Stellaris

Stellaris

Starbase Buildings and Modules
138 Comments
white_wolf87 Oct 23 @ 8:08am 
Since this only adds modules, theoretically it should be compatible with pretty much everything, is this correct or me being stupid?
Sidewinder Fang  [author] Oct 13 @ 5:49pm 
I currently have no plans to add new modules and I have no idea if the AI knows how to use them or not.
raw666 Sep 26 @ 3:23pm 
I am curious, do you plan to add research modules to increase research. As well as possibly doing something like Starbase Solar System Exploitation where the building slots enhance the resources modules to increase production of the entire solar system tied to the resources it enhances.
07Gasimli Sep 25 @ 9:33am 
does AI also use these modules?
Sidewinder Fang  [author] Sep 13 @ 6:46pm 
@Xyllisa Meem Paradox Station I don't think they do, good idea though, I'll consider that for the next update.
Do the industrial/foundry modules have flips for catalyic converter or whatever the food one is called?
Sidewinder Fang  [author] Jul 22 @ 7:38am 
Yea, looking through the code to check, this mod doesn't touch shipyards, I don't think it's an issue with it.
Sidewinder Fang  [author] Jul 22 @ 6:53am 
@John Helldiver It might be both of them are trying to overwrite the same file but I don't think that would cause shipyards to disappear, it does sounds like the sort of mod that might cause conflicts with this one though.

I am hoping to go through and clean up the code on this mod sometime though since it's rather old and a lot has changed since it was first written.
John Helldiver Jul 12 @ 1:14pm 
I don't know if it's this, or the combination of this and starbase extended 3.0, but Shipyards won't show up!
Saxon  [author] May 11 @ 2:45pm 
Sorry for the late communication. But here's the status:
- The mod still worked after the update
- Sidewinder Fang has made a proper update which I have just now uploaded. It updated jobs, housing and amenities values to match 4.0 amounts.

Thank you for your patience. The worm loves you!
bagr May 11 @ 2:38pm 
Thank you for the update!
LauraTons May 6 @ 1:25pm 
Is this mod still working fine with 4.0?
Geki Feb 4 @ 8:47am 
Is this still working with 3.14 ?
the.whizzbanger Jan 30 @ 3:36pm 
PLEASE UPDATE
THIS IS THE LAST STARBASE MOD THAT WORKS WITHOUT UI OVERHAUL, I CANT USE UI OVERHAUL
Beast-Storm Nov 4, 2024 @ 1:47pm 
Is it possible to make a separate 3.6.1 legacy version?
Saxon  [author] Nov 1, 2024 @ 11:25am 
This mod has been updated.
Pitlos Tails Oct 20, 2024 @ 1:38am 
pls update
shirmen☭Æ☯ ҈ Nov 19, 2023 @ 1:44pm 
Please update to version 3.10. Thank you
Exende Oct 30, 2023 @ 5:15pm 
does this modify orbital rings? I'm having an issue with ASPR and trying to troubleshoot the issue
Saxon  [author] Oct 2, 2023 @ 1:18pm 
I've just updated this mod to the 3.9 version of the game. I've boosted the science hubs to +5 science of all three types because it was a bit underwhelming before.
Riusu Aug 7, 2023 @ 6:42am 
will this mod work with expanded starbases if i put it this one under it in the mod order? has anyone ever tested the two? I encountered a bug where multiple starbases are generated per star and i think its do to an old mod and the mod to replace it is expanded starbases
LAJ-47FC9 Aug 2, 2023 @ 11:22pm 
Would you be willing to look into buffing the research buildings somewhat? The forge module gives you 15 alloys, as much as 3 pops on metallurgy without buffs, but the research thingy only seems to give you half a pop's output, maybe one at max. They just feel kinda weirdly balanced like that.
Sgt. Walker Mar 29, 2023 @ 3:39am 
Actually nevermind, I was missing the tech to build Forge-Decks. So it seems to work fine.
Sgt. Walker Mar 25, 2023 @ 2:20am 
Using this mod on 3.7 with NSC seems to mostly work fine.
However the Foundry-Designation does not seem to work (Station with only Foundries is still designated as Mining)
Zahhak Feb 19, 2023 @ 9:40am 
Mid game or New Game?
Mice Dec 23, 2022 @ 2:32pm 
This seems to be working just fine as of 3.6.1, excellent mod as always with just the observation that the Synthesis Arrays sometimes works and sometimes doesnt (as in it shows up as buildable in some playthroughs and doesnt in others)
rednova1865 Nov 17, 2022 @ 6:33am 
my way of playing stellaris just isnt complete with this mod as it makes it more fun and easier to play it so i'll wait for this one to update
Saxon  [author] Jul 3, 2022 @ 4:44pm 
@MichaelMakesGames, That's a nice idea! It would have to be a habitat in orbit of the consecrated world. But those are starbases of sorts, so why not add those to the mod?

