Stellaris

Stellaris

Sparble's Stellar Hyperconstructs [4.0.x]
769 Comments
Willem 26 Aug @ 5:41pm 
@Anthesis Yes.
ΛnthΞsis 26 Aug @ 4:59pm 
@Willem for both?
Willem 26 Aug @ 4:39pm 
@Anthesis The Mod's Crisis needs to have started.
ΛnthΞsis 26 Aug @ 4:38pm 
where did the basement gateway go & the interdimensional ARK go?
Iviv 26 Aug @ 4:06am 
Has this mod always required Doorways Expanded or just since 4.0? Been trying to diagnose a crash and when going through the mods noticed that it was now listed as a requirement for this.
Red Fang 25 Aug @ 3:27am 
Oh sweet shellworld works? Nice!
Sparble  [author] 25 Aug @ 2:24am 
@Red Fang yes, all origins are disabled except for the Shellworld one due to Paradox changing planets and the scripted effects related to spawning starting districts, pops, buildings etc. I will re-enable them once Paradox improves these scripted effects, no time and mood to fully rework the existing previous origin effects from Hyperconstructs.
Red Fang 25 Aug @ 1:27am 
So I was bored and tried to make custom ai empires... and realized all of Hyperstructure origin has requirements which is "never"? Did you disable all origins?
Azrael 24 Aug @ 6:36pm 
@Sparble thank you so much you are the goat
Exan_Flo 24 Aug @ 11:22am 
fallen empires use the special planets but half of them have buildings and other half dont
Sparble  [author] 24 Aug @ 5:49am 
@Azrael sorry for the late reply. Here you go: https://steamproxy.com/sharedfiles/filedetails/?id=3555133108
Sparble  [author] 24 Aug @ 5:25am 
@Red Fang try re-downloading the mod, thats an issue of the 3.14 version
Sparble  [author] 24 Aug @ 5:24am 
@Evaporater257 Decisions tab
Evaporater257 22 Aug @ 6:55pm 
bro how the hell do i infuse the damned star with Zro? I have the research for it but it isnt popping up in the megastructures when i go to construct it. So now I can't complete this quest that I'm loving so much. I'm prolly a bit dumb cuz I might be missing smth. Can anyone lend a hand?
A crazy courier 22 Aug @ 8:10am 
how much does this impact performance? im on a potato
Expensive-Paper-77 22 Aug @ 7:48am 
Those three work together properly (just tested it), so check your load order and validate the files. Steam sometimes borks mod downloads.
Red Fang 22 Aug @ 6:40am 
That was my plan, to reload an autosave from a year ago (in-game). But still, that means this mod is broken.

