Stellaris
Dyson Swarm 3.4.*
594 commenti
MobiusRaptor 8 giu 2024, ore 17:53 
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.
Blazingdevil 16 feb 2024, ore 2:24 
-**does this still work as of 3.10.4?
shabbyrabby 30 ago 2023, ore 11:15 
This glorious mod still works!
APE GAMER 29 ago 2023, ore 13:36 
still surprised no one has made an update
juhavsnn 20 giu 2023, ore 0:54 
Update please :)?
Kepos 6 apr 2023, ore 12:36 
So far it seems to work...
APE GAMER 6 apr 2023, ore 12:32 
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, ore 12:09 
i miss this mod
CTH2004 18 mar 2023, ore 11:15 
I hope someone updates it... ah well

at least it mostly works, ish
tilarium 15 mar 2023, ore 12:06 
@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
??? 15 mar 2023, ore 10:04 
This is a good mod, time to test it out with 3.7
Cranky 15 gen 2023, ore 6:06 
Would love to see an update :)
Starne 4 gen 2023, ore 16:40 
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 dic 2022, ore 14:04 
does this work with 3.6.1?
greatswizard 26 nov 2022, ore 6:29 
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 ott 2022, ore 22:10 
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 ott 2022, ore 10:08 
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 set 2022, ore 4:20 
Is it still working with 3.5?
Ovid 3 set 2022, ore 19:40 
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 ago 2022, ore 9:48 
can you add merchants (1perslot) to the market stations when "Commercial Enterprice"-tradition is choosen?
Tigertycoon 21 ago 2022, ore 12:27 
Yeah... the AI definitely builds more then 3. thats less then ideal. 30 years in and the Ai has up to six...
PurplPanda 25 lug 2022, ore 13:35 
the market stations don't give merchants when you unlock the commercial enterprise tradition
Mermeoth 25 lug 2022, ore 12:48 
Works for me fine
Electrogen 2 lug 2022, ore 5:44 
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  [autore] 26 giu 2022, ore 11:43 
@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 giu 2022, ore 10:23 
The link to "less accessible dyson swarm" goes to "habitable structures patch" instead.
Smithy  [autore] 29 mag 2022, ore 2:37 
@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 mag 2022, ore 21:02 
@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 mag 2022, ore 14:00 
Eh, good enough for me
Smithy  [autore] 19 mag 2022, ore 13:59 
@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 mag 2022, ore 13:51 
is this working as expected in 3.4?
Smithy  [autore] 17 mag 2022, ore 8:10 
@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 mag 2022, ore 0:13 
@Smithy its pretty funny to watch a size 72 dyson swarm turn into a planet sticking out of a star.
Smithy  [autore] 28 apr 2022, ore 7:17 
@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, ore 18:23 
Is there compatitibility with the Aquatic DLc needed?
Smithy  [autore] 24 apr 2022, ore 6:13 
@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, ore 12:22 
@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, ore 9:45 
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  [autore] 21 mar 2022, ore 14:10 
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, ore 12:16 
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  [autore] 21 mar 2022, ore 12:07 
@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, ore 12:06 
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, ore 11:42 
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, ore 14:06 
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, ore 11:42 
oooo awesome!
Smithy  [autore] 20 mar 2022, ore 8:34 
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, ore 14:38 
Oh, okay, cool. I thought it didn't feel right.
Smithy  [autore] 13 mar 2022, ore 6:32 
@LAJ-47FC9 (Liara) No, that was a bug. which is fixed now.
LAJ-47FC9 13 mar 2022, ore 0:44 
Are Dyson swarms supposed to have 0% habitability by default?
SargR 12 mar 2022, ore 21:08 
YES! My favorite mod finally updated And bug fixed :D