Stellaris

Stellaris

Centralized Shipyards (1.6.2)
40 Comments
Ryuichiro  [author] 15 Jan, 2018 @ 10:30am 
I don't support the mod anymore but you should be able to start the game even when the mod is marked as "outdated". I also won't define it as 1.9 compatible because I'm not sure it is and won't risk people enabling it in the launcher without checking here in the steam workshop.
BoltGriffen 15 Jan, 2018 @ 6:15am 
I still use this mod and i want to use it but its not compatiable with the latest version can someone make it soo please
Ryuichiro  [author] 24 Sep, 2017 @ 12:46pm 
Yeah. I don't use it myself and it's still impossible to finalize it, so it won't kill the performance when to many planets are colonized. If you want use the code, feel free to do so. You can find the mod files in your the steam sub-folder: Steam\steamapps\workshop\content\281990\93991382
Exceptional 23 Sep, 2017 @ 4:51pm 
is this mod still dead?
Wi1d 26 Aug, 2017 @ 1:09pm 
I can confirm that the more supporting shipyards you add, the worse the end of the month pause becomes. I'm down to 4 empires on my current medium size map game and have a approx. 20 second pause at the end of each month. I'm running this on an i7 6700HQ, 32GB RAM, and a Nvidia Geforce GTX 1060 so I wouldn't think the problem is compute but likely single-threadedness of the game and the restrictions you are stuck with the mod framework.

I'm not complaining but mainly pointing this out if anyone else gets stuck in this situation as it started to drive me nuts. I do really like the mod, you get a thumbs up from me, and I plan on using it on smaller games. I've got a ridiculous amount of planets and supporting shipyards to cause this to be a problem but did want to share the findings.
Ryuichiro  [author] 9 Aug, 2017 @ 6:21am 
Depending on the performance of your pc that's possible.
I don't have any problems but my PC is pretty decent and I don't play with too many empires.
Sadly the game doesn't provide the nessecary triggers to handle the modifiers in realtime, so I had to add a complete recalulation that triggers each month.
THE RIDE NEVER ENDS 8 Aug, 2017 @ 2:51pm 
Is this me seeing things or this mod makes the game "pause" for 2 seconds every month?
Ryuichiro  [author] 9 Jul, 2017 @ 6:16am 
No, a planet controlled by AI shouldn't have a negative (or positive) modifier in the first place.
Froggy 9 Jul, 2017 @ 4:58am 
but if the planet has a malus in ship building the AI should be avoiding building ship on it no?
Ryuichiro  [author] 9 Jul, 2017 @ 3:30am 
No, the mod is designed in a way that AI disables the modifiers and is building ships like always.
If you see one of the modifiers on an AI controlled planet please tell me and describe the recent history of this planet.
Froggy 8 Jul, 2017 @ 5:32pm 
Is IA able to manage the new gestion of shipyard?
Ryuichiro  [author] 16 Jun, 2017 @ 12:04pm 
wtf, they rolled the version back to 1.6 oO
Looks like a bug killed the whole multiplayer. xD
Mod would work fine, but mod can only be flagged as compatible to one major patch...
Will set version to 1.6 because it the "latest stable version".
Ryuichiro  [author] 16 Jun, 2017 @ 3:27am 
Updated for Patch 1.7, aka "Bradbury". (no functional changes)
Ryuichiro  [author] 14 Jun, 2017 @ 6:28am 
@Formal Rice Farmer I don't know how Multiplayer handles events, but i think everyone calculates everything and then the host has to approve it. If that's the case the high number of deleted/created modifiers combined with a high player count may lead to the short freezes. Because we don't have dynamic modifiers, there isn't anything I can do about it.
If we are lucky they will patch in triggers for build/dismantled spaceports in which case I can remove the monthly recalculation.
Ryuichiro  [author] 14 Jun, 2017 @ 5:56am 
@MacrosoftWord You can always activate the edict on a planet but the buff only gets generated for planets with spaceports.. Sadly the "has_spaceport" check returns true even when it's still under construction. Nothing I can do about that.
Alabaster 14 Jun, 2017 @ 5:38am 
could be in conflict with other mods, but when i use this mod in multiplayer, the game freezes momentarily every month on the 4th day
WitchAlice 14 Jun, 2017 @ 1:18am 
It seems that you can activate the "supporting" edict on planets still building their spaceport and it will give the buff to the central shipyard. Not sure if this means you can also use the edict on planets without a spaceport and still get the buff.
Ryuichiro  [author] 13 Jun, 2017 @ 3:47am 
Added some actions that trigger an update of the modifiers.
See Description for a complete list.
Ryuichiro  [author] 13 Jun, 2017 @ 3:27am 
Good point, still used to build time.
AlienFromBeyond 12 Jun, 2017 @ 7:06pm 
The math is just fine, simply take the number of base days to build a ship and divide by 1 + build speed modifiers. Remember, this is build speed increase, not build time reduction. +100% build speed means you accomplish 2 days worth of building in a single day (aka build twice as fast), and so on.

