Stellaris

Stellaris

Rise of Cosmic Industry BETA
653 Comments
James Fire  [author] Mar 16 @ 3:08pm 
I've fixed it for next update
James Fire  [author] Mar 16 @ 3:07pm 
That does break the auto-expand I put in, and AFAIK they don't use the edict, so it probably does yeah
MightyShark Mar 16 @ 3:08am 
Does the AI actually expand its cargo fleet ? I see this error in the logs and was wonderung if it stops that code from working ->

Invalid Scope type for trigger 'is_ai'. file: scripted effect kiyo_trade_calculate_resources at file: events/roci_trade_orbit_events.txt line: 236 line: 1.
Current Scope: fleet
Supported Scopes: country
Wakelessrex Mar 5 @ 5:40am 
Fantastic mod, much appreciated.
James Fire  [author] Feb 18 @ 3:32pm 
I've talked about the implications of 4.0 for this and other mods of mine on my discord :p
blumpo Feb 15 @ 12:52pm 
With the upcoming 4.0 changes im excited to see how this mod will improve upon the changes paradox is bringing to trade and economics
James Fire  [author] Jan 24 @ 3:46pm 
Yes?

Why wouldn't it be?
WeWeKeNeMen Jan 12 @ 10:13pm 
compatible with cross border trade?
leva.zakharov Jan 3 @ 12:50pm 
Thank you for answer, little sad that Space Exploitation isn't available right now: it has good synergy and even role-playing logic with Planetary Diversity/Real Space planetary habitats
James Fire  [author] Jan 2 @ 6:36pm 
All the ones you can enable, which is all except Space Exploitation
leva.zakharov Dec 29, 2024 @ 5:17am 
Which modules of this mod are working at the moment?
James Fire  [author] Oct 20, 2024 @ 1:59pm 
There is no such mechanic, because that's not at all how they work.
焱淼 Oct 19, 2024 @ 4:22am 
Can “Cargo Ships” Access Existing “Caravaneer” Systems?
货运船能否接入现有的行商体系呢?

For example, freighters are allowed to build a limited number of exclusive caravan space stations in starfields, and the empire trades freight through control of the caravan space stations ( just like mercenary city-states).
例如,允许货运船在星域建造限量的专属行商空间站,帝国通过控制行商空间站来进行货运贸易(就像佣兵城邦)。
MightNight Oct 14, 2024 @ 12:17pm 
Have you thought about also adding a "Pollution" addon? Basically it adds a -1% Habitability Modifier per Industry, Mining, and Energy district built on the planet
Lavoroxan Oct 2, 2024 @ 12:10pm 
Would be useful to be able to remove factory deposits without the ascension perk, in case you capture planets with factories.
James Fire  [author] Sep 18, 2024 @ 11:48pm 
There is no russian translation that I know of.
Bordeak Sep 18, 2024 @ 8:41am 
Hello. Is there a Russifier for this mod?
James Fire  [author] Sep 12, 2024 @ 5:36pm 
It's because I'm using pre-existing icons that weren't made for that.
Daevinski Sep 12, 2024 @ 7:02am 
Not sure if it's a bug or a compatibility issue with UIOD, but the icons that appear alongside the planet modifiers are all bugged, unaligned, filling the whole space thus appearing distorted and low res and "bleeding" outside the circle.
James Fire  [author] Aug 30, 2024 @ 4:38pm 
It doesn't. Paradox has to specifically add the summing for each entry, and they didn't for deposits.
kinngrimm Aug 28, 2024 @ 4:46am 
How come your changes make it there in the first place?
James Fire  [author] Aug 28, 2024 @ 2:29am 
I can't change how that is displayed.
kinngrimm Aug 23, 2024 @ 2:44pm 
On the top bar the empire size/sprawl menu object is cluttered/unreadable with automated factory +1.00/factory generator +1.00/Factory Mine +1.00/...
could you have this summerized so we could still read the other stuff that is still in that menu item but now moved out of sight because of all the factory stuff?
James Fire  [author] Jul 15, 2024 @ 3:04am 
Not as far as I know.
kinngrimm Jul 14, 2024 @ 1:14pm 
Does this mod allow me to build mining stations on planets(including habitable once) to which then the Arc Furnaces would increase their potential and i may later on build habitats using all those for districts?
Maschinenmensch Jul 5, 2024 @ 4:16pm 
That'd be great, thanks!
James Fire  [author] Jul 5, 2024 @ 12:08pm 
First part is intended. It does cost something, and you can see the event closing and reopening. Second part is not intended. I was able to go above the max, but the game did not crash. Will fix.

