Stellaris
Rise of Cosmic Industry BETA
กำลังแสดง 61-70 จาก 103 รายการ
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อัปเดต: 25 มี.ค. 2022 @ 5: 00pm

Fixed Autofab Automation queueing a module when the planet already has a queued module.

Included an additional check in Autofab to ensure it takes into account queued modules when determining how much district space is left.

Fixed autofab extractors remaining queued on planets that don't have any sr deposits.

Fixed the Exploit minimum 2 moltens script so that it could actually work the way it was intended.

Fixed a ton of game start errors with Exploit.

Fixed some game start errors with Autofab.

Fixed some game start errors with Realdev.

Fixed some game start errors with Orbital.

Gave the Trade Ships edicts an icon.

Gave the error log a massive cleanup.

Gave the Colonize Planet decision the correct trigger.

Included an on_action for when an autofab module completes.

Included an on_action for when an autofab module starts.

Included an on_action for when an autofab module retooling completes.

Included an on_action for when an autofab module retooling starts.

Included an on_action for when a Minor Colony completes.

Included an on_action for when a Minor Colony starts a construction.

Included an on_action for when a Minor Colony completes a construction.

Simplified exploit loop events. This should reduce the performance impact of lots of colonies building at once.

Made a yearly event for Cargo Ships to get them on their way if the on_action doesn't work as it should.

Moved Sprawl Districts to being handled by a dedicated event based on on_actions.

Fixed the Corporate Autofab civic not working with vanilla corps, only Bug Branch corps.

Added a thing to the description of the Minor Colony planet modifier that shows the remaining and total exploit size. This does not work on existing planets, but will work on new ones.

Renamed the "Colonized Planet" planet modifier to "Minor Colony".
Improved tooltip readability on Exploit decisions, including removing extranneous ones.

Fixed being able to demolish the Sprawl Workaround district.

Renamed the Space Elevator stuff to Spaceport, and related for the other tiers.

Added a planet modifier that shows the current Orbital Infrastructure.* Needs an Icon

Fixed alloy mines being unable to be built of the shattered world from the ringworld origin.

Fixed exploit not updating it's Building Colonies count often enough for realdev.

Made Defense Platforms spawn a max of 1 platform per district per month. Removal of platforms over the limit supported by the current district count is still unlimited.

Fixed starting minor colonies not building up.

Added a hopeful fix for starbases not counting as hostile for preventing Orbital Platform spawning.

Added an effect that can be called to log autofab values on things.

Fixed autofab not working correctly on the Shattered Ring.

Fixed anyone using one of the Autofab Civic getting 2 Autofabs for some reason.

Fixed the factory doing weird stuf on ringworlds.

Fixed Exploit causing stellaris to have a seizure.

Fixed Void Dweller Autofab modules disappearing.

อัปเดต: 23 มี.ค. 2022 @ 4: 33pm

Revert version to March 19th, as that one didn't cause crashing.

อัปเดต: 22 มี.ค. 2022 @ 6: 07pm

Gave the error log a massive cleanup.

Gave the Colonize Planet decision the correct trigger.

Fixed the autofab log effect.

อัปเดต: 22 มี.ค. 2022 @ 3: 45pm

Included an on_action for when an autofab module completes.

Included an on_action for when an autofab module starts.

Included an on_action for when an autofab module retooling completes.

Included an on_action for when an autofab module retooling starts.

Included an on_action for when a Minor Colony completes.

Included an on_action for when a Minor Colony starts a construction.

Included an on_action for when a Minor Colony completes a construction.

Simplified exploit loop events. This should reduce the performance impact of lots of colonies building at once.

Made a yearly event for Cargo Ships to get them on their way if the on_action doesn't work as it should.

Moved Sprawl Districts to being handled by a dedicated event based on on_actions.

Fixed the Corporate Autofab civic not working with vanilla corps, only Bug Branch corps.

Added a thing to the description of the Minor Colony planet modifier that shows the remaining and total exploit size. This does not work on existing planets, but will work on new ones.

Renamed the "Colonized Planet" planet modifier to "Minor Colony".

Improved tooltip readability on Exploit decisions, including removing extranneous ones.

