Stellaris

Stellaris

Megastructure Removal
136 Comments
kinngrimm Sep 5 @ 12:33pm 
removed a ruined mega structure in an unowned system as intended, then game crashed
James Fire  [author] Sep 4 @ 10:26am 
I have no idea why that would make it crash.

But I can take a look
SteelBlood Aug 26 @ 2:07pm 
Crashes when trying to use in a system with shattered eggs from the behemoth fury crisis. Built and hatched multiple eggs in Tiyana Vek, the Tiyanki spawning system, then selecting that systems sun and trying to open edicts page crashes is best steps I can describe for reproduction, though suspect any system with shattered egg will do.
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