I don't think edict cost is anywhere in vanilla? But I can change it so this isn't affected.

I can add a periodic recheck of existing fleets to redo the count.
Maschinenmensch Jul 5, 2024 @ 6:00am 
Greetings!
Maybe it's because of my other mods, however it seems to me that the Expand Trade Fleet edict is currently broken. It does not close after choosing an option effectively allowing you to expand it as many times as you want without additional cost. The limit for the Fleet size also seems to not be an actual limit there, just that the game crashes if you expand the fleet above the limit.
Also minor issue but since you can get 750 CG and EC refunded once opening it, if you have decreased edict cost somehow you effectively gain resources out of nothing,
Additionally, because of an event all my Colony Ships got disbanded, including the Trade Fleets. However, that means I now can't build any new ones since the limit didn't recognize that. Don't know how practical it would be, but maybe a button or something that allows you to reset them would be nice. But eh, maybe this is just because of my excessive modding.
Thanks a lot for making such a great mod!
Streamline Jul 1, 2024 @ 10:48pm 
I started a new game, and realized I missed the multiplier option the first time. But a way to disable it for the AI would still be nice.
Streamline Jul 1, 2024 @ 10:14pm 
I really like what this mod is does. My one real complaint is that shipping costs are really harsh, even for the player. It seems like it makes stuff like Ecumenopoli really not worth it, since it effectively doubles the cost of production. And in my test game, the Grand Admiral AI was getting demolished by it. Would it be possible for a couple settings to be added: one setting to change the cost per missing unit of resource, and one to disable shipping costs for the AI?
James Fire  [author] Jun 19, 2024 @ 5:57am 
It should update later, if nothing else.
Designer225 Jun 19, 2024 @ 1:49am 
Is it intended that demolishing orbital infrastructure no longer decreases orbital utilization (amount of orbital infrastructure for a planet compared to the orbital capacity for said planet)? I demolished an orbital mining district to reduce energy upkeep at game start, but orbital utilization did not go down from 7/10 to 6/10 as I would expect.
Kepos May 17, 2024 @ 3:56am 
ROCI seems to be quite interesting mod. In my first walkthrough I simply did learning-by-doing and brought me into quite huge energy imbalance I never was able to feed. Would be nice if you either give players a how-to or your mod a segmentation so huge impact builds could only be done after reaching a certain level of monthly goods income or other leveling.
Still rate this mod to be very helpful on the long run, but players have to be very patient before trying to push things on day one. :steamhappy:
Dr. Democracy May 8, 2024 @ 9:33am 
I didn’t say the capital 😃 I said it would make sense for it be brought to planets that have trade value, which would be most of them if someone is using Mutual Aid, and therefore it would make sense if the shipping cost offered a discount to empires with fx Mutual Aid Policy active. Why would a planet that generates 30 energy credits, 20 minerals and 20 food per 100 trade value have to import said food resources through shipping?

Anyway like I said - it’s just an idea. I still love this mod as it rewards not-Uber-specializing planets.

Appreciate the discussion !
James Fire  [author] May 8, 2024 @ 9:22am 
You think it's brought to the capital and then sent back out?

I don't think that makes any sense at all.
Dr. Democracy May 8, 2024 @ 9:19am 
Yeah I understand that. It was just an idea/suggestion to maybe add a discount to shipping costs if an empire uses certain trade policies. It makes sense to assume that the resources from Mutual Aid land arrive on planets with high trade value. Does that make more sense?
James Fire  [author] May 8, 2024 @ 9:13am 
?