I only have this and gigastructure and UI mod overhaul (the standard one).
Expensive-Paper-77 22 Aug @ 6:10am 
@red fang just reload without it?
Red Fang 22 Aug @ 5:19am 
After installing this mod, it gave me an blank pop up situation log daily. Its looping and endless. Destroyed my saved game.
Azrael 22 Aug @ 3:05am 
Hey Sparble if you end up getting time can you please upload a 3.14 version of the mod? I've been waiting to continue a save of mine many thanks!
Expensive-Paper-77 20 Aug @ 11:16pm 
I definitely worded it poorly and don't want you to think it's an attack or similar. You're cool and your mod is cool <3
Expensive-Paper-77 20 Aug @ 11:05pm 
Oh ffs, you could've pointed out that there are multiple Discord links in the description (-.-)
I was checking the modding den.
Sparble  [author] 20 Aug @ 2:24pm 
@Whalexy odd
Sparble  [author] 20 Aug @ 2:24pm 
@Expensive-Paper-77 cf discord ind escription
Expensive-Paper-77 20 Aug @ 10:09am 
Sparble, unless I'm blind, you didn't post the actual changelog for the last one that included disabling the origins.
Whalexy 19 Aug @ 7:42am 
Maybe I'm just dumb and missing something but I am having an issue with artificial systems. The game says that I can add celestial bodies to the system through a decision tab yet the only decision I see is dismantling the system
Exan_Flo 18 Aug @ 8:24am 
Could you give the shell above origin some base habitability for different planets? They all have 0% except for the shellworld itself.
Sparble  [author] 18 Aug @ 5:25am 
@brokenhalosc0 that is unfortunate.
brokenhalosc0 18 Aug @ 2:11am 
thats annoying i want both.....
Sparble  [author] 17 Aug @ 4:21pm 
@InfinityC designed to be mutually exclusive as well
InfinityC 17 Aug @ 8:13am 
Out of curiosity are the ascension megas specifically designed as mutually exclusive, or are they mutually exclusive simply because of being attached to the ascension paths? Because if it is the latter then a mod that allows you to choose more than one ascension path would allow for building the giant brain and abyssal anchor together.
Sparble  [author] 17 Aug @ 5:46am 
@brokenhalosc0 yes. both are ascension megas
Sparble  [author] 17 Aug @ 5:46am 
Updated. for patch notes check the discord in the description
Ovid 15 Aug @ 5:46pm 
Did some testing, found some weird issues with habitable megas. Because it ran long, I made a Discussion for it.
brokenhalosc0 15 Aug @ 5:30am 
question are the giant brain abyssal anchor mutualy exclusive?
Large_Gremlin 12 Aug @ 11:25am 
Oh.
Fenrisúlfr 11 Aug @ 11:08am 
you'll have to wait for the legacy version
Fenrisúlfr 11 Aug @ 11:07am 
not a bug, that is how jobs and housing works in 4.0
Large_Gremlin 11 Aug @ 10:19am 
(On 3.14, for clarification)
Large_Gremlin 11 Aug @ 10:18am 
I think I encountered a bug with the Hoopworld (might be present with other habitable megas), where the districts all add thousands of housing, and city districts give *3600*housing and 200 clerk jobs.
Sparble  [author] 11 Aug @ 1:45am 
@Exan_Flo will do with the next update
@Argus I've seen that once so far ingame, it seems to be caused by Paradox/4.0, not much that I can do about it unfortunately. Building another colony ship and colonizing twice did work for me
@connorbuddy99 no
@Tia thanks for the report, will fix it with the next update
Tia 11 Aug @ 1:30am 
Small bug, MEDIUM_ARMOR_CULTROBIUM in ssh_utilities is using alloys for upkeep instead of cultrobium, like the other two sizes.
connorbuddy99 10 Aug @ 10:22pm 
Is there an option to turn off megastructures for fallen empires? Or maybe have it be random if they have them or not. They're cool, but I prefer the way their systems look normally.
Argus 10 Aug @ 9:24am 
Anytime I try to colonize one of the new habitable structures, it immediately gets decolonized. The origins for the new structures also start with no pops or buildings
Willem 10 Aug @ 2:33am 
So, just stuck in a Massive War with Aeternum, and the fight went into the Last Thought system, the Hive Fallen Empire demanded I leave.. so i rejected their Demands (You know: Giant 1.1 Billion Aeternum fleet in their systems) and they were not happy.... you know: I think I may just build a Solar System Disintegrator in Last Thought out of Spite for their arrogance and turn the whole place into Nuclei Soup... hopefully that display of power (And the destruction of Aeternum Fleets with more power than their Empires combined) will teach them some Humility in the face of their Superior.
Watcher9 10 Aug @ 12:46am 
Really cool and grand but some of the loading screen images freak me out
Other than that its really cool
Exan_Flo 9 Aug @ 11:57pm 
please disable them because ai uses them
Exan_Flo 9 Aug @ 11:34pm 
looks like the origins are quite broken
Large_Gremlin 7 Aug @ 3:53pm 
Thanks, Sparble.
Sparble  [author] 7 Aug @ 3:51pm 
thanks for the feedback, will take a look at the bugs eventually. most of these are caused by paradox due to stellaris 4.0 changes though. @Large__Gremlin, yes, I'll upload a legacy version soon