Stellaris
Dyson Swarm 3.4.*
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Actualización: 2 NOV 2020 a las 11:39 a. m.

Actualización: 30 OCT 2020 a las 4:54 a. m.

Actualización: 29 AGO 2020 a las 11:05 a. m.

- fixed bugs related to the megacorp origin
- rogue colonizing units will now properly change their civics again. It required some weird workarounds, but it works now.

Actualización: 2 AGO 2020 a las 4:51 a. m.

- after demolishing districts, ambient objects will dissapear again, making the swarm smaller
- Models from megacorp are now disabled if the DLC is not active
- added a new technology for the modular districts feature, so it is clearer how it is unlocked

Actualización: 1 AGO 2020 a las 2:37 p. m.

- completly rewrote the events that spawn the ambient objects that make up the dyson swarms. They are now much more varied in both the selection of the stations, as well as the distance.
- fixed a bug that gave pops on dyson swarms with gravity generators dyson swarm habitability preference

Actualización: 21 MAY 2020 a las 2:49 a. m.

fixed a bug where mining districts would not appear for machine empires

Actualización: 16 MAY 2020 a las 8:15 a. m.

- updated to 2.7.x. As of this version, paradox finally noticed their spagetti district coding, so now all mods that add custom districts + planetclasses no longer conflict with each other!
- added new pictures to trade deposits
- fixed a few bugs

Actualización: 3 MAY 2020 a las 6:25 a. m.

So, finnaly, after a long time working on it, here is the next update!

- added a new origin for Megacorps! Your companies recless policies have destroyed your homeplanet. Without FTL technologies, the only escape were slower than light colonyships with life suspension pods. After a millenia long voyage in suspension, you were suprised to find that the planet you had set course to has developed a thriving, machine age civilization. With resources streched thin, you had no choice but to set up a dyson swarm around the natives sun. What will you do about the natives? Integrate them? Or perhaps turn them into the "perfect customers"? Or just bite the bullet and let the primitives take over this failing corperation...
- added dyson swarm variations of admincap buildings (except for hives, since their admincap buildings already provide housing)
- dyson swarms will now be named the same way habitats are (*Star Name* Swarm)
- completely reworked muscle atrophy to be similar to voiddwellers. Now, the muscle atrophy event instead changes the affected pops habitability preference to dyson swarm habitability. Just like voiddwellers, they get a debuff on non swarm/habitat colonies and a buff on swarms/habitats. Although it is not as strong as the voiddweller buff, since I felt like a 15% production bonus just for building a dyson swarm would be a bit OP. Sadly, I had to override the entire "origin_1.txt" file for that to work. Dont ask me why, the clausewitz engine works in mysterious ways.
- pops with habitat preference/voidweller will not get swarm habitability/muscle atrophy and vice versa. This is to avoid cluttering the species menu a bit if you are using dyson swarms with the void dweller origin
- added an "dont show this message again" option to the muscle atrophy event
- gravity generator decision is now cheaper and works properly again. It will NOT remove the swarm habitability trait from existing ones however. You will have to genemod that, although afflicted pops will suffer no penalties from generators (since they can just adjust them).
- the trigger for the muscle atrophy event now takes owning dyson swarms and gravity generators, as well as having machine/synth pops into account again
- the "zero G assembly" tech for machines/ascended synths will no longer unlock the "low gravity adaptation" trait for robomodding. Instead, all robots on dyson swarms will get the trait automatically. Upon leaving the swarm, they will loose the trait again.
- the "low gravity adaptation" robot-trait now gives -10% housing insteado only 5%
- adjusted buildtimes to be more in line with current vanilla buildings
- zero G parks now provide duelist jobs for empires with warrior culture
- the event that destroys the planetary tradingpost after a colony is destroyed now also checks if other colonies still exist in the solar system
- all origins added in this mod can now only exist once per game
- updated worm in waiting event compatability. Now all suns in the system get to enjoy the worms love again.
- disabled the terraforming testlab and its decision. It just did not fit well, was weird to use and not really usefull. It only cluttered the tech/buildinglist.
- some other minor bugfixes and improvements

- move the origin civic out of the main mod, since they potentially introduce incompatabilities that I have no intention to fix. If you want to continue using them, download this mod.

Another thing I want to mention, is that i wanted to make the atrophy species the empires main species when you are starting with the origins. Sadly, the effect for that seems to be broken, so thi is currently impossible. (You may have noticed that psionic ascension species/the messange species from the horizon signal no longer become your empires main species as well. This is alos a result of this effect being broken I think)

Actualización: 4 ABR 2020 a las 5:16 a. m.

Actualización: 3 ABR 2020 a las 2:25 p. m.

- dyson swarm districts now have "grid" textures (the little boxes underneath the district picture). Got to admit, looks a lot more sexy now.
- changed the way modular districts are coded. They no longer get replaced by "ruined" versions, once an empire that normaly does not have access to them has them (a hive with civillian industry for example). Instead, these districts no longer provide jobs for that owner. (I have no idea why I made it this overcomplicated initially)
- added the option to reset modular districts to the swarms original state (meaning: solar, mining, research, market/housing) with a click of a button in the modular districts menu. So should something break, there is alaways the option to reset it.
- modular districts decision no longer costs infuence.
- tweaked the muscle atropy event. It no longer resets citizenship of the newly created species.
- you no longer need to run the initializer decision on your starting dyson swarm if you chose the origins.
- added some other random textures that were missing
- cleaned up some code and fixed various bugs. The error log should now look a loooot cleaner.

the corperation origin is almost complete. A few events and another proofread are still missing, but I should get it done soon :)