Stellaris

Stellaris

Dyson Swarm 3.4.*
Näytetään 41–50 / 95
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Päivitys: 5.1.2020 klo 9.27

-Added chinese localisation. Thank you 子煊 for making one!

Päivitys: 4.1.2020 klo 4.24

- adjusted the building price of dyson swarms and their upgrades. They are now cheaper to build, but more expensive to upgrade.
- zero G Farmers now recive the bonuses from techs, etc. normal farmers get properly. ice breakers now add 2% food output to all farmers. They themselfs do not recieve any bonuses however
- added a new upgrade to zero G farms which is only possible if ice breakers are on the planet. this unlocks two additional farmer jobs. This building is unlocked through nano vitality crops
- added a new upgrade decision for starholds, all upgrades have been renamed to better show how they were unlocked
- changed the time it takes to repair the broken dyson swarm you can randomly find
-changed the debug menu: All of my mods now have a centralized debugmenu triggered through an edict.

Päivitys: 31.10.2019 klo 17.06

-the AI can now properly use the two starting civics. They can now randomly spawn with them
-created the "!!!Unbuildable Dyson Swarm for AIs" submod to prevent spamming by AI, if it bugs you
-changed the decision to remove dyson swarms. it now costs less influence, but gives you some alloys

Once the next update hits (and origins get added to the game) I will be adding a new starting civic for megacorps!

Päivitys: 11.10.2019 klo 12.33

2.4x update. Paradox, please tell us about how to update mods with the new launcher next time. So, you now, I DONT ACCEDENTLY DELETE MY ENTIRE FUCKING MOD DESCRIPTION FOR FUCK SAKE WHO TESTED THIS? DID ANYONE TEST THIS AT ALL?

Päivitys: 27.9.2019 klo 12.26

Initial Upload

Päivitys: 26.9.2019 klo 11.15

bug hotfix

Päivitys: 26.9.2019 klo 10.27

- Comp. for planetary diversity (and any other mods that mess with blockers on the start of the game): if the survivor camp blockers are not present at the start of the game, they get added one day later

Päivitys: 4.8.2019 klo 14.25

fixed muscle atrophy showing up on swarms with grav generators only and not the other way around

Päivitys: 12.7.2019 klo 8.14

So, next big update! This does change some stuff, but should not break existing saves.

-added modular districts. Taking the "Home in the sky" ascension perk will now allow you to swap your dyson swarms districts with other, new ones. These include: low-g smelters, leisure stations, civilian industry, server farms (ME only), void sanctuaries (rogue S. only) and spawning chambers (hiveminds only). SOrry in advance for my terrible district icons :)

-you can now research a new late game tech "starscooping", which unlocks a decision on dyson swarms to replace your "mining bays" with "starscooping platforms". These do not need deposits to be built. It also adds a modifier to the swarm that gives miners a flat out bonus of 1 mineral. This tech only shows up if you have taken "home in the sky"

-renamed the "Zero G adaptation" trait to "Muscle Atrophy" because it sounds better
-removed the zero G training policy and its tech. Instead you can now build gravity generators in your dyson swarms after researching the new tech "Commercial Gravity Generators" and prevent the "Muscle Atrophy" - trait showing up that way.

-mine planet decision now removes deposits related to that planet from the swarm
-mining asteroids is now cheaper and always adds four dyson swarm size when finished
-the second upgrade for the dyson swarm housing stations has been moved from the ascension perk to a new tech. You get the option to research it by taking the ap as well as through the normal tech pool.

Päivitys: 12.7.2019 klo 8.00

Initial Upload