Stellaris

Stellaris

Planetary Mega-Engineering Reborn
105 Comments
EccentricJoe 14 hours ago 
played 3 games with this mod now, each time to roughly 2300~ and have yet to see any of the techs showing up. is this bad luck or is it not working>?
Teddinamite Jun 9 @ 2:36pm 
Do I deactivate this mod and reactivate the original one that got updated? Don't know if doing this will break my save
For some reason when these are built on habitats virtual pops don't seem to register the jobs opening up until you build an actual building or district. I am unsure what exactly is causing it, honestly. Take your time please, I'm sure there are more pressing bugs. We appreciate your hard work!
Derelict Dawn Jun 6 @ 10:49am 
@jasonft

Just looking through a few things here as I work on the original version of the mod, but I'll answer your question.

Not yet, I am working on a deposit (or possibly multiple deposits) that allow for production of all advanced strategic resources (zro, DM, LM, nanites).
jasonft Jun 4 @ 8:43pm 
Do any of these help gather special resources like Dark Matter? My latest game I had the worst time trying to find DM when I was getting into later game where I needed it.
Akani Jun 4 @ 7:30pm 
Technology (Ascendant Planetar Mega Engineering) -> Gene Preservation Vaults arent appearing as Descision <3
bigmac06 Jun 4 @ 3:59pm 
Terraforming into a machine world wipes all features for the planetary mega-projects. Please fix. Not sure if it does it with other planet transformation features. Otherwise, great mod
Skill Less Jun 4 @ 2:16am 
great work so far, have fun while learning <3
Private Pyle Jun 4 @ 1:41am 
Maybe worth to mention that I have thje Masterfull crafter civic, maybe this is related
Private Pyle Jun 4 @ 1:39am 
I have the same issue as barackollama, but with artificers on a normal planet. Have build the Orbital Superfactory thing and the jobs appear but dont get populated. Corporate Megacampus however works fine, the jobs appear and pops are getting assigned.
AeonRemnant Jun 3 @ 3:48am 
Very sad this doesn't work with wilderness, but it's really awesome on machine empires. Thanks for porting.
Hero Sheep Terrish20 Jun 2 @ 4:58pm 
you might want to not put to much effort in fixing wilderness. It's a bug/problem on Pardox's end. The Grand Archive DLC uses the same population requirement as this mod dose for it's mega structure, and It's also broken by wilderness. so, chance it might get patched.
barackollama Jun 2 @ 8:00am 
on shattered ring, building the mineral megastructure as a machine empire leads to 1500 unfillable scrap miner jobs listed separately from the normal scrap miner jobs. thought you should know. I've seen that happen with other mods for other jobs and I don't know why it does that. If you can't reproduce it it's probably a problem with my Irony patch.
田所浩二 Jun 2 @ 1:54am 
太感谢了作者
Blue May 31 @ 11:29pm 
its back its backkkkkk
bd0193781  [author] May 31 @ 4:08pm 
@aabaaabaa: Ah, got it! Glad you found it! No worries. Happy gaming!
bd0193781  [author] May 31 @ 4:08pm 
@aabaaabaa: I just tried a machine / gestalt / voidborn empire, with just this mod, and while it doesn't show any pop growth the first month (because I think it always shows what happened in the past one?), after 2 months, I do see growth (+3). This was on a 200-star test with zero other empires and no other mods if you want to try reproducing it?

