Stellaris

Stellaris

Expanded Spaceport +5
11 Comments
Xeltosh  [author] 30 Oct, 2016 @ 7:34am 
i will probably look at it next week, maybe it´s working now ;)
dRuPpI 29 Oct, 2016 @ 1:50pm 
pls patch for 1.3
Xeltosh  [author] 28 Jun, 2016 @ 8:53am 
probably patched out, maybe i will look this weekend, if the new patch brought some differences
griff41 27 Jun, 2016 @ 10:41pm 
currently this mod is not 1.2 compatible. crashes when i try to look at the spaceport tab :steamsad:
Xeltosh  [author] 5 Jun, 2016 @ 2:40am 
that was my first idea to mod, but apparantly the number of slots is hardcoded. have lookd in any file, i thought could have something to do with spaceport, even got a file searcher. didn´t found the exact value. so atm i think it´s not possible
Legoras 5 Jun, 2016 @ 2:20am 
It is possible to add that after upgrade spaceport to next level, it will unlock 2 slots at once?
panpiper 4 Jun, 2016 @ 6:51am 
Thank you. Just modding things to have 25 spaces is a total cheat. Having 12 sections to actually build is a lot less cheaty.
Xeltosh  [author] 30 May, 2016 @ 9:05am 
hmm.....could be hard, depends on what you want to accomplish
BladeofSharpness 30 May, 2016 @ 4:43am 
The thing is, I want to replace a vanilla building... And I prefer to not overwrite all the buildings file.
Xeltosh  [author] 30 May, 2016 @ 3:21am 
the locators are hardcoded i think, as far as i understand how the station is programmed, every level-up of the station adds one theoretical locator-part, you only have to tell the game to actually use them. locator part 1-7 are vanilla entities!

if i understand you correctly youwant to add a locator to an existing building. i can´t say if this could work, but if it can, you have to programm way more then just some locators(extended guy, properly functions, and so on) in your case, wouldn´t it be easier, to make a new building?
BladeofSharpness 29 May, 2016 @ 9:38pm 
No solution so far but that's a nice mod!

I have a question, I see you manage to edit in a clever way just modifying a part of an entity, like:

orbital_station.section_slots = {
"1" = { locator = "part1" }
(..)

but if I do the same on a building, it don't work (it add a new buggy building):
building_colony_shelter.produced_resources = {
food = 2
energy = 2
}

Any idea? Am I doing smth wrong or buildings don't support the feature?