Stellaris

Stellaris

Real Space - New Arcologies
174 Comments
Catnapping Princess Sep 30 @ 4:57am 
subscribe then unsub
viirinsoftworks Sep 27 @ 11:29pm 
I've never subscribed to your mod, but Steam keeps updating my Stellaris with it. Any ideas?
ChaosBlaster Sep 20 @ 12:16pm 
I loved this mod since those manufactorums where my saving grace for many playthroughs. Any plans to somehow fix the issue so the buildings don't disappear when the planet is made?
??? Sep 7 @ 11:59am 
Can gene-ascended empires use genoworlds?
Tralalero Tralala Aug 30 @ 7:27am 
xD
Black Snake Aug 26 @ 1:04pm 
sectors and buildings no work papi daddy we plebs need help. i am ready to give my body for the cause. socks on only and covered in peanut butter
Tralalero Tralala Aug 25 @ 11:12pm 
after the last update this mod is broken af
Alexander020304 Aug 19 @ 12:37pm 
can this mod be fixed the last update broke the everything. the buildings and sectors are not being preserved
Beast-Storm Jul 28 @ 2:08pm 
With Catalytic Process being more wide spread with buildings that uses food rather then minerals to make strategic, alloy's and consumer good resources, is it possible to make a "Green" Manufatorum variant... mostly for immersion but it would require Catalytic process as a prerequisite. Just a food for thought idea I felt compelled to share you Annatar.
jht_89 Jul 15 @ 12:45pm 
Also, from what I can see the majority of the districts are still configured to use the wrong zones (so for example, the intelligence district is set to use the city_0l, city_02 and city_government zones - i.e. the same zones as the main city district - rather than it's own single zone slot)
jht_89 Jul 15 @ 8:23am 
Unfortunately yeah, it looks like the decision code for the conversion events is missing a lot of the code from the arcology decision, so the urban zone buildings and sector specialisations aren't being correctly preserved.

@Annatar: If you'd like I can rewrite the decision code for you so that the buildings and specialisations in the urban district are preserved?
MRDRK1 Jul 14 @ 8:02pm 
Some issues with the building slots on the sector specializations. Should be three, shows four or more.
IV. Riehol Jun 23 @ 7:31am 
Thank you for all your efforts and these great mods!
ChuTheMan May 31 @ 8:19am 
It's a sign @viirinsoftworks

time to use mods ;)
viirinsoftworks May 31 @ 5:32am 
I don't subscribe to your mod, or any mod, but Stellaris just gave me a workshop update to this mod. I have no idea why. Anyone have an idea?
夏目まさる May 24 @ 5:31am 
I only used this one mod for the test, the capital buildings will still be downgraded to the lowest level and clear all buildings and zones. The original Arcology wouldn't be like this.:steamsad:
jht_89 May 22 @ 5:00pm 
You're very welcome, always happy to help :)

This mod reminds me of the old (and sadly abandoned) Masters of the Planet mod in some ways, so I'm looking forward to including it in my 4.0 modlist once I get my mess of a modlist into shape :)
Annatar  [author] May 20 @ 5:53am 
@jht_89 I fixed everything. Thank you very much!
jht_89 May 18 @ 6:00am 
The next issue is that for your non-housing districts you've used code for some of the old (and now disabled) ecu districts, rather than basing them on the new specialised arcology districts (district_arcology_urban_1, district_arcology_urban_2 and district_arcology_urban_3). As a result, they have a lot more building slots that the UI can display (and those building slots can't be interacted with)

I believe the issue that 夏目まさる reported, along with the issues with city districts not being properly replaced stems from the way you're handling the district replacement, and I would suggest looking at the relic_world_conversion_effect (found in scripted_effects/federations_event_effects.txt) and the ecu creation event (in decisions/02_special_decisions.txt)

I hope this helps, and I'm looking forward to this mod working fully in 4.0 because I really like the idea of these kind of specialised worlds
jht_89 May 18 @ 6:00am 
Just a couple of notes from looking over your district code and running some quick tests:

Firstly, you've added four districts to the manufactorum (which means it isn't possible to interact with the refinery district because the UI only has space for 3 districts).