This mod shouldn't change anything until you make a planetary decision (to build a structure), so at the beginning, it shouldn't have any impact on things anyway. Do you have other mods loaded?
aabaaaabaaa May 31 @ 4:06pm 
sorry i foud it myself i use a mod that was not listet in that mod list i forgot that thats my bad ssorry for that but thx for the respons
bd0193781  [author] May 31 @ 3:55pm 
Also, general update - the original mod author is updating things soon! And has some new ideas! So I'll keep this going as best I can until that's ready - likely soon, since they organized the original really well!
bd0193781  [author] May 31 @ 3:53pm 
@aabaaabaa: I'll take a look at replicating that and let you know what I find!
aabaaaabaaa May 31 @ 3:29pm 
sorry i only now the german origins Risswelt(riftworld i think) and Leerengeschmiedet(Voidborn)
Machine:machinintegegenz
in my game it is still no pop growing
CptBattleV2 May 31 @ 2:47pm 
THANK YOU SO MUCH I LOVE YOU
bd0193781  [author] May 31 @ 7:39am 
@Protogen: OK, just verified it works for me with the Workshop version -- if it wasn't a one-off, I might suggest unsubscribing then re-subscribing. Perhaps something went wrong as I was updating it as you were downloading it?
bd0193781  [author] May 31 @ 7:34am 
@Protogen: Interesting... this just happened now? I just updated it like three minutes ago. I'll take a look right now. (Weirdly, Paradox doesn't seem to let you have both a local mod version and the workshop version, so I'll try removing my local one and subscribing to this, but any more info you can give would be great!)
Protogen May 31 @ 7:32am 
hey, im having an issue: the paradox launcher says this mod is missing an description file.
bd0193781  [author] May 31 @ 7:29am 
@aabaaabaa: Can you give me more info on this? Eg, what your species and origin are? I'm not seeing it, but I'm quickly learning just how many different configurations of this game there are!
bd0193781  [author] May 31 @ 7:26am 
@ACP: Oof, I'm sorry - I thought I'd fixed it. I did a quick test in my version and both those ARE working, so I'm wondering if this is something dumb like me not updating the mod version with the last update. I'll do that now, and re-upload, and let's see if that fixes it for you. (Give me like three minutes from when this posts.)

If not, can you give me more info on the species type & origin so I can try to replicate it?
The All Consuming Plague May 31 @ 5:01am 
Hi Mate, I have come back to let you know the issue with drones not populating the synapse drone jobs seem to be occurring again with the Supplemental breeding pods and the collective computing consciousness. Also drones won't populate the foundry drones jobs from the subsurface megametres still.
ANIMUS May 30 @ 11:05pm 
big respect to modders picking old classics and cleaning up, recommend running it through AI as code can be cleaned quicker, top one bro!
bd0193781  [author] May 30 @ 8:28pm 
@Coderemove: Wilderness is all new... I'll start looking into it, but I suspect it's a bigger lift since it requires newer code, not just updates to existing ones. Apologies there! I'll add a note above, but I'm just genuinely unsure how long it'll take until I get that figured out.
bd0193781  [author] May 30 @ 8:26pm 
@Plague: OK, the hive mind issues with the synapse drones is now solved, too, I think. I still haven't played a hive mind yet, so definitely let me know if you encounter other issues. I'm learning more as I go, so in theory this gets easier to fix over time. ;)
bd0193781  [author] May 30 @ 7:58pm 
@UglyHamster & Plague: The issues with the catalytic drone job that was never used and the subsurface megaforge issue for machine empires should now be fixed with an update I just made. Looking more about the other robot issues now, like the synapse drone thing and the pop growth, aabaaabaa.
bd0193781  [author] May 30 @ 7:11pm 
OK, plan for this weekend is to a) figure out why my local updated copy doesn't reflect that in the game (cached copies?), b) sort out the drone stuff, which I thought I fixed but probably missed stuff, and c) .... begin to sort out wilderness stuff.

