Stellaris

Stellaris

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Extra Buildings - All in One (4.0+)
   
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15 maj @ 6:09
19 maj @ 9:30
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Extra Buildings - All in One (4.0+)

Beskrivning
This mod is an update to the original by Thane-Stus, who has indicated they are no longer interested in Stellaris modding work working on an updated version. This is really just a maintenance version of that in lieu of their update. Ideally, I'll rename this into a Habitability building standalone version.

This is a package of all of their original work, updated to work for the system of pops and jobs introduced with 4.0, along with cleaning up some deprecated methods.

Power Plants and Mining Facilities are retained in parallel to the vanilla generic generators and mines, for now; based on feedback, I might override the original buildings to prevent unnecessary redundancy.

Strategic Resource Buildings are updated to match the original, with each tier increasing the output and resource production of metallurgists (subject to balancing); Each building creates 100/300/500 SR jobs and additionally increases the artisan/metallurgist SR output by 1/2/3, increasing the mineral upkeep of said jobs by 2/4/6 (or food at 3/6/9 for the organobots). On the flip side, you can only have one of each base type per planet now.

One new addition to this set, however, are the Habitation buildings - not to be confused with the Housing buildings, these raise the Habitability Floor of planets; since your pops don't grow at all if your planetary habitability is at 0 in 4.0, I noticed a niche demand for such tech and buildings. The requisite tech requires some habitability research itself, and each building has a high cost and upkeep in exchange for 20/40/60 minimum habitability. As a sanity check, a planet will not allow you to build the base building if its habitability is above 60% and obviously limits you to one such building type per planet. Be on the lookout for Society tech unlocking Climate Domes/Complexes/Arcologies.
17 kommentarer
飒爽的阿斯兰 13 jun @ 17:43 
Do you have simplified chinese translation?
gumbar 29 maj @ 11:49 
thanks for keeping the mod alive
Krahe 26 maj @ 15:34 
Bit of a conflict with having both vanilla basic resource jobs buildings and mod's
AltoidsMaximus 21 maj @ 18:22 
Is this compatible with Better Planet View and its submods?
Kiithnaras  [skapare] 21 maj @ 8:25 
That would be an incredible mod conflict. I can confirm that, even with an array of mods, the buildings do indeed provide their appropriate number of jobs.
Ala Netra 21 maj @ 2:14 
needs double checking cuz im running quite a few mods but. i don't think the 3rd tier of the gas building gives any gas jobs.
OR if that is by design, the t3 crystal and motes do give 500.
AltoidsMaximus 19 maj @ 13:47 
Is this compatible with Better Planet View and its submods?
Kiithnaras  [skapare] 19 maj @ 9:22 
On the second half, this is intentional for the time being; it'd be pretty easy to override the vanilla mining/power buildings (they are new in 4.0), but I didn't want to make an executive decision on it right away.

As for Hydroponics, that's an accident, mistakenly assigned them to the Farming building set (like most of the other food production buildings and districts) instead of the Hydroponics building set (and similarly neglected to allow the EB mining/power buildings in Urban districts as well) - that should be fixed shortly.
William de Burge 19 maj @ 8:50 
I've noticed that the vanilla Hydroponics Farm can be placed in the City Zone, but yours can't be.

Also, question: Why is the Farm overwriting the vanilla building and the Mine/Power isn't.
Link3000XD 19 maj @ 8:00 
i think difference is that top is higher prio than the one's under it. so for irony more important higher, or actually i might be crazy. cuz patches are under it. huh