I'd probably add a few unique buildings for spiritualists like a "Pilgrimage Site" which creates some high priest jobs, provides extreme spiritualist attraction to the entire system and which adds a lot of trade value.
Saxon  [author] Jul 3, 2022 @ 1:35pm 
I have just updated the mod after completing the Orbital Prison Ring. It is designed to streamline housing by squeezing prisoners into cell blocks, freeing up spaces for you to build more mining/farming/energy disctricts for forced labor. There is also a special building to reward those who made it to Galactic Emperor status.
Oatmeal Problem Jun 26, 2022 @ 6:02am 
Another orbital ring idea: pilgramage buildings and modules to build around Holy/Consecrated Worlds. It would require a change to orbital rings since in vanilla you can only build them around colonized planets though
Razeluxe Jun 23, 2022 @ 5:32pm 
@ranma100 thats good, i love both mods which increase my immersion by a lot.
nsc with new ship classes and starbase is from here
ranma100 Jun 19, 2022 @ 6:09pm 
This mod seems to work fine with NSC.
Saxon  [author] Jun 19, 2022 @ 5:52pm 
@PURUNGUI, I don't know any of those mods, but any mods that make changes to starbases in the games are highly likely to conflict with this one.
PURUNGUI Jun 19, 2022 @ 10:43am 
Has anyone ttried already how borked it becames with NSC or AA Starbase overhaul or Starbases Expanded?
Saxon  [author] Jun 19, 2022 @ 8:34am 
@jcardii, Thanks for making me aware! I have updated the eight affected triggers. Let me know if you still get errors. In that case I might just remove the system types completely because the ones I added don't really affect any gameplay at present. I mostly created them with future development in mind.
jcardii Jun 19, 2022 @ 2:16am 
Howdy,
Like this mod a lot.

I get error.log entries because system_types/starm_system_types.txt uses an old (2.*?) trigger "count_system_ships" in starm_system_type_research and starm_system_type_mining. That trigger is now "count_ships_in_system"

I don't see that you're using starm_system_type_research/_mining anywhere, so this is just log spam right now.
Saxon  [author] Jun 18, 2022 @ 9:06pm 
I am proud to present to you all the Orbital Resort Ring. This is the first of a planned series of special themed starbases. It increases the amount of housing on Resort Worlds by moving most of the tourism infrastructure into orbit, sparing the natural wonders of the planet from the worst effects of mass intergalactic tourism.

I'm open to suggestions for additional orbital rings. I'm currently working on a "Orbital Prison Ring" for Penal Worlds and a "Slave Ring" for Thrall Worlds. But I haven't decided on their stats yet.
Saxon  [author] Jun 6, 2022 @ 6:29pm 
@ranma100, Yes. I've followed the logic of the game where the modules do the same as a pop would on a planet. So a bureaucrat produces unity and a culture worker produces both unity and society research.
ranma100 Jun 6, 2022 @ 6:18pm 
Seems like the Administrative starbase does the same thing as the Cultural starbase, except you don't get any society research.
Saxon  [author] Jun 6, 2022 @ 5:45pm 
@RedRover72, Thank you for helping me ponder how to handle the new admin mechanics. I'm pretty far into my first test game since 3.4 and it is becoming clear to me that both thematically and mechanically the role of bureaucrats has been completely revamped into pure unity spammers. So I've remade the administrative hub and data archive to reflect this. I'm currently playing around with the CommNet mod you linked, which I agree offers a very creative method to combat sprawl. But I will probably turn that into a separate mod after I had some time to fiddle with it. I know Paradox doesn't want us to overextend too much, but at the very least we should have more tools than just picking civics, ascension perks, etc. So hopefully there will be more to come!

@everyone, Sorry again for the long wait! I have now officially updated the mod. Now put those pencil pushers to work!
RedRover72 Jun 4, 2022 @ 4:01pm 
So, I looked into this and tried a few things. It's not just as simple as having a module reduce one of the new admin sprawl categories, doing so makes the building or module appear in the sprawl tooltip for each one built, which quickly fills up the sprawl tooltip.
At any rate, AlphaAsh came up with an interesting solution called CommNet that you might want to check out for inspiration.
Plerion Jun 3, 2022 @ 9:27pm 
Thank you Saxon, your whole collection is awesome!
Saxon  [author] Jun 3, 2022 @ 1:55pm 
@RedRover72 Thanks for the heads up and suggestions!

And sorry for the long silence, everyone. This mod is up next for a much needed update. It looks like I'll first have to dive into how admin cap works now.
RedRover72 May 16, 2022 @ 2:17pm 
Edit to my previous comment, it should probably reduce sprawl even less than 1%, else you could get negative sprawl, which would result in unlimited unity production when raising a planet's ascension tier. That would become a pretty major exploit.
RedRover72 May 16, 2022 @ 7:35am 
This is a great mod, so are your others, and I thank you for sharing them. If you decide to update, may I suggest changing the administration hub to reduce empire pop or system sprawl by 1% or 2%, instead of adding admin capacity?
Adding admin cap since 3.3 breaks the new system paradox introduced. Not really breaks, but since it's supposed to be fixed at 100 now, it makes it very unbalanced.
Otherwise, it seems to work fine in 3.3.x and 3.4
Align Apr 18, 2022 @ 1:18pm 
Works great for me, only issue is that hivemind "Brood nest" modules still increase admin cap, which was removed as a mechanic in 3.3, and I think the Artisan Troupe specific module (art college?) boosts output for a culture module that doesn't exist, or at least isn't available to hiveminds.
ranma100 Mar 6, 2022 @ 9:51am 
Seems to work fine in 3.3
Brokkhouse Feb 23, 2022 @ 7:22am 
Hi, thank you for a great mod. Is this compatible with 3.3.1?
Shepard Jan 8, 2022 @ 10:36am 
@SAXON, I see, thanks for the info !
Saxon  [author] Jan 8, 2022 @ 4:00am 
@Shepard, Sorry for the confusion! The Synthesis Array requires a technology which is added by another one of my mods: https://steamcommunity.com/workshop/filedetails/discussion/1828891972/1639793203779686397/

The technology is called "Macro Synthesis"