Stellaris

Stellaris

Dyson Swarm 3.4.*
594 Comments
MobiusRaptor 8 Jun @ 5:53pm 
I can confirm that this mod still works as of 3.12.4, even alongside the official Dyson Swarms in-game. I haven't tested all the features, but you can build both that Dyson Swarm and this one around the same star. However, if you upgrade the official Dyson Swarm into a Dyson Sphere, the habitat built by this mod will visually disappear into the sphere, but it can still be interacted with.
TheRealBlazing 16 Feb @ 2:24am 
-**does this still work as of 3.10.4?
shabbyrabby 30 Aug, 2023 @ 11:15am 
This glorious mod still works!
APE GAMER 29 Aug, 2023 @ 1:36pm 
still surprised no one has made an update
juhavsnn 20 Jun, 2023 @ 12:54am 
Update please :)?
Kepos 6 Apr, 2023 @ 12:36pm 
So far it seems to work...
APE GAMER 6 Apr, 2023 @ 12:32pm 
this was legit one of my top mods. it was a must-have alongside the likes of planet diversity and gigastructures. im really surprised no one else has updated it
SargR 23 Mar, 2023 @ 12:09pm 
i miss this mod
CTH2004 18 Mar, 2023 @ 11:15am 
I hope someone updates it... ah well

at least it mostly works, ish
tilarium 15 Mar, 2023 @ 12:06pm 
@Jeff This mod hasn't worked right for a few version, so I doubt it'll suddenly start working in 3.7. But good luck
Jeff the Second 15 Mar, 2023 @ 10:04am 
This is a good mod, time to test it out with 3.7
Cranky 15 Jan, 2023 @ 6:06am 
Would love to see an update :)
Starne 4 Jan, 2023 @ 4:40pm 
The mod does seem to be mostly working with 3.6.1, with one notable exception that I found; The debug menu accessed through the Edicts screen doesn't work. Functionally, this means that the muscle deterioration mechanic can't be disabled or reactivated.
Pietrooperv 9 Dec, 2022 @ 2:04pm 
does this work with 3.6.1?
greatswizard 26 Nov, 2022 @ 6:29am 
welp, it was a nice idea at first, but honestly, once the AI gets a hold of it, well let's say thanks to my star eater, collosus and modded orbidal bombardment stances. would it be possible for the AI to have some restrictions on how often/how many they can build ?
スカイ 30 Oct, 2022 @ 10:10pm 
Does the mod actually work with the current version of the game? I assume it probably does but I don't want to run into problems with my current game if not. I'm too used to playing with this tbh
WJSabey 14 Oct, 2022 @ 10:08am 
It really sucks that the market stations still don't give the merchant/extra clerk jobs like they should with Mercantile or Prosperity traditions. It's a serious blow to anyone playing a commercial voidborne empire. I tried making a patch to add them myself but it didn't work. 🙁
Kepos 27 Sep, 2022 @ 4:20am 
Is it still working with 3.5?
Ovid 3 Sep, 2022 @ 7:40pm 
Man, I'm having a weird mod conflict. The Lost Home origin starts me off with 2 of my actual race, and 10 synths on the Dyson swarm. What's weird is, nothing in my starting build has to do with robots or synths, and the game is assuming I'm a machine empire, so hides the Bio/Psi/Synth ascension perks from me.

This is definitely a mod conflict, but I have no idea how to fix it. I'm not asking for help, just pointing out a weird thing in case it happens to others.
RockingOrc 27 Aug, 2022 @ 9:48am 
can you add merchants (1perslot) to the market stations when "Commercial Enterprice"-tradition is choosen?
Tigertycoon 21 Aug, 2022 @ 12:27pm 
Yeah... the AI definitely builds more then 3. thats less then ideal. 30 years in and the Ai has up to six...
PurplPanda 25 Jul, 2022 @ 1:35pm 
the market stations don't give merchants when you unlock the commercial enterprise tradition
Mermeoth 25 Jul, 2022 @ 12:48pm 
Works for me fine
Electrogen 2 Jul, 2022 @ 5:44am 
Would love to keep using this mod, but it just doesn't seem to be starting with the game no matter how I start it. Even on its own the mod just doesn't seem to do anything.
Smithy  [author] 26 Jun, 2022 @ 11:43am 
@LMeire Right, launcher ate my decription so I had to copy in an old one. Updated the description, here's a link:
https://steamproxy.com/sharedfiles/filedetails/?id=1960641355
LMeire 25 Jun, 2022 @ 10:23am 
The link to "less accessible dyson swarm" goes to "habitable structures patch" instead.
Smithy  [author] 29 May, 2022 @ 2:37am 
@CrepeSoda use the decision "smithies mods debugmenu", you can disallow the AI from building swarms from there (have not tested it, but I think I got the conditions right this time)
CrepeSoda 28 May, 2022 @ 9:02pm 
@Smithy pretty much lol I look forward to the update. Also if you would contact the author of 'gigastructure' see if they will put your mod into into theirs. It would be nice to keep the AI from building these. Its a great mod, thats the only difference I would make.
Zia 19 May, 2022 @ 2:00pm 
Eh, good enough for me
Smithy  [author] 19 May, 2022 @ 1:59pm 
@ERROR//UNKNOWN I have not tested it, but I don't think 3.4 touches anything this mod does, so its probably safe to use. Probably. If you want to make sure, wait for a bit, I will update it on the weekend.
Zia 19 May, 2022 @ 1:51pm 
is this working as expected in 3.4?
Smithy  [author] 17 May, 2022 @ 8:10am 
@CrepeSoda So it just turns into a massive ocean world? lol As funny as it is, I will probably fix that with the 3.4 update.
CrepeSoda 17 May, 2022 @ 12:13am 
@Smithy its pretty funny to watch a size 72 dyson swarm turn into a planet sticking out of a star.
Smithy  [author] 28 Apr, 2022 @ 7:17am 
@Jack_Hazardous No, although there is no option to flood dyson swarms, like you can do with habitats (and i have not tested how it interacts with the colossus weapon). I will probably add it once i grab aquatics when it goes on sale.
Hazardous 27 Apr, 2022 @ 6:23pm 
Is there compatitibility with the Aquatic DLc needed?
Smithy  [author] 24 Apr, 2022 @ 6:13am 
@Pongola I never added that because paradox kept changing stuff about void dwellers, so I originally held off from doing that. Some day I might add it though.

