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Starbase Solar System Exploitation
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31 juil. 2021 à 3h34
12 mai à 2h38
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Starbase Solar System Exploitation

Description
Starbase Solar System Exploitation (3.12)
A small mod for enhancing starbases so they can provide a greater economic boost to your empire and have a greater impact on the planets in system, inspired by some of the features of Stellaris Immortal. Each one is unlocked by one of the standard technologies.

New Starbase Modules
  • Solar Panel Network: Because it isn't just hive minds that can figure out to put solar panels on the thing that orbits a star. Produces 6 energy, or 11 with the Supercapacitor building.
  • Mining Terminal: Requires a mined minerals or alloy deposit in system. Produces 6 minerals, or 11 with the Mining Hub building
  • Research Terminal: Requires a deposit with a research station in system. Produces 3 of each research type plus additional research if you have the relevant research building.
  • Hydroponics Module: Produces 5 Food.

New Starbase Resource Buildings
  • Supercapacitor System: Produces 5 energy, gives a bonus to all energy mining stations in system and enhances all Solar Panel Networks on the station.
  • Mining Hub: Produces 5 minerals, gives a bonus to all mineral mining in system and enhances all mining terminals on the station.
  • Alloy Refinery: Requires a mined alloy deposit in the system. Produces 5 Alloys and gives a bonus to all alloy mining in the system and produces additional allows per Mining Terminal on the station
  • Atrophysics Lab: Produces 5 physics resarch, gives a bonus to all physics research stations in the system and all Research Terminal Modules produce 5 additional physics research. If the system contains an exploited Dark Matter deposit it also produces 1 dark matter.
  • Atrogeology Lab: Produces 5 society resarch, gives a bonus to all society research stations in the system and all Research Terminal Modules produce 5 additional society research. If the system contains an exploited Zro deposit it also produces 1 zro.
  • Areospace Lab: Produces 5 engineering resarch, gives a bonus to all engineering research stations in the system and all Research Terminal Modules produce 5 additional engineering research. If the system contains an exploited Living Metal deposit it also produces 1 living metal.
  • Food Processing Hub Module: Produces 5 Food, enhances the food produced by all farmers in system and all habitable planets produce 5 extra food.
  • Strategic Resource Refinery: One for each of motes, gas and crystals. Requires the relevant strategic resource, boosts mining station production in system and produces a small quantity itself.

New Starbase System Enhancement Buildings
  • Battle Stations: Gives a bonus to the starbase health, armour and shields.
  • Revinue and Customs House: Boosts trade value of all colonised planets in system as well as trade collection and protection range of the starbase.
  • Fulfillment Warehouse: Boosts amenities on all colonised planets in system and the trade collection range of the starbase.
  • Systemnet Comms Grid: Boosts unity and happiness on all colonised planets in system.

FAQ
Building Module Bonuses Don't Show Up?
The building module bonuses get folded into the base value of the module. If you check a module production before and then module production after the building you'll see that the base value has jumped appropreately. This is a limitation of the tooltip system unfortunately. Stellaris Immortal had the implementation on the deposit system itself, but that is a heavier touch and introduces a lot more compatibility issues than I want with this mod.

Building X doesn't show up in the list?
Because the building list gets cluttered and bounces around when you select anything my bonus buildings only show when it is possible for them to be built. So the Alloy foundary and exotic resource buildings will be completely hidden if there isn't a relevant deposit in the system. Similarly the ones that enhance colonised planets will only show if there is a colonised planet.

Compatibility
Changes the default solar panels, so may have minor compatibility isses with anything else that does, everything else is new content so should play nice with all other mods.

Should play fine with mods that increase the number of buildings / modules on a starbase.
In the case of mods that also add similar modules and buildings (star base expanded/extended, NSC etc...) then they are unlikely to interact (my buildings won't recongise a starbase extended mining module) so it may get confusing.

Credits
  • Many of the ideas, names and art assets come from Stellaris Immortal.
  • Fulfillment Warehouse is definately Space-Amazon Prime
  • Systemnet comes from GalNet from Elite Dangerous and hopes to become GalNet via a megastructure when it grows up. Who knows if I get bored enough.

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59 commentaires
Draconas  [créateur] 12 mai à 2h40 
Ok, so despite this mod fighting me at literally every turn, I think I have finally beaten the module and building code into submission.
Solar panels work and everyone can build them.
Supercapacitor works and detects the solar panels correctly.
Draconas  [créateur] 12 mai à 0h50 
Another update this morning, thank you to the reporters and to Selmephren for debugging the code.

Sorry about this, I focused all my energy on Genetic Assimilation and All ascension Paths mods for 3.12 and thought that Sploit would be a good little mod and not give me troubles. I am in the middle of an iron man run and so can't actually test it. Once that is done I will give it a whirl to double check everything.
Mice 11 mai à 21h12 
sorry to be the bearer of bugs, other than that its an absolutely essential mod to have I love it so much
Mice 11 mai à 21h11 
the supercapacitor system building does not see the solar panels as valid anymore, they used to use another kind of solar panel before the update (which was awkward because I could always build both as a hive mind) im assuming its still expecting that solar panel to be there
"One must be true - Starbase has module sm_" is the condition im seeing now
Gilgamesh 11 mai à 19h12 
can anyone build the solar panels as a non-gestalt empire? Draconas, I notice you try to redefine the solar_panel_network in 00_modules_overrides.txt but I'm not sure it's working
Draconas  [créateur] 11 mai à 16h07 
I thought I fixed that. Gah. I will go over it first thing tomorrow.
Selmephren 11 mai à 15h42 
Fixed it for me by adding the line: has_starbase_module = solar_panel_network on the next line after: has_starbase_module = sploit_solar_panels
Selmephren 11 mai à 15h40 
Just so you know you can't build the supercapacitor system at the moment without first having the sploit_solar_panels built first. If you have the solar_panel_network instead you can only queue it up after the solar panel network but after the solar panel network is built and no longer in the queue the supercapacitor system can't be built and falls out of the queue.
Mice 10 mai à 22h47 
nevermind, I can't delete the previous comment but I had to manually re download this a few times it works just fine now! thank you
Darkaiser 10 mai à 6h32 
I love mods like this, that provide small tweaks instead of massively changing the core game.