I was hesitant to modify this much from the original creator's vision, but wilderness is totally new, so maybe that has to happen anyway. I welcome ideas or pointers on how/what should be done there!
aabaaaabaaa May 30 @ 4:23pm 
HI when i use bots there is no pop growing all planets or habitats have a pop grow of -10 untile i have 0
Coderemove May 30 @ 12:38pm 
Hey, I was trying out the new wilderness origin with this mod, and it doesn't seem to work. The tooltip says that the pop number is below 0, which makes sense as wilderness is a 'pop-less' origin. Maybe either remove the ability for wilderness to roll the tech for the mod, or remove the pop requirement for the wilderness origin?
Ratzenflink May 30 @ 7:47am 
Thx!
The All Consuming Plague May 30 @ 4:56am 
Also finding that drones won't populate the synapse drones jobs created by the space elevator for some reason
The All Consuming Plague May 29 @ 8:51pm 
Hi guys, I think I am encountering a possible bug with the subsurface megaforges, I'm playing as a hive mind and build the subsurface megaforges but can't actually get my population to go into the foundry drone jobs created by the Megaforges.
bd0193781  [author] May 29 @ 8:49pm 
@UglyHamster: Well, I still gotta figure out why Stellaris sometimes sees updates to the mod and sometims doesn't -- I tested something I think should fix it, but it's not loading it. I'll figure that out this weekend. Looking through all the main files, though, you're right that the catalytic job doesn't exist any more, so I'm trying to change it to a foundry one, which seems to handle the catalytic stuff fine?
bd0193781  [author] May 29 @ 8:10pm 
@Ugly Hamster: Looking into this now -- I bet this is another thing where they renamed a job or something and I wasn't aware. I'm learning as I go. I hope to push a fix shortly!
bd0193781  [author] May 29 @ 8:07pm 
@ rustydragonling: Ha, I appreciate it, thank you - the original author did a great job, so updating this has been easy, and a great learning experience. I think for some of the things people are asking for (since I don't want to alter the original author's vision), I might try a new mod soon. It's fun!
bd0193781  [author] May 29 @ 8:05pm 
@MrButterNips - I also just took a quick look at the issue you were having with Shrouded Regions- are you still having problems there? I did a playset with just this mod, followed by Shrouded Regions, and ran it for a year fine, and then used the cheat codes to add all technology. I didn't see any issues. I also searched for any use of the same prefix on things ('pme_' for this mod), and didn't see any occurrences in that mod.

If you're still crashing, give me more detail on how to duplicate it -- I'd love to try to ensure this works for you!
bd0193781  [author] May 29 @ 7:57pm 
The fix to logistic drones from maintenance drones should now be available. Please let me know if anyone sees other issues there.
bd0193781  [author] May 29 @ 7:23pm 
Just getting back online -- will update this within the hour to fix the drone type. I appreciate these bug reports, as my synthetic human empires are too busy exterminatin' stuff for me to dive into playing as filthy machines yet. ;)

As for making this work on non-natural planets, I think if that's how the original was designed, I likely need to keep that ... at least in this mod. This wasn't my creation, I just updated the original author's work. What I can do, now that I'm ever-so-slightly less of a noob, is make an add-on mod that does offer new capabilities / changes. Just might be a few days before I can get to that.

I'll also try to take a quick look at some of the conflict reports, but might be the weekend before I really get a chance to play with that much.
Evabrine May 29 @ 6:34pm 
For mech pops, the drones that add trade are now called "logistic drones", while the mod's structures still trying to add "maintenance drones" from previous patch - which is the name for unemployed drones right now.
rustydragonling May 29 @ 5:31pm 
Wow. This comment section blew up. Hey, if or when the original mod gets updated, don't let this burn ya out from modding. :steamhappy:
Ugly Hamster May 29 @ 4:28pm 
Found an odd bug.
I am playing Orbital befriender robots with Organic Retrofitting perk (food to alloys) and when I built Subsurface Megaforges on my habitat I got nothing out of it.
It created a new job called Catalytic Drones which are somehow different from my already existing Catalytic Drones and the new job wont populate. The +25% alloys also doesnt apply to the existing Catalytic Drones either, I am guessing it goes to the new ones it made instead.
Finally, it now GIVES me minerals out of thin air as it says -2 mineral upkeep but I am using food here so now I got my foundry station generating a whole bunch of minerals lmao
WAFFEL E100 May 29 @ 6:17am 
can these be made to also work on non natural planets?
habitats for example show that i cant use these if theres more than 0 population, ringworlds probabley the same, so this kinda ruins compatability with other mods like gigas for example.

no need to add any extra ones specificaly for these, all i ask for is to know why its only for normal planets and if we can get a copy pasted version of the mod that dosent do the wierd below 0 population requirement thing
bluecheese2257 May 28 @ 4:49pm 
expanded stellaris traditions 3 seems to crash it on start of new game
bluecheese2257 May 28 @ 4:48pm 
ive been going through my mods and so far it seems the starbase extended 3.0 has made it stop at day 5 otherwise so far so good