Hope you figure out the modifiers bug issue.
Konstance™ 12 Jun, 2017 @ 7:11am 
@rustyboatanchor +33% speed if i can precisily say it. Multiplied per planet supporting. Corvs takes 3 days in my end with lots of planets and sectors.
Ryuichiro  [author] 12 Jun, 2017 @ 2:27am 
In theory yes, but paradox math doesn't work like normal math...
Corvette = 60 days
Corvette + 33% Build Speed = 46 days (-23,333% Build Time)
Corvette + 2* 33% Build Speed = 37days (-38,333% Build Time)
Don't ask me why, I have no idea.
Phil 11 Jun, 2017 @ 3:28pm 
I believe it has diminishing returns. I'll have to double check it later, but I think you get a 33% increase from each supporting starbase. So, if if took you 100 days to make a corvette, It would then take you 66 days. An additional supporting starbase would reduce it by another 33%, but that's on top of the new 66 day mark making it 44 days. The next supporting starbase would take it down to 30 days. This is how I understand it, but I'm not in-game to fact check.
Rust 11 Jun, 2017 @ 2:05pm 
What is the build speed buff per supporting planet? and is it additive or multiplied?
Konstance™ 10 Jun, 2017 @ 6:52am 
Can there be a update to where even sector planets count?
Phil 7 Jun, 2017 @ 1:47pm 
@Ryuichiro - I hadn't thought of that. I have a bunch of mods running, it could be one of them. However, none of the other policies are effected - the others still have the ten year restriction. I'll look into it and get back to you.
Ryuichiro  [author] 7 Jun, 2017 @ 7:47am 
id you load an old save wstarted without the mod and/or which other mods do you have enabled.
Phil 6 Jun, 2017 @ 6:02pm 
@Ryuichiro - It says 0 years and allows me to instantly undo and reapply it.

http://i.imgur.com/tJSmeIP.jpg
Kepos 6 Jun, 2017 @ 7:28am 
Thx for trying it. :steamhappy:
Ryuichiro  [author] 6 Jun, 2017 @ 7:22am 
I made my mod while having the code of his mod and a few others open.
It may be possible to declare one central shipyard per sector which collects all buffs inside this sector, but I won't do this because It's not my playstyle. My shipyards are always in core systems.

I will try if it works and may upload the result as seperate mod.
Kepos 6 Jun, 2017 @ 5:20am 
Nope, I can see your new comment over there. °°

Yeah, it works different, but probably there is a way to help each other out.
Best would be your mod working on the sector level.
Ryuichiro  [author] 6 Jun, 2017 @ 4:41am 
Didn't you see my comment below it? ^^

But the way he does it is completely different he abuses the sector size variable to store a value and then gives the central shipyard one specific buff depending on this value. I wanted my mod to scale with endless planets which his method can't because he would have to make a modifier for each possible amount of supporting shipyards.
Kepos 6 Jun, 2017 @ 2:16am 
Hm...allready found a mod that indeed offers centralized shipyard for sectors.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=907726433

Probably you may contact the author about?
Ryuichiro  [author] 6 Jun, 2017 @ 2:06am 
@Kepos Sadly only one centralized shipyard in your entire empire. I played around with multiple hubs but I couldn't split the Buffs between them evenly. Stellaris modding api just sucks you can't use counts of anything for loops or count planet modifiers on the same planet in the first place. It's also not possible to dynamically change the bonus of a modifier
Ryuichiro  [author] 6 Jun, 2017 @ 2:02am 
@Phil oO That shouldn't be possible are you sure you aren't just changing the edicts?
Kepos 6 Jun, 2017 @ 12:23am 
Can you build a centralized shipyard for every sector or only one for all planets?
Phil 5 Jun, 2017 @ 10:44am 
"Be aware that you have to wait 10 years before you can change the policiy again!"

@Ryuichiro - I've been able to change the policy at any time. Is this something you did? If so, probably want to update the description.
Ryuichiro  [author] 5 Jun, 2017 @ 10:15am 
Bugs:
The modifiers don't update when a spaceport is build or destroyed.
You have to activate any mod specific edict to update the modifiers.

I couldn't find a trigger that fires when a spaceport is build or destroyed.
Mad Dissonance 5 Jun, 2017 @ 6:40am 
What is the bug in question?
Ryuichiro  [author] 4 Jun, 2017 @ 8:45pm 
Added automation policy.
Still one bug I'm not able to fix, maybe the api just can't provide the necessary trigger.