Stellaris

Stellaris

Rise of Cosmic Industry BETA
Ergebnisse 31–40 von 103
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Update: 9. Mai 2023 um 13:59

Updated to 3.8

Update: 25. März 2023 um 1:08

Fixed autofab factory modules not being able to be queued if there was no available autofabs.

Update: 24. März 2023 um 15:09

Fixed autofab basic resource modules not being able to be queued if there was no available autofabs.

Update: 19. März 2023 um 18:13

Fixed cargo ships being on strike.

Improved performance of Cargo Ships.

Autofab modules scale properly with ecumenopolis now.

Autofab scaling with planet and empire types is more robust now.

Autofab now inherits Add modifiers, instead of needing its own from Orbital Districts.

The Autofab itself now costs a flat 400 energy and 400 minerals regardless of where it is built.

Added a disclaimer to Autofab Origins and Civics that they are script-replaced if autofab isn't active.

Prefixed my origins and civics so they're unique to my mod. (This will break save games)

Fixed fome autofab buttons not having the correct triggers.

Added a thing to make sure Homeworlds can always have Orbital Mines (If the Orbital Infrastructure module is active)

Fixed orbital district destroy triggers. They now remove themselves if they can't exist

Fixed an incorrect event call in orbital districts

Fixed Orbital Defense platforms spawning platforms issues.

Added a safety check for Exploit polling countries about stuff.

Fixed Minor Colony deposits doing weird stuff for lithoids

Minor Colonies now require either an upgraded starbase with the Transit Hub, or an appropriate Major Colony.

The transit hub now says it allows minor colonies.

All minor colony deposits are now placed on your homeworld.

Added a safety check for realdev polling the ruler about stuff.

Added more tooltips to the Realdev UIs.

Added a Target mode for Industrial Production on planets, wherein they try to get a certain amount, either taking what they need from the country, or sending excess to the country.

Set Target Auto to be default Empire settings. (This means every planet will, by default, get enough IP to run Building and Assembly/Production Boost, assuming there's enough to go around.)

Added defaults for Target mode that are set on the Empire. Planets can choose between using Target Manual, Target Auto, or using Empire settings for it. By default, planets use the empire setting, which is set to Auto.

IP is now limited by use. Planets can generate as much as they want, but can only use up to their IPC. Excess is sent to the Empire.

Removed "Planet Aid" and "Empire Assistance". This is now covered by Targets.

Update: 8. Dez. 2022 um 6:59

Reworded the Autofab module blurb so it doesn't overflow the box.

Added a slight perf improvement to Exploit decisions.

Removed the AI scaling setting for exploit. It doesn't seem that useful.

Fixed Exploit ignoring settings to not build in certain places.

Fixed Exploit ignoring settings to not build certain things.

Flattened exploit scripted effect structure.

Added an Exploit setting to disable starting Minor Colonies starting with a loop.

Removed the AI Scaling setting.

Fixed Rare Crystal mines only being able to be single-built on planets that were both an ice asteroid and a crystal asteroid.

Fixed Rare Crystal mines only being able to be looped through the decision on crystal asteroids.

Exploit decisions on uninhabitable planets are no longer able to show up if their planet type is disabled.

Exploit decisions on uninhabitable planets are no longer able to show up if their construction type is disabled.

Building on Gas Giants is disabled by default, and can't be activated until you research habitats.

Building the 3 SR constructions is disabled by default, and can't be activated until you research the appropriate tech.

Planets exploit can't colonize due to lack of tech no longer show up as available, and can't be queued in the terminal.

Fixed the location of all the Realdev UI elements, again.

Capped Megastructure Build Speed bonus from Industrial Production to +900% speed (For a total of 1000% speed).

Fixed the realdev sliders in the country UI being the wrong way.

The realdev planet UI has been fancified using Hive art.

The realdev country UI has been fancified using Hive art.

Added a setting for Shipping to scale shipping cost.

Habitats in orbit of your capital (Or in orbit of the moon of your capital) now get the same 50% discount on shipping the capital does.

Fixed the Orbital Defense Platform not reliably spawning defense platforms.

Orbital Infrastructure should hit performance slightly less.

Cleaned up more errors.

Fixed no starting mining stations

Update: 20. Sep. 2022 um 11:01

Update: 7. Juli 2022 um 23:39

Gave the Factory Network tradition an icon.

Fixed the Factory Network tradition not unlocking the Factory Services tradition.

Fixed disabling the Factory making the Uninhabitable Sizes setting disappear.

Fixed a Swat typo.

Update: 23. Juni 2022 um 10:44

Spaceports now have modifiers to say what each orbital district costs in upkeep, since this depends on Spaceport Tier.

Orbital Platforms now have their own scaling upkeep, instead of working it through the spaceport. The AI should be more careful about spamming them, since they can now see the upkeep.

The realdev Assembly/Production toggle is now available at the Empire level, and planets by default use the Empire setting.

The game start default for the Assembly/Production dichotomy is now based on whether you're able to assemble pops at game start.

Fixed an error in Orbital District swapping/construction, allowing the AI to build more than the cap.

Fixed the Orbital Admin District not applying to children of Administrators.

Update: 18. Juni 2022 um 22:32

Localised the Sprawl Workaround Plural.

Orbital Districts now also increase the upkeep of their job by 1% (For ones that affect specific jobs).

Commercial Platforms no longer give housing.

Corrected the modifier loc on the Orbital Admin District.

Fixed a scope issue on orbital districts that could spam the log.

Orbital Mining District now give Scrap Miners alloy bonuses.

The Shipping Deposit and Modifier now have an icon.

Added a setting under Space Exploitation to disable/enable showing the planet sizes of uninhabitables, with the side effect of always showing terraforming is available. It is default on.

Corrected the location of a text BG.

Reworded the ? button tooltip in the Exploit UI, to hopefully be slightly more clear.

Rewrote the Exploit Module Blurb in the ROCI settings menu.

Removed the Gas cost from the Exploit Research Construction.

Removed the Motes cost from the Exploit Alloy Foundry Construction.

Exploit decisions on uninhabitable planets are no longer able to show up if Exploit is disabled.

Fixed the Exploit Automation window being messed up.

Fixed the Autofab Automation window being messed up.

Fixed the Autofab Queue to build the Autofab being locked behind having the Autofab.

FE Buildings now provide jobs like the thing they upgrade from.

Added Bug Branch compat for the Buff Buildings and Functional Architecture, since I have to overwrite those.

The Dimensional Fabricator and Class-4 Singularity now provide +6 of the appropriate district.

Dimensional Fabricator now takes into account being on a Shattered Ring.

FE Buildings no longer produce any resources.

FE Buildings Upkeep reduced a bunch.

Fixed more errors.

Update: 7. Juni 2022 um 13:53

Tried another thing to fix infinite shipping.

Added a breakdown to the Shipping Modifier about what costs what.

Removed the flat 100 discount on shipping capital planets get.

Shipping now takes into account the base production on the capital, that somehow counts for the planet's production card, but doesn't actually count for the planet in code.