Stellaris

Stellaris

Space Elevators
190 Comments
Sidewinder Fang  [author] May 13 @ 12:05pm 
It's not a problem with the building, it's a problem with the event that counts the jobs on the habitat.
Nanao-kun May 13 @ 11:15am 
I wonder if a Space Elevator urban specialization for the City District would work?
Sidewinder Fang  [author] May 10 @ 2:43pm 
Unfortunately after much effort I am currently unable to get space elevators to function in 4.0, I have to focus on other projects but I will return to it when I have more free time and better understand the new systems of 4.0
Sidewinder Fang  [author] May 5 @ 7:13pm 
It does not, I am looking into updating it but it will take time
Satsuki Shizuka 五月靜 May 5 @ 3:06pm 
Anyone know if this mod still works after the 4.0 update?
Sidewinder Fang  [author] Dec 29, 2024 @ 1:15pm 
Mod updated to fix the colonisation issue where planets didn't receive their proper space elevator bonuses if a habitat was built in their system before the planet was colonised, thanks to LennytheLing for rewriting the event responsible for that.
LennyTheLing Dec 25, 2024 @ 6:11pm 
Hello, there seem to be a bug where if habitat is colonized before planet, the planet will not receive habitat bonus.

I suspect it have something to do with event not setting up SE_count properly, or possibly setup after planet event is called.

As a side note, I noticed every_owned_pop is called for every single job type, I propose to switch it into a single switch statement to reduce computational complexity.

Additionally, consider there can only be a single habitat in a system, I suggest changing SE_count into solar system variable, and let habitat update this solar system variable and other planet type read. This prevent the need of having each planet track its own bonus and should solve the colonization order issue as well.
Sidewinder Fang  [author] Dec 19, 2024 @ 12:32pm 
@Kheeran I considered it, unfortunately the base mod is very event based and I'm not as good with event modding, I also just lack a lot of motivation these days and mostly just stick to keeping the mods I like working.
Sidewinder Fang  [author] Dec 19, 2024 @ 12:25pm 
@LennyTheLing Ahh, thanks, must have overlooked it when I was copy/pasting stuff, should be fixed now. Not sure if it would cause a crash but was definately broken and not working as intended.
LennyTheLing Dec 19, 2024 @ 3:15am 
In space_elevator_building.txt line 160, it seems to be missing the "owner" scope change. leading to a crash:
[trigger.cpp:487]: invalid scope for trigger. got [planet], expected {country}.

triggered_planet_modifier = {
potential = {
is_regular_empire = yes
}
modifier = {
planet_crime_add = -5
}
multiplier = SE_anticrime_count
}
Kheeran Jul 14, 2024 @ 5:19am 
Please consider updating Stellar Pioneers with this mod's upgrades (with the original creator's permission), as it appears that mod is no longer being updated and would be a perfect expansion of this already excellent mod, thanks!
Sidewinder Fang  [author] May 17, 2024 @ 7:23am 
@borsk thanks, updated the description
borsk May 17, 2024 @ 4:25am 
thank you for keeping your mod up to date! By the way, the link to the orbital ring buildigns mod is outdated, the up-to-date version of that mod is here: https://steamcommunity.com/sharedfiles/filedetails/?id=3159094464
Sidewinder Fang  [author] Apr 27, 2024 @ 8:34am 
huh, you're right, was doing a lot of copy/pasting when I made that part, must have accidentally slipped a bracket, amazed nobody else mentioned it, I'll fix it now. Thanks for that.
Nisra Apr 27, 2024 @ 8:28am 
Unfortunately I think I have found a bug. The elevator isn't giving any bonus to researchers. Using the debugtooltip, it seems the SE_technician_count is always 0 no matter how many technician jobs. Looking at the space_elevator_events.txt, it seems the prev/change variable function for the SE_technician_count is inside the limit rather than after it.
Nisra Apr 27, 2024 @ 8:03am 
Turns out it was the ship set. While the main Elves shipset worked fine one of the others doesn't. The minor and major orbitals worked but the habitat itself doesn't. I just happened to be using that particular set alongside your mod and since the orbitals my construction ships built worked fine and the habitats had been fine on previous games I thought the issue was here rather realise I'd used a different shipset from the same mod.
Sidewinder Fang  [author] Apr 26, 2024 @ 6:12am 
Cool, what was it out of curiosity?
Nisra Apr 26, 2024 @ 6:00am 
Thanks, figured it out. Wasn't anything to do with your mod after all, just the only times I saw it happen initially was with a habitat built by the decision by sheer coincidence.
Sidewinder Fang  [author] Apr 24, 2024 @ 5:28am 
yea, I've no idea what's causing it sorry, my only thought is it might be some other mod that's interfering somehow. maybe try testing it with just those two mods
Nisra Apr 24, 2024 @ 4:36am 
Very strange. Thanks for checking anyway!
I'll try uninstalling and re-installing both mods when I have time and see if that fixes the issue.
(It wasn't even the correct fallback model either. The Elven fallback is supposed to be avian but it was falling back all the way to the mammalian model.)
Sidewinder Fang  [author] Apr 23, 2024 @ 4:00pm 
Tested it with elves of stellaris and the habitat model spawns correctly for me.
Nisra Apr 23, 2024 @ 3:48pm 
Weird. I was using the Elves of Stellaris mod, which does have a habitat.
Sidewinder Fang  [author] Apr 23, 2024 @ 12:40pm 
I've tested it with both the basegame shipsets and a modded shipset, I'm not seeing any issues, my hunch is the shipset you're using doesn't have a proper habitat model.
Sidewinder Fang  [author] Apr 23, 2024 @ 7:03am 
@Nisra I'll check it but fairly sure it's other mods since I don't remember having an issue, what shipset mod are you using?
Nisra Apr 23, 2024 @ 6:54am 
Habitats built by orbital habitat decision seem to use a default model rather than using the habitat for the selected ship set (this might just be ship set mods).
Sidewinder Fang  [author] Mar 2, 2024 @ 6:21pm 
@Nickillaz89 I've deactivated it and two similar events, they were intended to catch edge cases involving habitat orbitals however they're proving too temperamental, I'll likely look into replacing them later.
Nickillaz89 Mar 2, 2024 @ 5:59pm 
Game is crashing for me. Last scripted event in the error log is space elevator.215

