Stellaris

Stellaris

Dyson Swarm 3.4.*
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Uppdatering: 15 feb, 2019 @ 15:08

- fixed zero G factories.

Uppdatering: 14 feb, 2019 @ 6:20

- barren planets now have a chance to generate mineral deposits on dyson swarms
- added a tutorial event for the mine planet edict
- you can no longer mine habitable gas giants from gigastructural engeneering
- Machine empires now get the right jobs from founderies

Uppdatering: 12 feb, 2019 @ 13:55

So, next big update!

I added two new main features:

- the new starting civic for machien empires: "rogue colonizing unit"! Start your game as an AI designed to build a new home for your creators. Will you take them in or will you abandon your organic roots?
- you can now find a ruined dyson swarm somewhere in the galaxy. Upon finding it you will get a small event chain about what happened to its creators and how to rebuild it.

Other changes:
- fixed the job weight for zero g farming drones, so they will actually get worked by pops
- added new building for rogue servitors: Organic housing station. Is a preqsitite to organic sanctuary stations that adds five housing and five biotrophy jobs.
-to ensure maximum compatability, you can still build organic sanctuaries on dyson swarms. Instead, they will immediately get replaced by their dyson swarm counterpart.
-changed the "mine planet" edict to cost 7000 alloys rather than 5000, so its more in line with what habitats cost
-changed some AI weights. Don't know how effective it is, but they should only build them if their alloy production is good enough
-If the AI builds a dyson swarm now, they will start with one upgrade already built (making it a size 6 planet instead of a size 4). This gives them a slight buff and might help them to actually recognise dyson swarms as viable colonization targets
-the ice breaker food bonus now actually works. Each ice breaker adds an bonus of 2% to all foodjobs (including themselfes, which adds up to 8% per building). Their food output has also been increased to 7.
-zero G farmer drones now also get the bonuses from techs such as gene crops.
-home in the sky ascension perk now has a picture. finally.
-added a couple of pictures to some events.

Uppdatering: 31 jan, 2019 @ 15:03

-added the "!less accessable dyson swarm" mod to the workshop, which changes the requirements from a tech to the
voidborn ascensionperk.
-added Belt compatability: 0G adaptation doesnt affect asteroids/moons anymore (for you mega tall players out there)
-add the "Doomed Planet" modifier to the homeworld of the "Lost Home" civic, which shows how much time is left until it collapses.
-fixed the event that was supposed to fire if you have evacuated all your people and the planet collapses
-fixed some localisation

Uppdatering: 30 jan, 2019 @ 8:36

-just fixed an error I noticed while updating the patches

Uppdatering: 30 jan, 2019 @ 8:18

-fixed districts for machine empires...again.
-The "mine planet" edict now is actually locked behind "home in the sky" ascension perk
-cleaned up the gestalt dyson swarm jobs. They now use correct weights
-rogue servitors will no longer be able to build organic sanctuaries on dyson swarms. Instead, they have the choice to upgrade normal housing stations into new "Sanctuary Stations", a replacement for organic sanctuaries only available on dyson swarms.

Uppdatering: 29 jan, 2019 @ 17:25

- adjusted the time it takes for the planetary mining to fire from 30 to 180 days
- added a decision to remove a planet completly after mining it

Uppdatering: 29 jan, 2019 @ 16:15

So, new update with some changes:

- added the "Mine Planet" decision, which can be used on uninhabited planets to turn them into space stations, slowly adding its planetsize to the local dyson swarm until it is mined out. Unlocked through the "home in the sky" ascension perk. Nerfed the "Home In The Sky: Dyson Swarm Upgrade" to only add 2 planetsize, but for a lower cost.
- tweaked upgrade costs
- cleaned up the localisation a bit
- fixed a minor bug related to planetdestruction.
- planetary trading posts will now shut down if the planet is abandoned/destroyed (you dirty exploiter you!)
- planetary trading posts now require interstellar economics to be researched
-terraforminglab can now only be built once. The decision to make a planet an experimentation object now requres a dyson swarm within the system
-fixed a bug that assigned the wrong jobs to mining/solarstations for machine empires (thank you satch for pointing it out to me!)
- ??fixed?? the AI spamming dyson swarms too much and rarely upgrading them. They are wighted to never build more than three, but I didnt have the time to test this yet. fking AI.
- added horizon signal integration, dyson swarms will no longer become tomb worlds and will no longer spawn the "waiting world" event. This also means, that the horizonsignal_events.txt is now overwritten by this mod.

Uppdatering: 27 jan, 2019 @ 15:15

- fixed some coding issues
- added support for planetdestruction and crisis. A destroyed dyson swarm will no longer turn into a planet and ambient objects belonging to the dyson swarm will be removed upon destruction.

Uppdatering: 26 jan, 2019 @ 19:18

So, I finally decided to write changelogs. For those who are intersted.

- rewrote all comp. patches to work with the new !universal district patch and deleted the ones that are not needed anymore. (also deleted the habitable_structure and RS patch by accident, so make sure to resubscribe. I also completly rewrote the GAI patch and uploaded it again with a new name)
- put the 0G farmer job into the worker startum.
- fixed job weights and what jobs can be worked by slaves
- fixed 0G farms: The "lost home" civic will now rightly add only two extra jobs (instead of three) and gestalt will get more than one farmer job per building anymore
- terraforming lab and trading post now require a experimenting ground/ planet to trade with in THEIR system.
- fixed frozen barren worlds not counting as minable planets when scanning for resources
- fixed some litarally unplayble localisation errors. Nice. Very Nice.
- fixed zero G alloy plants not being available without an upgraded capital
- added tech. ascendancy compatability: 0G farmers now produce minerals with Organic Silicon Processing
- fixed bug that made the muscle training policy appear blank
- made muscle training tech not appear for machine empires. Tech that gives machines (MEs and ascended synths) better housing traits now only appears for them

Next Up:
-making dyson swarms work with colossi and crisis
-a new civic related to a machine empire