Stellaris

Stellaris

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Star Lifters
   
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5.989 MB
Jul 26, 2017 @ 5:14pm
Mar 31, 2018 @ 8:12pm
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Star Lifters

Description
Attention! Star Lifters is now a part of Gigastructural Engineering & More! If you use that mod, you do not need to use this one! This mod will be maintained and updated independantly for those who wish to use just Star Lifters.

UPDATE I've recently felt the urge to return to stellaris, but I do not know for certain how long I will be back. I will say for absolute certain however, that unless megastructures are overhauled in the future, this mod will only see one further update to remove the version number, setting it to *.*.*, meaning that it will always show as compatible. The way steam uploads mods is violently awkward, and mods can fail to upload with no error message, or upload as a different file. When I'm feeling more up to it, I will try, but I make no promises this will be any time soon.

Adds Star Lifters, a mineral producing Dyson Sphere.

Produces 1000 minerals at maximum efficiency, at an upkeep of 250 energy. This is now balanced to Vanilla and divorced from Improved Megastructures, as they have started using their own mineral dyson sphere, and apparently it has been causing issues with other big mods. I would advise you get another mod that allows the construction of additional megastructures, like PJs Megastructures Abundance, or Improved Megastructures once the issues have been resolved.

Star Lifters are a hypothetical Megastructure that would remove mass from stars, inconsequential to the star itself, but more than any empire could ever need.

Only light-weight forms of matter can be harvested from stars, iron being the heaviest and incredibly uncommon in most stars before going supernova, so harvested solar matter must be converted through a matter converter at the cost of energy, as creating any element heavier than iron consumes energy in fusion.

Please note, this mod was made to only work with Vanilla stars. Using mods that add new star classes may cause issues.

Huge thanks to Lex for adding in the stage completion pop-ups, as well as doing a Russian localization! If you wish to tweak the mod, Lex left instructions in the comments. It's a good exercise if you want to understand how Stellaris' code works, at the very least.

Even more thanks to Lex for making the new model!

Credit to Nikkle for the Ringworld Cluster mod, Elowiny for the base model, and Space Core for the shield effect!
Popular Discussions View All (3)
0
Oct 10, 2017 @ 9:47am
PINNED: Changing output resources
Lex
0
Apr 9, 2020 @ 4:32am
Cant build a Star Lifter
Testerlordschaft
0
May 23, 2019 @ 4:00am
Why it doesn't work on my computer ?
zallo
97 Comments
starfirejordan Nov 13, 2021 @ 5:55am 
i check the comments. and im just confirm that this still works for 1.9 (yes im playing the old version still)
Lex  [author] Mar 26, 2019 @ 11:24am 
For information: I sent Elowiny (Gigastructures) another graphic model for starlifter for a long time ago, which updates starlifter with a shipyard ring (and starbase module), but he has no time to finish it up to a working megastructure, and it is very difficult for me to do this (and lazy). The first time did not work for reasons that are still incomprehensible.
Change costs and output in any megastructure very simple. Now i can make model even with rotating rings but I don't want to do it now or at near future.
Chaincat  [author] Mar 26, 2019 @ 1:55am 
like, this is legitimately just a dyson sphere with the output changed from "energy" to "minerals" and the values tweaked because of how important minerals were.
Chaincat  [author] Mar 26, 2019 @ 1:54am 
again, if they haven't changed how megastructures function, there really isn't much to do. I just really do not want to mess with the uploading process. Nine times out of ten it will either upload the mod as a seperate file, or fail with no error message or explanation of what I did wrong.
Livnthedream Mar 26, 2019 @ 1:51am 
LOL. Is it actually that easy? I figured that with so many other random things that have changed, the 2.2.6 messing up so many jobs for example, that it would require more.
Chaincat  [author] Mar 26, 2019 @ 1:48am 
Lex did pin that guide in discussions. I implore everyone who wants to use this mod to change the requirements to alloys and if they want, just every instance of the word "minerals" to "alloys"
Livnthedream Mar 26, 2019 @ 1:44am 
Don't worry about it for my sake. It isn't like anyone else is here bothering you about it. Your studies are more important, and I think I am just going to go and update it for myself. Since I both don't like Gigastructures for a couple of reasons, and the model is one of the bigger reasons why I wanted this updated. Whatever I doof I am sure the Discord can help me fix. Thanks though.
Chaincat  [author] Mar 26, 2019 @ 1:05am 
Upon review, I have seen that while Elowiny has not changed the star lifter, I have come to the executive decision to no change how the starlifter functions. Instead, I will see about coding a planetary megastructure that will convert minerals to alloys on a mass scale, with minimal energy upkeep. I will run the idea past him, and if he's willing to work with me, we can decide on a ratio, and perhaps he will model it, or if anyone would like to do so, feel free to offer. The most I can do before May is code it, since it's just as simple as changing a few values and names from existing megastructures. I'll proooobably use the science nexus as a stand in until either I have the time and energy to model it, or someone else with both of those does. Also it seems I will need to update this mod to be built from alloys, not minerals. Weeeeeee
Chaincat  [author] Mar 25, 2019 @ 4:21am 
Chances are Elowiny has already changed this. I gave him free license to do what he wishes with it. I'll have to play megacorp to get a feel for things again, but I doubt it'll be just 400 unless alloy requirement is way lower than mineral requirement used to be. But really, I implore everyone wanting to use this to just run Elowiny's mod. It's better and he actually still plays stellaris.
Livnthedream Mar 25, 2019 @ 4:01am 
Kind of. It is less 'this no longer works' and more 'this no longer makes sense'. Minerals are sort of less useful. They are still required, as they are a base, but pretty much everything that matters requires a new resource called Alloys to build. So instead of having a mineral cost it should have an alloy cost instead. Similarly, Megacorp introduced a megastructure called the Matter Decompressor that does exactly what this does, 4 stages, makes minerals, it just mines them from Black Holes rather than stars.

This leaves a spot that this mod filled previously: alloy production. If you update I would recommend somewhere along 75-100 production per level, and probably half the mineral cost in alloys. While I would like something to fill that void, I more just miss seeing this model in my games. It looks badass, especially with a ring world.