
Working fine now btw.
jasonft 16 Jun @ 5:47pm 
They showed up earlier in my last game and I didn't take any. By the time I got to Battleships I really wanted them but they were not showing anymore.
EccentricJoe 13 Jun @ 1:57pm 
played 3 games with this mod now, each time to roughly 2300~ and have yet to see any of the techs showing up. is this bad luck or is it not working>?
Teddinamite 9 Jun @ 2:36pm 
Do I deactivate this mod and reactivate the original one that got updated? Don't know if doing this will break my save
For some reason when these are built on habitats virtual pops don't seem to register the jobs opening up until you build an actual building or district. I am unsure what exactly is causing it, honestly. Take your time please, I'm sure there are more pressing bugs. We appreciate your hard work!
Derelict Dawn 6 Jun @ 10:49am 
@jasonft

Just looking through a few things here as I work on the original version of the mod, but I'll answer your question.

Not yet, I am working on a deposit (or possibly multiple deposits) that allow for production of all advanced strategic resources (zro, DM, LM, nanites).
jasonft 4 Jun @ 8:43pm 
Do any of these help gather special resources like Dark Matter? My latest game I had the worst time trying to find DM when I was getting into later game where I needed it.
Akani 4 Jun @ 7:30pm 
Technology (Ascendant Planetar Mega Engineering) -> Gene Preservation Vaults arent appearing as Descision <3
bigmac06 4 Jun @ 3:59pm 
Terraforming into a machine world wipes all features for the planetary mega-projects. Please fix. Not sure if it does it with other planet transformation features. Otherwise, great mod
Skill Less 4 Jun @ 2:16am 
great work so far, have fun while learning <3
Private Pyle 4 Jun @ 1:41am 
Maybe worth to mention that I have thje Masterfull crafter civic, maybe this is related
Private Pyle 4 Jun @ 1:39am 
I have the same issue as barackollama, but with artificers on a normal planet. Have build the Orbital Superfactory thing and the jobs appear but dont get populated. Corporate Megacampus however works fine, the jobs appear and pops are getting assigned.
AeonRemnant 3 Jun @ 3:48am 
Very sad this doesn't work with wilderness, but it's really awesome on machine empires. Thanks for porting.
Hero Sheep Terrish20 2 Jun @ 4:58pm 
you might want to not put to much effort in fixing wilderness. It's a bug/problem on Pardox's end. The Grand Archive DLC uses the same population requirement as this mod dose for it's mega structure, and It's also broken by wilderness. so, chance it might get patched.
barackollama 2 Jun @ 8:00am 
on shattered ring, building the mineral megastructure as a machine empire leads to 1500 unfillable scrap miner jobs listed separately from the normal scrap miner jobs. thought you should know. I've seen that happen with other mods for other jobs and I don't know why it does that. If you can't reproduce it it's probably a problem with my Irony patch.
田所浩二 2 Jun @ 1:54am 
太感谢了作者
Blue 31 May @ 11:29pm 
its back its backkkkkk
bd0193781  [author] 31 May @ 4:08pm 
@aabaaabaa: Ah, got it! Glad you found it! No worries. Happy gaming!
bd0193781  [author] 31 May @ 4:08pm 
@aabaaabaa: I just tried a machine / gestalt / voidborn empire, with just this mod, and while it doesn't show any pop growth the first month (because I think it always shows what happened in the past one?), after 2 months, I do see growth (+3). This was on a 200-star test with zero other empires and no other mods if you want to try reproducing it?

This mod shouldn't change anything until you make a planetary decision (to build a structure), so at the beginning, it shouldn't have any impact on things anyway. Do you have other mods loaded?
aabaaaabaaa 31 May @ 4:06pm 
sorry i foud it myself i use a mod that was not listet in that mod list i forgot that thats my bad ssorry for that but thx for the respons
bd0193781  [author] 31 May @ 3:55pm 
Also, general update - the original mod author is updating things soon! And has some new ideas! So I'll keep this going as best I can until that's ready - likely soon, since they organized the original really well!
bd0193781  [author] 31 May @ 3:53pm 
@aabaaabaa: I'll take a look at replicating that and let you know what I find!
aabaaaabaaa 31 May @ 3:29pm 
sorry i only now the german origins Risswelt(riftworld i think) and Leerengeschmiedet(Voidborn)
Machine:machinintegegenz
in my game it is still no pop growing
CptBattleV2 31 May @ 2:47pm 
THANK YOU SO MUCH I LOVE YOU
bd0193781  [author] 31 May @ 7:39am 
@Protogen: OK, just verified it works for me with the Workshop version -- if it wasn't a one-off, I might suggest unsubscribing then re-subscribing. Perhaps something went wrong as I was updating it as you were downloading it?
bd0193781  [author] 31 May @ 7:34am 
@Protogen: Interesting... this just happened now? I just updated it like three minutes ago. I'll take a look right now. (Weirdly, Paradox doesn't seem to let you have both a local mod version and the workshop version, so I'll try removing my local one and subscribing to this, but any more info you can give would be great!)
Protogen 31 May @ 7:32am 
hey, im having an issue: the paradox launcher says this mod is missing an description file.
bd0193781  [author] 31 May @ 7:29am 
@aabaaabaa: Can you give me more info on this? Eg, what your species and origin are? I'm not seeing it, but I'm quickly learning just how many different configurations of this game there are!
bd0193781  [author] 31 May @ 7:26am 
@ACP: Oof, I'm sorry - I thought I'd fixed it. I did a quick test in my version and both those ARE working, so I'm wondering if this is something dumb like me not updating the mod version with the last update. I'll do that now, and re-upload, and let's see if that fixes it for you. (Give me like three minutes from when this posts.)