This mod is great but this specific event is totally impassable.
Sidewinder Fang  [author] Feb 6, 2024 @ 7:24am 
@Nanao-kun Should hopefully be fixed now.
Sidewinder Fang  [author] Jan 27, 2024 @ 10:36am 
ah, yea that's probably it, I'll see if I can add some extra checks to prevent that from happening
Nanao-kun Jan 27, 2024 @ 8:57am 
I think it happened because I queued up a habitat on one planet in the system and then queued up another one on a different planet. So after the first one finished the second one was still going.
Sidewinder Fang  [author] Jan 27, 2024 @ 5:23am 
@Nanao-kun I can't reproduce the effects, are there any specific steps you took to do this and are you using any other mods that affect habitats?
Sidewinder Fang  [author] Jan 27, 2024 @ 5:11am 
@Nanao-kun no, that shouldn't be happening, I'll look into it.
Nanao-kun Jan 26, 2024 @ 8:51pm 
Is it intentional that you can get more than one habitat in a system by building them through the space elevator decision?
Alexander020304 Jan 11, 2024 @ 10:17am 
interesting rework i will have to play it
Sidewinder Fang  [author] Jan 10, 2024 @ 7:56am 
Just completed a major overhaul of the mod, check the patch notes for full list of features but TLDR it now checks for jobs instead of districts and can get bonuses from habitats anywhere in the system, not just in orbit above the planet.

Also re-balanced a lot of stuff and will likely make further tweaks and adjustments but for now I'm pretty happy with this, hopefully it'll help solve a lot of the comparability issues with other mods that add custom habitat districts.
Alexander020304 Jan 2, 2024 @ 2:48pm 
@sidewinder fang if use dark matter conversion. the station will not longer give the benefits to the planet
Sidewinder Fang  [author] Dec 21, 2023 @ 2:42pm 
@Alexander020304 What do you mean by "upgrading the station".
Alexander020304 Dec 21, 2023 @ 2:37pm 
if you try upgrading the station it will no longer provide benefits if you are using mods like acot
Sidewinder Fang  [author] Nov 17, 2023 @ 5:27am 
I'll look into it
Muggel Nov 17, 2023 @ 12:04am 
APSR is a mod.

APSR: Anomalies, Planetary and Space Resources

APSR mod id = 1346877266
Sidewinder Fang  [author] Nov 16, 2023 @ 5:52pm 
@Exende APSR worlds?
Exende Nov 16, 2023 @ 5:33pm 
The APSR worlds are locked out becasue they are classified as Ancient Worlds as well I believe
Sidewinder Fang  [author] Oct 28, 2023 @ 12:58pm 
Yea, I tested it and it works fine on a machine world machine empire capital, my only theory is you have some sort of custom modded world that's classed as an artificial world (basically the internal designation for a habitat) which locked it out.
Sidewinder Fang  [author] Oct 28, 2023 @ 12:52pm 
@Timendainum That's odd, my hunch is it's some sort of mod conflict since, the only real lockout I have is you can't build space elevators on habitats, but I'll run a few tests just in case there's something weird going on with it.
Timendainum Oct 28, 2023 @ 11:56am 
Generally speaking I play machine empires, and I am currently playing an organic empire and I noticed you can build a space elevator on an organic home world, but you cannot with a machine empire.

I always though it was intentional, and now I'm wondering if is it not intentional. Anyhow, you cannot build one on a machine empire capital, or some mod that I always use conflicts.

Anyhow, this is one of my core mod I always use, it is a key missing element from the game and I really dig your mod. Thank you for making and maintaining it!
Arkenor Oct 1, 2023 @ 12:14pm 
If spaceelevator.200 doesn't actually do anything important when it is working, it might be best to just remove it until the mystery of why it is misbehaving is solved.
Arkenor Oct 1, 2023 @ 12:08pm 
Got a log full of that error, along with a smaller number of these, which are probably related:

[20:01:43][event.cpp:692]: Script Error, attempted to execute an event on an unsupported scope!
Event: spaceelevator.215
Event Scope: country
Executing Scope: type=ship
id=6386
opener_id=4294967295
random={ 0 3912662207 }
random_allowed=yes
from={
type=ship
id=11099
opener_id=4294967295
random={ 0 4287325149 }
random_allowed=yes
}
Sidewinder Fang  [author] Sep 25, 2023 @ 4:49pm 
@Inny [The Merger] That event's been a bit inconsistent, I was getting something in the error logs about it but now I can't find it, I don't think it works according to some tests I've done though I have other events with the same scopes and function that do.

I've mostly been overlooking it for now since it's an obscure event that doesn't come into play much and even when it does it doesn't change much.
Inny Sep 25, 2023 @ 2:02pm 
Looks like there's a scope error in spaceelevator.200.
Location: file: events/space_elevator_events.txt line: 20
Trigger Type: is_ship_class
Scope:type=country
Sidewinder Fang  [author] Sep 22, 2023 @ 4:30pm 
@Arkenor Probably not since it looks like its just adding more buildings and space to the existing ones, that shouldn't affect this mod.