Stellaris

Stellaris

Durable Stations 1.9.*
51 Comments
MagnusEffect  [author] 22 Feb, 2018 @ 2:14pm 
Updates for this mod are on hold while I evaluate starbase changes with the 2.0 patch. I will decide if it is necessary to continue maintaining this mod in the next two weeks.
MagnusEffect  [author] 7 Dec, 2017 @ 12:20am 
Yep, that's probably it. Anything that mucks with the 00_ship_sizes.txt file will negate changes made by this mod.
Dragonslayer 6 Dec, 2017 @ 10:25pm 
It is highlighted. Maybe it's because I have the star wars ships mods activated?
MagnusEffect  [author] 5 Dec, 2017 @ 3:07pm 
It's about as straight forward as mods go. You just have to make sure it's highlighted in the mod list on the game launcher and then start the game. It should retroactively work on old or new saves too.

If it's not working for you, either you haven't activated it on the mod list or maybe you are running another mod that overrides it? Check compatibility at the end of the description text above.
Dragonslayer 4 Dec, 2017 @ 9:01pm 
How do I activate the mod? I selected it on the mods tab when starting up the game, but my station stats are the same and I still can't build multiple defense stations near each other.
MagnusEffect  [author] 30 Nov, 2017 @ 9:07am 
link?
Marinho 27 Nov, 2017 @ 2:27pm 
This mod needs compability with Ship Power Stations ;)
MagnusEffect  [author] 20 Nov, 2017 @ 10:07pm 
Ok, I felt guilty for making you guys wait so I finally updated this mod. :)

Made some changes to reflect changes made by devs. Check update section for details.
MagnusEffect  [author] 20 Nov, 2017 @ 2:48am 
Been slammed with work for nursing school but I plan to update this in December after exams.
DoggieStyla 10 Jun, 2017 @ 6:56pm 
where can i toggle the mod on/off?......didnt found it i policies and edicts TAB
MagnusEffect  [author] 9 May, 2017 @ 10:35pm 
updated for 1.6!
Rabooightovils 9 May, 2017 @ 11:25am 
Well time to keep using this mod when it's labeled for 1.6 since a "substantial increase" to station power meant a paltry 50% hull boost, somehow losing 12% of their damage rating with the same loadout, and a 100% increase in their no-build radius.
There is no Mango 30 Apr, 2017 @ 6:14pm 
Nom nom nom, in the end it made me have a look at how mods work in Stellaris and I integrated your changes in the Ship ower stations mod itself !

Will try to play with the reduced build radius.
I use a mod that improves mines which makes them pretty relevant already so it may end up a bit too powerful with everything combined :)
There is no Mango 30 Apr, 2017 @ 1:29am 
Looks like a clusterfcuk of interdependence by the paradox devs !

I will disable the mod to begin my campaign and will put it back on later where miones prices reduction is less of a critical issue.
MagnusEffect  [author] 30 Apr, 2017 @ 12:58am 
I noticed that too today. I will look into that. Thanks for the confirmation. If I have to, i will revert it back to the old file that conflicted with other ship mods, but at least it worked correctly.
There is no Mango 30 Apr, 2017 @ 12:47am 
Thanks for the last update.

The mod interferes with the construtor ruler trait and the propserity perk though.
When I have it installed the proce reduction for mining stations is not applied.

Have a good day.
MagnusEffect  [author] 29 Apr, 2017 @ 4:27pm 
Updated as promised! Should no longer conflict with ship-based mods! :D
Mindlessmrawesome 29 Apr, 2017 @ 2:17pm 
Alright, well the more ship classes and more mod makes it so your space stations all have more weapons slots, armor/shield slots, ect.
There is no Mango 29 Apr, 2017 @ 10:51am 
Thanks Magnus, plenty of time :)
MagnusEffect  [author] 29 Apr, 2017 @ 9:31am 
I don't know for sure as I don't use that mod. However, it probably will after the update I make later today.
Mindlessmrawesome 29 Apr, 2017 @ 9:28am 
Does this work with the More ships and classes mod?
MagnusEffect  [author] 29 Apr, 2017 @ 8:47am 
I actually identified a way to resolve that issue just yesterday, Dumb... so yes, you can have what you ask for (I think), but you will have to give me today to sort it out. I will post an update asap that should fix your issue though.
There is no Mango 29 Apr, 2017 @ 4:17am 
Hey Magnnus, thanks for your mod.
I ttried another one before that messed up the stations costs.

Installed yours today, but it removed the Ship Reactor slotsof a mod I use.

When I visited the said mods page, somebody actually asked a relaterd question and the author said the only compatibility needed is "add required_component_slot="powerstation_components" to the ship sizes".

I guess it could solve the compatibility issue ?