Any resources produced by your trade policy is not produced at the planet. It's produced at the empire level.

Trade value has to be brought back to the capital to do anything.
Dr. Democracy May 8, 2024 @ 8:58am 
Exactly. Only local resource production does, which when using Mutual Aid as trade policy isn’t taken into account.
James Fire  [author] May 8, 2024 @ 8:54am 
Trade value does nothing to shipping costs.
Dr. Democracy May 8, 2024 @ 5:42am 
I'm loving this! It adds some great buildings and fun ways to build taller. My only issue with it so far is shipping costs for planets that produce trade value. I guess it makes sense when empires are using Wealth Generation as you'd still have to ship it all in (which is in fact a really nice way to realistically simulate trade), but when using other policies such as mutual aid which nets both credits, minerals and food. Is it possible to add a shipping discount based on which policy an empire is applying? Thanks for making this!
焱淼 Apr 16, 2024 @ 10:55am 
Found an unknown issue that caused a flashback when opening the "Cabinet" screen. After closing the mod, the "Cabinet" screen opens normally.
发现一个只要打开“内阁”界面就会引起闪退的未知问题。关闭这个MOD后就正常打开“内阁”界面。
焱淼 Apr 16, 2024 @ 10:11am 
It seems to be displaying anomalies, as the game opens with the "realdev_menu.2.name" interface for the 7 functions, and opens with the "realdev_menu.1.name" interface for the decree interface.
And I confirm that I correctly subscribed to the front module - "! !Universal Modifier Patch"
blazeknave Apr 12, 2024 @ 9:00pm 
Thanks. I go through the initial pain and it's not that big a deal.
James Fire  [author] Apr 12, 2024 @ 4:24am 
Disable the module at game start.

After game start, you can disable it by using this in the console

effect set_global_flag = no_shipping
blazeknave Apr 11, 2024 @ 2:49am 
Is there a way I can disable the Shipping Cost somehow?
James Fire  [author] Apr 6, 2024 @ 5:59pm 
They do not remain the same size throughout the game. You get more cargo capacity per ship and more "ships" per fleet from various techs. This is in the mod description. It's not on the techs because then I would have to overwrite techs, and I can't do that conditionally.

There are plenty of places where it makes sense to get a buff from. The main problem is the overwriting to make it say it does. I can't do that conditionally, which means I have to add the modifiers silently through script.
da xol Apr 6, 2024 @ 6:46am 
Hey Thanks for responding. I just really like the general idea of the mod for gameplay and roleplay purposes, hence any further game intergration would be great.
My point about research is just that it doesnt make sense for ships to remain the same sizes as they are at the start of the game. especially with the galactic economy slowly becoming bigger and bigger (think about how large cargo ships are now compared to ww2)
Also other than research is there no options for buffs in Trade federations, that would make sense or perhaps decrees in the galactic community which would buff or nerf the trading.
Anyway im not trying to criticise, just saying hiw great the mod is and hope you keep working on it.
James Fire  [author] Apr 3, 2024 @ 12:08pm 
Ah, it appears not. I'll add that.

That is correct. The setting says it only affects Planet Build Speed and Assembly.

Correct. If you don't have enough IP, it reduces assembly speed instead. The bug is that it doesn't apply this malus while Production Boost is active.
Arphar Apr 2, 2024 @ 11:29am 
Hello, is there any way to check how much Industrial Production a planet is receiving from the Empire and sending to it ?
I'm having some trouble deciphering where it goes and which planets it comes from, alongside having trouble regulating Industrial Production away from a planet.

Also it seems like the Ship Construction Speed modifier on the empire is not affected by the setting at game start pertaining to initial malus towards building speed (ie even on realistic, I still get to build at 100% speed at game start).
Finally the assembly boost is inverted and decreases assembly speed instead of increasing it.
James Fire  [author] Apr 1, 2024 @ 5:23pm 
> Automating space routes?
Now this one is prob the hardest to do but under megacorps having merchant cargofleets transport stuff would be sick

The AI already has this. IIRC it just picks the closest target above a certain value. I could allow that to be enabled for player empires.