Stellaris

Stellaris

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World Machine Origin Gigastructures Buildings
   
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Jan 21 @ 2:45pm
Sep 2 @ 2:36pm
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World Machine Origin Gigastructures Buildings

Description
Machine & Robot Expansion: Continued just released a really cool origin about pop-less production! Too bad so many mods rely on pops! I made a patch for Gigastructures that adds copies of buildings that rely on pops, specifically:
Asteroid manufactory buildings,
Gigas has this disabled -> Matrioshka brain buildings,
EHOF special resources, science, and energy generating buildings,
Alternate Megastructure Building/Supertensile buildings,
Supertensile district for Auto-Forge Worlds,
Iodizium Buildings,
Defense Nexus buildings (as well as patching the megastructure to look at number of districts instead of number of pops on auto worlds)
Fixed the model size issue on titanic+ auto-ringworlds
Added an alternate decision to fill the Systemcraft Crew
Gigas has this disabled -> Maginot worlds are now automated for any player playing the origin (just build them as normal)
23 Comments
Arty Aeterna Sep 2 @ 3:21pm 
Ty! will definetly try it out and report issues if i find any
Legit-Rikk  [author] Sep 2 @ 1:36pm 
Okay someone else asked me so I quickly fixed what I could. dunno if giga updates in the near future might break it. matrioshka and maginot are still disabled in gigas so I didn't bother updating them, just hashed out some stuff that might break the game. completely untested update btw going to try it sometime soon. I have trust in my code
Arty Aeterna Aug 28 @ 4:12pm 
Take your time with it!
Legit-Rikk  [author] Aug 27 @ 10:58am 
At some point. I don't really have any motivation right now, and seeing that gigas isn't finished updating yet doesn't help since I can't rely on the fact that something I might modify will stay the same.
Arty Aeterna Aug 26 @ 2:56pm 
Ah okay, will there be an update for the 4.0 version at some point in the future?
Legit-Rikk  [author] Aug 26 @ 10:12am 
Absolutely not. I have no idea what changes were made to gigastructures and all the buildings have to get added to proper categories
Arty Aeterna Aug 24 @ 1:15am 
Does this work now that "Robots and machine" is updated to 4.0?
Xelan Apr 9 @ 10:15am 
Tested this with my current save, unfortunately I don't see any change. My existing maginots don't have a decision to fix their capitals and even a freshly build maginot still has the same capital building, so no orbital ring upgrades.
Same with planetary auto hangars/shipyards: no change :/

Yes, my mod is updated (I can tell by looking at your commentary in rikk_wmogiga_decisions.txt.
Due to the files having their own name I can't imagine how they could be overwritten, but I still loaded this mod next to last (only merger of rules after).
Anything else that I could/should check on my end?
Legit-Rikk  [author] Apr 8 @ 8:23pm 
I put in a decision to fix planets with wrong capitals so lmk if it works
Xelan Apr 8 @ 1:07pm 
Thanks for the update! Would this fix be compatible with a save from the "older" version or would a new game or planet be required?