Stellaris
PLANETARY DIVERSITY New Worlds Module
A apresentar 51-60 de 64 entradas
< 1  2  3  4  5  6  7 >
Atualização: 23 mar. 2019 às 8:46

Additions to the underground colonies:

- 3 new buildings, the Regolith Refinery gives 4 miner jobs and allows the Hellium-3 Reactor (energy jobs) and Precious Metals Foundry (alloy jobs) buildings.

- The Adapted Environment decision is no longer valid for use in Subterranean candidates, a new decision was created for these: Underground Colony Planning, costs the same but gives higher habitability bonus at the cost of increased energy maintnance and buildings construction costs.

- Jupiter's moon Europa is now an Icy Subterranean Colony candidate, but it has to be terraformed while Luna is already terraformed.

- The Guilli's Planet Modifier compatibility patch was updated, so a few modifiers spawn on Venus, Mars and Europa, and some of these also provide a small habitability bonus.

Atualização: 3 mar. 2019 às 4:47

Updated to Planetary Diversity's latest version (as of this date).

Disabled this mod's changes to vanilla's trade value resource spawning, hoping it stops the trade value bug reported.

Small localization typo fix.

Atualização: 24 fev. 2019 às 8:55

Subterranean add-on: As you survey the galaxy, there's a chance you will find candidates for subterranean colonies on Airless (Cold Barrens) and Frozen worlds (similar to the Terraforming Candidate discovery, which now only happens on Barrens (not the cold version). These subterranean candidates can be terraformed to a habitable version of Airless or Frozen world once you have Terrestrial Sculpting, but they will have a low number of available districts, which increase as you clear (excavate) the Rocky or Icy blockers. On the Sol start, Luna is already a rocky subterranean class, which you can colonize after enacting the Adapted Environment decision, just like Mars.

In the future I may add new blockers/deposits, maybe even specific resources and buildings that will only be available in these colonies.

Minor bug-fixing: there's at least one bug I found involving orbital resources on worlds with mineral-rich type modifiers, the wrong resource was spawned due to a vanilla hidden event, fixed.

NOTE: this version is not yet 2.2.4 certified, Gatekeeper is currently working on a large update and I will start working on syncing with his changes/fixes so I can update after he does.

Atualização: 29 jan. 2019 às 11:54

Disabled habitable planet size adjustment feature to make the mod more compatible with Bigger Colonies, but uninhabitables size adjustment is still active, it makes the star systems look better as moons are smaller and have a better scale when compared to the parent planet, among other things.

Atualização: 28 jan. 2019 às 13:32

Orbital resources reduced;
Adapted Environment habitability bonus changed to +20%.

Atualização: 20 jan. 2019 às 4:22

Corrected bug that made Mars and possibly all other marginal worlds have no planetary features (deposits, blockers);

Reduced the number of spawned marginal worlds (the habitable ones with 0 habitability). Will not reduce them any further, keep in mind they have to be terraformed or adapted before colonizing, so its unlikely too many of these worlds will lead to colony spams.

Atualização: 19 jan. 2019 às 8:29

Updated to Stellaris 2.2.3;
Improved compatibility with Real Space by Annatar, but the enhanced Sol Neighborhood will require a compatibility patch which I will try to make as soon as I can.

Atualização: 17 jan. 2019 às 12:22

I'll try to list the most important tweaks and fixes I did since the mod's initial upload here:

Minimun habitability for colonizing is back at 20%, this is done to prevent player and AI from colonizing every single marginal world without spending some resources first to either terraform it, or enact a Decision (available to all marginal type worlds, the ones with 0% habitability, which havent been colonized yet). Note, the decision only grants a 15% habitability bonus, so in an early game only species with the Adaptable trait will be able to colonize these worlds right after enacting the decision, other species must get the remaining 5% from other means, like technologies. Also note, before you protest, this change is only relevant to the marginal type worlds, since the standard habitable worlds all have at least 20% habitability, so if you're a desert species you can still colonize an arctic world without needing any bonuses.

Orbital deposits of a single mineral or energy have been removed, also stars can now once again get energy deposits, with hotter stars having a higher chance of getting physics deposits instead. Strategic deposits, like exotic gases, crystals etc., have odds of spawning higher units depending on the planet or black hole's size, ie. if a black hole during a chance roll gets to spawn a dark matter deposit, it will get another roll to determine how many units of dark matter it gets, a small black hole may only get to spawn a single unit, but a larger black hole will get higher odds of spawning 2 or 3 units.

Terraforming, as it is now, allows you to terraform uninhabitable Barren, Cold Reducing, and Hot Reducing, to a marginally habitable version, if the uninhabitable planet has the Terraforming Candidate modififer. After terraforming the planet will receive the Adapted Environment modifier automatically. The marginal planets can also be terraformed to any of the standard habitable planets with Climate Restoration, or to the special planets with the required perks.

Some tweaking was done to the planet spawning code, some planets have higher or lower odds of spawning depending on the main star's type, ie. you're unlikely to find hot giants around red dwarves, or ice giants around hot stars. This is also how the marginal planets are spawned, they are converted from some vanilla Barrens or Toxics after galaxy generation (when you unpause the game, day 1 converts the planets, day 2 the orbital deposits).

The Radiated world has been renamed to Scorched world, its a mercury type planet usually found close to the star, and one of the few classes that actually spawns during galaxy generation and not by converting afterwards.

Atualização: 14 jan. 2019 às 12:02

Initial Upload

Atualização: 13 jan. 2019 às 10:38

Initial Upload