Stellaris

Stellaris

Dyson Swarm 3.4.*
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更新于:2022 年 3 月 13 日 上午 6:32

更新于:2022 年 3 月 13 日 上午 6:29

Bugfixes. Also removed dyson versions of admincapbuildings, since they aren't really needed anymore.

更新于:2022 年 3 月 12 日 上午 9:34

3.3.* update

更新于:2022 年 1 月 31 日 上午 7:35

更新于:2022 年 1 月 31 日 上午 7:19

更新于:2022 年 1 月 31 日 上午 6:57

更新于:2022 年 1 月 26 日 上午 7:47

更新于:2022 年 1 月 23 日 上午 6:48

- fixed job weights
- mod now exclusively uses the vanilla void-dweller trait. Note that void dwellers also start with the ability to build dyson swarms
- origin1 events are no longer overridden, since the way voiddwellers work has been changed by paradox
- added colony designations for dyson swarms, more or less the same as habitat designations
- changed lost home civic, your pops start with the survivor trait now. Some other stuff about it have also been tweaked.
- rogue colonizing unit origin(s) have been buffed a bit. Most notably: the "builder" choice now gives +2 megastructure cap and +15% build speed
- removed the machine housing trait, since its kinda pointless and annoying to maintain

更新于:2021 年 5 月 21 日 上午 8:02

Origin Civic is pickable now

更新于:2021 年 5 月 12 日 上午 7:00

Alright, big 3.0 update:

Districts and buildings
- districts have been tweaked
- the modular district system has become kinda pointless, so it has been removed. All Districts are now available from the start, with the fifth depending on the country.
- districts now give enough housing to accomedate all the jobs they provide, since there are less buildingslots now. There is still no city district equivialent however. Housing stations now provide a singular buildingslot each.
- district upkeep has been tweaked to cost the same as their planet equivialent + 1 minerals
- the new district set is:
1. Solar Station - energy - 2 housing, 2 electrician - upkeep 1 energy 1 mineral
2. Mining/Starscooping Station - minerals - 2 housing, 2 miner (starscooping increseas miner minerals by one and unlocks district cap)- upkeep 1 energy 1 mineral
3. Zero G Lab - science - 2 housing, 2 scientists - upkeep 3 energy 1 mineral
4. Industry - alloy + civ - same as planet industrial - upkeep 2 energy 1 mineral
5. Market station(normal empire) - trade - 3 housing, 3 clerk - upkeep 3 energy 1 mineral
or sanctuary station (rogue servitor) - biotrophy - 1 housing, 6 biotrophy, 1 atrisan drone - upkeep 2 energy 1 minerals
or spawning chamber(hive) - popgrowth + food - 3 housing, 1 spawning drone (3 unity, +4% pop growth, 2 ameneties, upkeep of 2 food), 2 0G farmer drone - upkeep 3 energy 1 food
or Server Farms(ME) - admin cap - 3 housing 3 coordinator - upkeep 3 energy 1 mineral
(gestalt housing district and calculator job have been removed)
- alloy/consumer goods buildings have beeen removed. now uses vanilla building for extra jobs. You will need to build housing stations to provide hoiusing for the additional jobs.
- In addition to upgrading your capital, buildingslots are now unlocked by building housing stations, unlike in vanilla where its done through city districts
- all special dyson buildings provide enough housing for their jobs now.

- alloy cost for starscooping and mine planet descision been reduced
- "Lost home" origin is now available as a civic to mix it with other origins. May cause bugs with modded origins. The origin-civic submod is no longer supported.
- removed the gravity adaptation trait. The mod now uses the void dweller trait instead, the functionality stays rhe same.
- gravity generators now cost 1000 minerals and 100 alloys instead af 2000 and 200
- the rogue colonizing unit origin has been improved using the set_origin effect, which was not a thing when I originally made it. The origin civics submod will no longer work with it because of this.
- AI should no longer build more than 4 dyson swarms over the course of a game (unless they have an origin realated to it)