@weresis yeah, small bug prevented the 4 swarms maximum limitation from working, should be fixed now. The debugmenu is in the decisions, called "smithies mods debugmenu" - its a centralized debug-decision for all my mods. Keep in mind that empires with dyson origins are unaffected by this.
Pongola 5 Apr, 2022 @ 12:22pm 
@Smithy: Would it be possible to give the Dyson Swarm Origins the same tradtition changes (for example Prosperiety +building slot) that the Void Dweller Origin gets? Because they dont profit from most vanilla traditions.
weresis 27 Mar, 2022 @ 9:45am 
hello in my last game the ai is going nut and spamming dyson swarm, i see in the description that you can disable the ai to make a swarm in the debug menu but i don't find the option
Smithy  [author] 21 Mar, 2022 @ 2:10pm 
no. For example: Asteroids in a system allow you to build asteroid minig districts; you can still build stations/habitatsts/whatever on them however. So you could use this as an extension for voiddwellers.
gavinfoxx 21 Mar, 2022 @ 12:16pm 
So it doesn't check the actual bonus deposits around celestial objects at all, then? Or prevent normal habitats or whatever from being built on them?
Smithy  [author] 21 Mar, 2022 @ 12:07pm 
@gavinfoxx Never played any of these mods, so I have no idea. Should be compatible with them and since dyson swarms are only built around stars, they should mesh well together. Taking one of the origins will lock you into a space-climate preference, although if you are fast enough on the doomed planet one you may keep some normal pops. Pops on swarms will slowly become voiddwellers (which you can turn off in the options or research a late-midgame tech to prevent it from happening). Almost everything in a system will show up as a deposit on the dyson swarm, the space deposits will not though. You can still exploit space deposits normally though.

@GoFundYourself I don't have that dlc and don't plan on getting it any time soon. Not sure how to get the flood habitat stuff to work either.
gavinfoxx 21 Mar, 2022 @ 12:06pm 
To add to that, what about the sorts of features present in those two mods and Space Industry Habitat Overhaul? What does this check, as it were?
gavinfoxx 21 Mar, 2022 @ 11:42am 
To what extent is this mod compatible with, or a replacement to, Starborn and/or Void Dwellers Expanded? What features of those two does it duplicate or make use of? I'm interested in an option that doesn't lock me into a specific climate preference type, but which provides benefits for things like science, energy, minerals, alloys, zro, food... alllll the space based deposits that show up in the system.
GoFundYourself 20 Mar, 2022 @ 2:06pm 
awesome Mod, is there a possibility handle the dyson swarms as habitats and define them as megastructures ? currently the "flood habitat" option isnt available for hydrocentric civs. and the "re-engineering megastructure" also not available. (i guess this comes from gigastructural engineering mod, something ill never play without ^^)
SargR 20 Mar, 2022 @ 11:42am 
oooo awesome!
Smithy  [author] 20 Mar, 2022 @ 8:34am 
So, just uploaded a small update:
- home in the sky now requires one AP to be taken first instead of the two
- ruined megastructures in the system now generate a deposit on the swarm. Using a new building you may extract a small amount of alloys and minor artifacts from them. Keep in mind that restoring the stucture(s) removes the deposit and building.
- If there is an enclave in your swarms system and you have 50 opinion with them, you may build a special building that gives bonuses depending on the enclave type. After some time passes, members of the enclaves species may join your empire.
LAJ-47FC9 13 Mar, 2022 @ 2:38pm 
Oh, okay, cool. I thought it didn't feel right.
Smithy  [author] 13 Mar, 2022 @ 6:32am 
@LAJ-47FC9 (Liara) No, that was a bug. which is fixed now.
LAJ-47FC9 13 Mar, 2022 @ 12:44am 
Are Dyson swarms supposed to have 0% habitability by default?
SargR 12 Mar, 2022 @ 9:08pm 
YES! My favorite mod finally updated And bug fixed :D