Stellaris

Stellaris

More Durable Stations
37 Comments
Porter 25 Nov, 2017 @ 8:12pm 
is this up to date ?
Mr. Robicheaux 27 Oct, 2017 @ 11:29am 
Because of this mod, standard outposts seems to disappear in combination with more useful stations. It~s not possible to upgrade the outpost anymore. And the Border Range is massively reduced. Pls fix. :)
Rocket  [author] 1 Oct, 2017 @ 9:40pm 
Working on the update for this: ETA 36 hours.
Girthquake 23 Sep, 2017 @ 9:45am 
Im going from mod to mod to see if updates are planned and I am now realizing that a large portion of mods I use were made by you....
Virlomi 15 Aug, 2017 @ 10:40am 
Reduces border range of Frontier Outposts a tremendous amount. No other mod that changes stations installed. Removed.
dRuPpI 12 Aug, 2017 @ 7:10am 
:KSmiley:
Rocket  [author] 12 Aug, 2017 @ 4:10am 
Updated
Crimson 1 Jul, 2017 @ 10:46pm 
can you please update this for the current version of Stellaris, it says its outdated. Thanks
Coconut Crab 30 May, 2017 @ 5:12pm 
the game says it's outdated
dRuPpI 15 May, 2017 @ 11:28pm 
does this still work for 1.6?
Rocket  [author] 9 May, 2017 @ 3:36pm 
I will release an update in the next 6 hours to ensure it works with 1.6 ADAMs.
Justabittired 9 May, 2017 @ 8:44am 
Please update for 1.6 , thanks beforehand !
A Bunny 8 May, 2017 @ 3:59am 
I wonder if this works with NSC and stuff.
MagnusEffect 27 Apr, 2017 @ 12:33pm 
question: is this just a straight copy/paste of my mod or did you actually make it yourself with the same idea?
btw, i updated mine as originally promised:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=791269643

I just wish you had talked to me first before posting this. :(
MagnusEffect 24 Apr, 2017 @ 7:06pm 
lol.. someone was impatient ;)
pointman 21 Apr, 2017 @ 3:44am 
I'm not sure how, but your mod causes modifier that reduce building costs for space stations of any kind not to work. For example, the ruler trait "space miner" will not reduce the cost of mining stations. The ascension perks that reduce mining and research stations don't work. The ruler trait "home in the sky" doesn't work. etc... None of these reduce costs with your mod installed.
[THJ] Barton 20 Apr, 2017 @ 10:55pm 
Bhruic, Good find! I spent a little while yesterday trying to figure out a way to rectify the issue, to no avail.
Bhruic 20 Apr, 2017 @ 9:26pm 
A fix for this: Currently both the tradition and leader trait modify "shipsize_mining_station_build_cost_mult". If you overwrite mining_station, for whatever reason it won't use that value. However, if you change both tr_prosperity_adopt (/common/traditions/00_prosperity.txt) and trait_ruler_space_miner (/common/traits/00_ruler_traits.txt) to "shipclass_mining_station_build_cost_mult", it will properly be applied to your modified version of the mining station. I haven't tried it, but I suspect you need to do the same thing for "shipsize_research_station_build_cost" respectively - luckily that's only used by the discovery tradition.
[THJ] Barton 20 Apr, 2017 @ 7:48am 
@Rocket2Guns, is there anything I may assist with in order to get updated?
Argonias 19 Apr, 2017 @ 3:33am 
doesn't change the cost for the discovery or prosperity tradition adoption effects with this mod currently.
Kepos 18 Apr, 2017 @ 6:04am 
Ah...also designing of mining and research stations from New Ship Classes & More no longer possible.
Syrasar 18 Apr, 2017 @ 12:19am 
Seems that the cost reduction for outposts from the Expansion Traditions is also broken
even Rebuild an outpost but no help
interestingly when i say build it gives me the reduced values and the final station even has the modifier listed
its just not doing anything
[THJ] Barton 17 Apr, 2017 @ 10:54pm 
Any progress? I do enjoy this mod.
Peter34 17 Apr, 2017 @ 1:45am 
The Space Miner Ruler Trait also isn't working. I'm disabling this mod until it gets fixed, and I have to recommend everyone else to do the same.
Rocket  [author] 16 Apr, 2017 @ 5:13pm 
Sorry guys - I will take a look and see why the tradition of prosperity is not working for some/all and once I have found it post an update.
EkzoKex 16 Apr, 2017 @ 10:56am 
After I apply the tradition of prosperity the cost of the mines does not change, they continue to cost 90 minerals. I liked the Durable Stations 1.4. * Mod.
Correct this, please :steamhappy:
Peter34 16 Apr, 2017 @ 8:19am 
Now I'm getting a bug where my Ruler's Space Miner trait doesn't reduce the cost of Mineral/Energy Mining Stations. It should be reduced from 90 to 67 Minerals, but it doesn't occur, the cost is shown at 90 Minerals in the UI. I don't yet have the Tradition that reduces the cost, s can't comment on that, but there's definitely something buggy going on with some Station costs, and it could well be this mod.
Peter34 16 Apr, 2017 @ 1:11am 
The cost reduction seems to work for me. 90 Minerals baseline, but 60 Minerals after I adopt the Tradition that makes Science Stations cheaper.

I use a mod that lets me pick my Ruler Traits at gamestart, and I take Space Miner (and Deep Connections). That reduction works for Mining Stations. I often also early game ake the Tradition that makes Mining Stations cheaper. That cost reduction seems to stack fine with the Space Miner Trait cost reduction.

So I'm reporting no problems.
There is no Mango 15 Apr, 2017 @ 10:19pm 
Same as Gonflick, Adopting Science tradition does NOT reduce the cost of stations anymore.
Gonflick 15 Apr, 2017 @ 7:45pm 
having a proplem where my tradtions do not effect build cost of stations now :/
Rocket  [author] 15 Apr, 2017 @ 6:30am 
I have updated the mod so that it now will not overwrite other mods ship values. It will however not work with any mods which touch the stations.
Rocket  [author] 15 Apr, 2017 @ 2:44am 
@SadisticNemesis (NOG) probably. I am investigating right now if I can restrict the changes to only stations, rather than including ship data as well.
SadisticNemesis 15 Apr, 2017 @ 2:38am 
Hmm it doesn't work for Me, I have "ISB balanced" installed and I'm guessing it's stopping it like NSC would?
Rocket  [author] 14 Apr, 2017 @ 7:29pm 
@RedneckRapture Correct. I'm looking at ways I can see how it will achieve the same thing but work better. Because it alters the vanilla files it is hard to make it impact on other mods. If I can fix this I will post an update shortly.
RedRapture 14 Apr, 2017 @ 2:38pm 
I guess those of us using New Ship Classes are unable to use it? And those of us using downscaled ships?
Peter34 14 Apr, 2017 @ 7:24am 
I'm not sure it's needed. It also doesn't make much sense to let such a shield exist before Deflectors are invented.
Vellis 14 Apr, 2017 @ 5:48am 
How about an impenetrable shield that regenerates incrementally? (slow to fast, then faster)

Just a thought I had recently. Not sure what insp-ired the thought but seemed o make sense.