Stellaris
Ecology Mod
Показані результати 61–70 із 103
< 1 ... 5  6  7  8  9 ... 11 >
Оновлено: 27 січ. 2019 о 9:07

Zero Waste Update
- Added a new tier to the waste buildings. It uses dark matter and radically reduces waste on a planet.
- Changed the waste building graphics into the old bio lab to accomodate another tier of the building.
- Adjuested AI weights to waste buildings so hopefully they start building them more.
- Adjusted the costs of the waste buildings tech and added an additional tier to it.
- Rogue servitors can now establish parks for their bio-trophies.

Оновлено: 26 січ. 2019 о 18:30

- Fixed some typos and an incorrect icon for the intensive farming deposit.

Оновлено: 26 січ. 2019 о 13:16

Balance Update
- Energy and mineral producers pollute slightly more.
- Traders and researchers pollute slightly less.
- New tier 5 rare Waste Prevention tech to reduce job, population, and robot upkeeps.
- Land Ethic and Bioeconomic ascension perks now increases waste worker efficiency and unlocks the Waste Prevention rare tech. It no longer provides additional jobs.
- You can upgrade your capitals on garbage worlds now. You can also create them on size 11+ planets. They also require 10+ pops so you don't build them before you can realistically handle the pollution.
- Machine Intelligence civic Recyclers now gives bonus energy production to waste workers instead of increased efficiency.
- Improved the appearance of some of the icons.
- Adjusted pop weights so pops better at waste work favor it more.

Оновлено: 23 січ. 2019 о 10:20

Exploitation Update
- Polluted worlds can now get the Urban Sprawl event that increases planet size by 1 and adds 1 of each district type. All for the low low price of ugly dehumanizing sprawl and some pollution.
- Sprawl can be removed with the Civil Engineering decision.
- Displaced wildlife is worse on planets with dangerous wildlife.
- Displaced wildlife is FUN for the WHOLE FAMILY on worlds with titanic life!
- Biodiversity Loss leaves titanic sized graveyards on worlds with titanic life.
- Pollution now excludes worlds with the eco_no_pollution planet flag.
- Research project costs reduced slightly.
- Waste handler job weights tweaked.

Оновлено: 21 січ. 2019 о 11:33

Technical Update
- Global flag EcologyMod_active set at game start so other mods can test for it.
- Fragile blocker deposits spawn a little more in the galaxy.
- Small bug fixes.

Оновлено: 20 січ. 2019 о 9:01

Gestalt Fix
- Waste Overseers were looking for consumer goods in their trash. They've been reprogrammed to focus entirely on alloys, producing +1 alloy instead of 2 consumer goods.

Оновлено: 20 січ. 2019 о 8:37

More pollution tools for everyone!
- Scavengers civic for hive minds lets you get food from your waste workers.
- Scrappers civic for megacorps lets you get trade from your waste workers.
- Recyclers civic for machine empires increases your waste worker efficiency by 25%.
- Self-Repairing trait for robots gives more amenities from waste work.
More Pollution for everyone!
- Servants, slaves, organic batteries, livestock, and event jobs now pollute appropriately.
- Criminals now heavily pollute.
- Pops that you are purging pollute moderately.

Оновлено: 19 січ. 2019 о 10:05

Ascension Perk Update
- Land Ethic (for normal empires) and Bioeconomic (for gestalt empires) ascension perk added! This perk gives you a waste manager for every 50 pop on your world and lets you use the Landscape Architecture decision.
- Landscape Architecture lets you add the Natural Beauty modifier to your worlds.
- Environmental policies rebalanced and expanded. They now affect all industry and manufacturing. If you have a fanatic ethic, you will get a more powerful version of one of them. Fanatic pacifists, egalitarians, xenophiles, and spiritualists will have more powerful environmental regulations. Fanatic militarists, authoritarians, xenophobes, and materialists will be able to expand production more at the cost of pollution.
- Job pollution generation tweaked slightly.
- Event frequency tweaked.

Оновлено: 18 січ. 2019 о 14:19

Compatibility Update
- Event triggering was off, so I cleaned up and organized some of the events and they seem to activate more regularly (maybe too regularly now?).
- Pollution calculation and effects separated into two events and organized better so that modders who want to make their mods compatible with Ecology Mod have an easier time of it.
- Pollution modifiers on planets no longer have a countdown on them. This helped with some of the compatibility stuff.
- Special projects for pollution events now scale with population.
- Job weight modifications from 2.2.3 added to waste worker jobs and rangers.
- Various bug fixes and localization rewrites.

Оновлено: 16 січ. 2019 о 17:33

Urban Sprawl Patch
- Creating a district has a very small chance to displace the local wildlife and have them take residence in your colonies.
- Ecological Engineering decision can remove that wildlife if you don't want to wait for it to expire on its own.
- Added enactment times for many of the new ecology decisions.
- Ecologists reduce pop job upkeep because that's way less buggy than what I wanted them to do.
- Recycling Program fully reworked. Now simply increases waste worker efficiency by 25%, which is more impactful.
- Merged some of those strategic resources edicts since I overrode them anyway and they bloat the interface. I can revert it if peopel hate it, but it's just so much scrolling.