Secondly your Agropolis appears to delete all but 1 of the standard city districts, meaning that the arcology housing district ends up filling the space for the first secondary district slot (pushing the leisure district out of the UI) although I can't see an immediately obvious reason for this.

Your Fortoria also has the same issue as the agropolis (with leaving one vanilla city district behind, and in addition due to the number of districts added both the Militiary and Intelligence arcologies are pushed out of the UI
夏目まさる May 17 @ 5:38pm 
When the decision is completed, the city district of the planet will be temporarily retained, and then deleted at next month. Buildings such as housing will also be cleared, and the capital building will be downgraded to the lowest level. I don't know if it's my problem.:steamsad:
NYAA May 17 @ 8:41am 
Thanks for your hard work! i'm excited to play now that this mod has been updated!
xkuripuri May 17 @ 6:32am 
While I'm sure one can find out in-game, might be nice to include screenshots of their 4.0 effects!
xkuripuri May 17 @ 6:32am 
Oh the return of a favorite! But I do like me some fancy, special acrologies.
Annatar  [author] May 17 @ 6:08am 
Mod Updated!
Thor131 May 11 @ 11:06am 
;p landed here for same reason as other. waits patiently for this great mod to be updated.
General Tennobi May 10 @ 10:04am 
@Raccattack You mean the crashing right?
Raccattack May 8 @ 10:15am 
so if you landed here this is def the mod that did it lmoaooo
Storm (Ysmir) May 8 @ 7:28am 
Its coming folks
update to the latest version thnx:steamsad:
h.j.haller May 5 @ 11:39pm 
update to the latest version thnx
super human May 5 @ 2:26pm 
the way arcologies work was changed in 4.0 so it will probably take a while to be updated
Fran May 5 @ 9:57am 
Needs a Patch. OItherwises crashes the Game on Startup!
Biogenesis Patch needed.
Green Mohawk Derg Apr 12 @ 4:16am 
Gaia worlds should probably be available for agri world switch
kuyo Jan 20 @ 9:42am 
Serious issue that I'm unable to track down - arcologies that are built on worlds that previously had an ecological collapse from the coordiation center will terraform back into tomb worlds
Geki Jan 4 @ 11:07pm 
The description for Manufactorum is faulty. The designation name is the description instead, meaning it is super ass long.
Nick Nov 18, 2024 @ 11:11am 
Was looking forward to making my big gaia agri world into a Agropolis, but then I saw the Wet World requirement. What an odd, counterproductive, and unfun design choice.
Averious ღ Oct 31, 2024 @ 9:14am 
There's an overlap but all you need to do is pick and choose which of them you want.
Jin2188 Oct 16, 2024 @ 6:12pm 
There's overlap with the military and eco arcologies of Planetary Diversity, so I would avoid using both together.
Skylingale Oct 14, 2024 @ 4:04pm 
Thanks Catnap!
Catnapping Princess Oct 14, 2024 @ 3:09pm 
it is compatible yes
Skylingale Oct 13, 2024 @ 12:05pm 
Hi is this compatible with Planetary Diversity - More Arcologies? And if compatible, would having both be too much? Thanks!
ladyceniza Sep 26, 2024 @ 3:59pm 
I have a question, I constructed a Manufactorum but the habitability went from 100% to 60%, is it +40% or -40% hab when building?
大吉岭の紅茶战车道 Sep 7, 2024 @ 11:40pm 
SOOOO cool planet:steamthumbsup:
Mendora XII Sep 4, 2024 @ 9:23am 
@Ashardalon Yup.
Ashardalon Aug 25, 2024 @ 2:47am 
@mikmik1984 With dyson spheres and matter extractor, yes you can have all your planets as arcologies
Ashardalon Aug 24, 2024 @ 11:11am 
Hello all ! what are the prerequisite for industrial arcology ?
Nemo(YEEB) Aug 20, 2024 @ 9:40pm 
i sub to this but for some reason its not poping up as a mod i can add to the game in the start screen