Thanks have a nice day.
[THJ] Barton 28 Apr, 2017 @ 10:05am 
I confirmed that traditions do work, thanks for the reply though :D
MagnusEffect  [author] 28 Apr, 2017 @ 9:58am 
@Barton: haven't noticed them not working. Should be fine.
[THJ] Barton 27 Apr, 2017 @ 10:18pm 
Do traditions effectively work with this mod?
MagnusEffect  [author] 27 Apr, 2017 @ 12:08pm 
updated as promised!
MagnusEffect  [author] 26 Apr, 2017 @ 10:07am 
Upload error... I was in a rush on account of it being finals week. The mod still works fine in 1.5, regardless. I plan to fix this after tomorrow (last exam).
Brotore 26 Apr, 2017 @ 7:54am 
I'm not sure why, but Stellaris is telling me this mod is 1.4 when I launch it.
MagnusEffect  [author] 18 Apr, 2017 @ 1:23pm 
update inbound after i finish finals (some time next week). should still work fine regardless of the version flag, though.
MagnusEffect  [author] 17 Apr, 2017 @ 12:56pm 
@Aleksei: Quote from description above:
"Unlike other similar mods this gives ALL vanilla stations 3x more hit points while leaving all other stats unchanged."

...so yes. ;)
Aleksei 16 Apr, 2017 @ 6:54am 
Does this affect space port and mining stations?
MagnusEffect  [author] 3 Apr, 2017 @ 5:35pm 
It's easier for you to check the mod files.

as mentioned above, look to see if the following file is included:
D:\Steam\steamapps\common\Stellaris\common\ship_sizes\00_ship_sizes.txt
TheModernViking 1 Apr, 2017 @ 1:16pm 
dos this work whit mods adding other ship types? (like the starwars mod)
MagnusEffect  [author] 22 Feb, 2017 @ 12:19pm 
Thanks, Rizu. You get it: sometimes less is more. :)
KyuRizu 21 Feb, 2017 @ 8:16am 
Thank you! In my opinion this is the best and most balanced station overhaul. And its so simple. Defense Stations are no longer useless, but not OP.
Spaceports can hold out now until my fleet joins the fight.
And the best is: Your mod dont adds trash like aux slots, hundreds of weapon slots and so on like the other mods do. It simply trippled the hp and thats all it needs to do.
Should be a part of the Vanilla game.
MagnusEffect  [author] 25 Jan, 2017 @ 7:49pm 
UPDATE!

Minimum deployment ranges for military stations has been halved to help with making them more viable for late game. They still won't stop a concerted effort, but they are at least a viable defense strategy when you are backed into a corner.

Below example is the minimum distance required between x1 Large Station with x6 Small Stations placed around it:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=850323145
MagnusEffect  [author] 21 Dec, 2016 @ 11:14am 
Updated as promised!

I also further improved the durability of Frontier Outposts. Details can be found in the change log.

Happy Holidays! :D
Urst 11 Dec, 2016 @ 12:00pm 
Okay. Thanks.
MagnusEffect  [author] 11 Dec, 2016 @ 11:17am 
@edalwulf: yes, just had a friend use it and it worked fine. As this only changes one file, this mod is not usually affected by most updates.

for convenience, i will update it when i can so it doesn't get flagged on the mod list, but its finals week right now and that comes first. :)
Urst 11 Dec, 2016 @ 8:45am 
is it good for 1.4.*?
MagnusEffect  [author] 17 Nov, 2016 @ 9:18pm 
Thanks. As far as I know, this should still work fine with 1.3.2. Will update again as needed.
ElSkullkido 17 Nov, 2016 @ 3:01pm 
Appreciate the update to this mod, I've always found this really makes the flow of the game much better, keep up the good work!
MagnusEffect  [author] 3 Nov, 2016 @ 3:15pm 
Really appreciate you looking into it Darloth. If I ever hear of this being possible down the road, I would definitely like to do it though. Would be happy to make you co-author and work with you on making it happen if it comes to that.
Darloth 2 Nov, 2016 @ 3:05am 
I looked into it myself, and sadly there's no modifier for civilian stations. I asked for one on the Paradox forums, but I wouldn't hold your breath :)

Until then, you can do it for military stations but it has some downsides too, so honestly you should probably just keep this mod the way it is. Maybe someone will eventually write a mod merger app or something, or if we're really lucky, Paradox will do it.
MagnusEffect  [author] 1 Nov, 2016 @ 12:40pm 
@ChangoFeroiz - Yeah, I did all that, but couldn't get it to update properly through the Stellaris launcher's mod tool. It kept saying the original was still 1.0.3 even after I had changed the correct file. What I need is a how-to guide or video that is actually up to date, not overly convoluted and makes sense.

I found some guides, but they all either sucked, didn't address my problem, or were more complicated than they needed to be.

@Darloth - I have no idea how that could be done, but if possible, yeah, that would be better. I would need some help looking into it though as my free time is exceedingly short (school owns me). I don't even have any time to enjoy Stellaris... seriously.
Darloth 1 Nov, 2016 @ 4:01am 
Would it be possible to do this as a starting tech that's given automatically to anyone without that tech, and that technology then applies civilian and military station hitpoint modifiers?

Then it will work without needing to touch 00_ship_sizes.txt and will be compatible with pretty much anything.

I can find a shipclass_military_station_hit_points_mult modifier already in vanilla, used by one of the repeating techs, so you could just slap a 3 on that and that would be military stations done - I'm just not sure where or if there's a civilian version, and how hard it would be to make it.
ChangoFeroz 31 Oct, 2016 @ 11:45pm 
Here is the path Documents/Paradox Interactive/Stellaris/mod. Find your mods name open it(I use notepad++). Look for the supported version(supported_version="1.3.1") just change the everything after the = sign to current version. If you need a visual aid I can put one up.