Stellaris

Stellaris

Megastructure Removal
133 Comments
James Fire  [author] Apr 21 @ 9:57pm 
AFAIK
Палач Рока Apr 21 @ 10:38am 
Working?
James Fire  [author] Dec 27, 2023 @ 3:01pm 
That's not what you initially said.

But yes, go ahead.
Wyv3rn Dec 27, 2023 @ 10:44am 
no my idea for me and friends is to create a Single mod wich contain other mods so we dont want messu up everytime with load order etc , so whats why i merge some mods (where i got already permission) to a single mod
James Fire  [author] Dec 27, 2023 @ 10:43am 
I don't know why you would need to merge this mod. It's small and self-contained.

If you're talking about a modpack sorta deal, you can use the steam collection feature for that.
Wyv3rn Dec 26, 2023 @ 11:10am 
i know ,, sry dont know why i have writen "upgrade" xD
James Fire  [author] Dec 26, 2023 @ 9:54am 
This isn't an upgrade mod.
Wyv3rn Dec 26, 2023 @ 8:23am 
Heyho i am a Little Mod Creator and wanted to Ask: i create actually a
Merged Mod what will be created with Own custom Stuff and Parts of Other mods,
can i merge your Upgrade Mod into my Mod ?
i will Write an Credits file with Link to the orginal mod
and Put the List on the Workshop page later.
if its okay pls tell me :3
James Fire  [author] Oct 5, 2023 @ 1:04pm 
A special project?

...how? Why?
Failu Oct 5, 2023 @ 2:02am 
Thanks to make this mod. Is it possible to us project instead of edict to trigger it?
Scholar Drunken Moon Sep 13, 2023 @ 11:17am 
Just press on the mega structure and in the command panel write
effect remove_megastructure = this
Jimmyboii Sep 11, 2023 @ 5:30am 
Bruh was reading all your comments about
effect remove_planet_flag = "has megastructure"

wasn't working for me
went debugtooltip - hovered over desired sun - saw the flag was called "has_megastructure"

typed -> effect remove_planet_flag = "has_megastructure" -> worked
yippie

your welcome whoever has the same problem
Paulaswam Aug 8, 2023 @ 2:44pm 
THANK YOU FOR THE COMMAND OMG
TreeMan Mar 27, 2023 @ 2:21pm 
did this and did the commands but still wont remove has megastructure
Creation_of_Death Feb 14, 2023 @ 7:05am 
Ok, it worked for me, by useing the console commands.

For the megastructure itself:

effect delete_megastructure = this

For the flags pointing on the choosen ms:

effect remove_planet_flag = "has megastructure"
effect remove_planet_flag = "megastructure"

As far as I have tested it works for some Gigastructural Engeneering buidings.
But some buildings like the Matrioshka Brain, won't work somehow, so be careful I would recommend saveing your savefile first, then try to delete megastructures.
James Fire  [author] Feb 13, 2023 @ 10:50pm 
Should be fixed now
Creation_of_Death Feb 13, 2023 @ 5:13am 
@Sidewinder Fang Yes, you are right, I can remove a specific ms but if you try to rebuild something else or even the same ms on that given planet/star/asteroid the game won't let you. So the mod only visually deletes a ms atm.
Creation_of_Death Feb 13, 2023 @ 4:56am 
Works perfectly even with Gigastructural Engineering, now I can get rid of this millions of asteroid factories placed by the AI, which I as a Synthetic Gestalt Player have no use for. ^^
ZodiacTyko Dec 27, 2022 @ 3:18pm 
Exactly what I was looking for ! Thank you a lot mate.
Kronosfobi Oct 15, 2022 @ 9:06am 
@Inny thank you
Inny Sep 22, 2022 @ 1:16pm 
You need to target the sun or the planet where the mega was and use these commands:
effect remove_planet_flag = "has_megastructure"
effect remove_planet_flag = "megastructure"
Sidewinder Fang Aug 11, 2022 @ 4:20pm 
it apparently doesn't remove the flag that you've built a specific megastructure, I removed one and now its not letting me rebuild it somewhere else.
Crimsonlady34 May 26, 2022 @ 11:54am 
works like a charm, thanks mate
Ethril_Swifthawk Apr 14, 2022 @ 10:56pm 
i sure hope this removes my arcology thats blocking my dyson beam
kinngrimm Oct 18, 2021 @ 4:42pm 
I see. Well i would be glad to witness any further evolution. In any case i wish you all the best.
James Fire  [author] Oct 18, 2021 @ 3:48pm 
Holdover. Originally it was just the edict. Then I added the decision to mark specific systems to narrow it down easier.
kinngrimm Oct 18, 2021 @ 3:47pm 
what was the reason to use edicts to trigger the prompt?
kinngrimm Oct 18, 2021 @ 3:46pm 
which would already safe two clicks? ... i am all for it =)
James Fire  [author] Oct 18, 2021 @ 3:43pm 
I am not going to edit every megastructure to add this button.