If not, can you give me more info on the species type & origin so I can try to replicate it?
The All Consuming Plague 31 May @ 5:01am 
Hi Mate, I have come back to let you know the issue with drones not populating the synapse drone jobs seem to be occurring again with the Supplemental breeding pods and the collective computing consciousness. Also drones won't populate the foundry drones jobs from the subsurface megametres still.
ANIMUS 30 May @ 11:05pm 
big respect to modders picking old classics and cleaning up, recommend running it through AI as code can be cleaned quicker, top one bro!
bd0193781  [author] 30 May @ 8:28pm 
@Coderemove: Wilderness is all new... I'll start looking into it, but I suspect it's a bigger lift since it requires newer code, not just updates to existing ones. Apologies there! I'll add a note above, but I'm just genuinely unsure how long it'll take until I get that figured out.
bd0193781  [author] 30 May @ 8:26pm 
@Plague: OK, the hive mind issues with the synapse drones is now solved, too, I think. I still haven't played a hive mind yet, so definitely let me know if you encounter other issues. I'm learning more as I go, so in theory this gets easier to fix over time. ;)
bd0193781  [author] 30 May @ 7:58pm 
@UglyHamster & Plague: The issues with the catalytic drone job that was never used and the subsurface megaforge issue for machine empires should now be fixed with an update I just made. Looking more about the other robot issues now, like the synapse drone thing and the pop growth, aabaaabaa.
bd0193781  [author] 30 May @ 7:11pm 
OK, plan for this weekend is to a) figure out why my local updated copy doesn't reflect that in the game (cached copies?), b) sort out the drone stuff, which I thought I fixed but probably missed stuff, and c) .... begin to sort out wilderness stuff.

I was hesitant to modify this much from the original creator's vision, but wilderness is totally new, so maybe that has to happen anyway. I welcome ideas or pointers on how/what should be done there!
aabaaaabaaa 30 May @ 4:23pm 
HI when i use bots there is no pop growing all planets or habitats have a pop grow of -10 untile i have 0
Coderemove 30 May @ 12:38pm 
Hey, I was trying out the new wilderness origin with this mod, and it doesn't seem to work. The tooltip says that the pop number is below 0, which makes sense as wilderness is a 'pop-less' origin. Maybe either remove the ability for wilderness to roll the tech for the mod, or remove the pop requirement for the wilderness origin?
Ratzenflink 30 May @ 7:47am 
Thx!
The All Consuming Plague 30 May @ 4:56am 
Also finding that drones won't populate the synapse drones jobs created by the space elevator for some reason
The All Consuming Plague 29 May @ 8:51pm 
Hi guys, I think I am encountering a possible bug with the subsurface megaforges, I'm playing as a hive mind and build the subsurface megaforges but can't actually get my population to go into the foundry drone jobs created by the Megaforges.
bd0193781  [author] 29 May @ 8:49pm 
@UglyHamster: Well, I still gotta figure out why Stellaris sometimes sees updates to the mod and sometims doesn't -- I tested something I think should fix it, but it's not loading it. I'll figure that out this weekend. Looking through all the main files, though, you're right that the catalytic job doesn't exist any more, so I'm trying to change it to a foundry one, which seems to handle the catalytic stuff fine?
bd0193781  [author] 29 May @ 8:10pm 
@Ugly Hamster: Looking into this now -- I bet this is another thing where they renamed a job or something and I wasn't aware. I'm learning as I go. I hope to push a fix shortly!
bd0193781  [author] 29 May @ 8:07pm 
@ rustydragonling: Ha, I appreciate it, thank you - the original author did a great job, so updating this has been easy, and a great learning experience. I think for some of the things people are asking for (since I don't want to alter the original author's vision), I might try a new mod soon. It's fun!