I could have the star decision open the thing directly tho
kinngrimm Oct 18, 2021 @ 1:07pm 
works but no offense this is a bit strange *how* this works =) wouldn't be a button directly within the mega strucutre which triggers all these things be erm well better *blush* or have the decision on the star give a prompt which can be checked if its the right structure and system instead of having additionally open the edicts and do it from there. I get that this may have been the only possible way , but still it seems a bit convoluted.

There are a few menu mods out threre which may be able to inject this, but i am not a modder for this game, just from what i have seen other mods can do. Especially the UI and menu mods maybe worth looking into.

BUT nevertheless :) at least it works and also for gigastrucure mod so cheers mate and keep it up !
kinngrimm Oct 17, 2021 @ 5:51pm 
ok thx, i will give it a go
James Fire  [author] Oct 17, 2021 @ 5:03pm 
This should work with all megastructures.
kinngrimm Oct 17, 2021 @ 7:47am 
hi there any chance this would work with Gigastructure mod?
Hate Bear Aug 9, 2021 @ 4:49pm 
Based. Thanks for clarifying. :praisesun:
James Fire  [author] Aug 9, 2021 @ 12:48am 
You could remove the destroyed one, and build a new one where it was.
Hate Bear Aug 7, 2021 @ 10:24pm 
Could this possibly be used to allow you to then rebuild a destroyed megastructure? I'm looking for a mod that makes this possible but can't find one so far.
NotFox Feb 11, 2021 @ 7:45pm 
Yeah, I could understand the game not wanting "egress" removed considering it's the heart of the L-cluster and would make all the gates useless instantly. I'll take a crack at removing a few of the L-gates later and see if it breaks anything.
James Fire  [author] Feb 11, 2021 @ 5:04am 
I'm pretty sure it has something to do with how they connect. Terminal Egress definitely causes issues being removed, but I'm not certain about others.
Torres Feb 10, 2021 @ 6:57pm 
Damn, really? I remember destroying a few of those pesky inactive gates that linked civs from the other side of the galaxy to my home systems.
NotFox Feb 10, 2021 @ 6:06pm 
The game freaks out? What if I conquer the L-cluster before destroying them? I could understand it messing up before the L-cluster is actually conquered due to the attached events but does it still bug out after the cluster is taken care of?
James Fire  [author] Feb 10, 2021 @ 3:27pm 
The game really doesn't like L-gates being destroyed. CTDs abound.
NotFox Feb 10, 2021 @ 9:19am 
Can this be used to destroy L-Gates?
James Fire  [author] Dec 15, 2020 @ 9:31pm 
Okay, it was easier to implement than I thought. And I updated the version too.
Neverminder Dec 15, 2020 @ 6:40am 
or just tell me what code to inject and ill do it myself pls lol
Neverminder Dec 15, 2020 @ 6:40am 
have you added habitat removal? cause i seriously need this mod just for that. or if someone could point me in the right direction of a mod that does only that
Torres Sep 5, 2020 @ 12:39pm 
Also there seems to be a glitch of sorts in which no matter which system I choose the description text always shows that the event will happen in my homeworld system.
Torres Sep 5, 2020 @ 12:38pm 
IIRC it does remove gateways, I faced the same issue an awakened empire spammed gateways everywhere they colonized/conquered/claimed
Costolisk Sep 5, 2020 @ 12:27pm 
the big question. Will it remove gateways? The A.I. just spams and spams them. I'm fine with all other megas but need gatesways to be obliterated
James Fire  [author] Aug 9, 2020 @ 10:15am 
Yes it is.