Fixed being able to demolish the Sprawl Workaround district.

Renamed the Space Elevator stuff to Spaceport, and related for the other tiers.

Added a planet modifier that shows the current Orbital Infrastructure.* Needs an Icon

Fixed alloy mines being unable to be built of the shattered world from the ringworld origin.

Fixed exploit not updating it's Building Colonies count often enough for realdev.

Made Defense Platforms spawn a max of 1 platform per district per month. Removal of platforms over the limit supported by the current district count is still unlimited.

Fixed starting minor colonies not building up.

Added a hopeful fix for starbases not counting as hostile for preventing Orbital Platform spawning.

Added an effect that can be called to log autofab values on things.

อัปเดต: 19 มี.ค. 2022 @ 5: 10pm

Named all mod files with appropriate prefixes so the error log can be searched better. All mod files are now prefixed with roci_<module code name>

Reaplced Autofab Reset code with something more efficient, and less prone to exploits.

Included setting all autofab variables when an autofab is built, to eliminate error logs complaining about unset variables even though it makes no practical difference and this error didn't exist before and there's no reason for it to exist now.

Made the game start autofab event use the scripted effect to add the autofab.

Fixed a missing Quotation in loc.

Added missing icon for tech that doesn't officially exist.

Included checks for if a variable is set for the Sprawl Workaround district counting thing because variables being unset is apparently a problem.

Localised some things because apparently this is a problem.

Added some exists = owner checks because this is apparently not implied by trying to switch scopes.

Gave the Sprawl Workaround district some icons shameless stolen from other districts so the error log stops complaining about it.

Corrected the description of the Space Elevator tiers, since Orbital districts are not hard-capped anymore.

Made Autofab Modules take a district slot when they are started. If one isn't available, the construction will be cancelled, and resources refunded.

Corrected when you pay for the Autofab Extractor. It was doing it after it was built, not when it was started.

อัปเดต: 17 มี.ค. 2022 @ 6: 38pm

Unified the Trade Route requirements regarding gestalts and non-gestalts. Everyone now requires at least 50 opinion, or 25 and improving relations, or one party must be the subject of the other.

Fully locked out Trade Ship events if the module is not active. This should reduce performance impact if the module is off.

Optimized the Cargo Ships event for viewing the results of all trade routes with your planets.

Fixed Trade Value modifiers not being applied for trade routes.

Fixed the Country Autofab UI not fetching Queued modules from planets properly.

Optimized Cargo Ship pathfinding events.

Optimized detection events for Cargo Ships starting a new trade route.

Made the Industrial Production Boost modifier give 0.5% job output per IP, like it's supposed to.

Optimized AI decision-making regarding Cargo Ships and trade routes.

Made loc for the Housing Automation tradition swap fo gestalts.

Updated the Autofab Corp Civic to work with Bug Branch corps.

Added a check to reduce error log spam.

อัปเดต: 14 มี.ค. 2022 @ 12: 53pm

Made the Exploit Terminal edict not appear if the Exploit module is not active.

Fixed the Bolster Cargo Fleet event opening itself when you select the option to close it without doing anything.

Localised the Automation Tradition so it doesn't show the code name when you try to adopt it.

อัปเดต: 14 มี.ค. 2022 @ 12: 06am

Fixed the Empire Industry Screen opening itself whenever you close it.

Also gave it a name.

Fixed trade routes infinitely increasing their production.

Changed Trade Routes to only give a 0.75x multiplier to the non-owner planet.

Updated Bug branch codenames for megacorp civics.

Changed trade routes to load cargo equal to 5% of the planet production (Per cargo ship) instead of 100%.

Changed the Autofab tradition that give habitability to give -Crime instead for machines.

Moved the -5% housing usage modifier on an autofab tradition to the autofab deposit, so it only applies on planets with the factory.

อัปเดต: 12 มี.ค. 2022 @ 11: 37pm

Made the Ship and Minor Colony build speed values rounded.

Added an Orbital Admin district, that buffs Administrator Category jobs.

Changed the tooltip on Orbital Shipyards to reflect what they actually do, since it was changed because of a vanilla bug.

Fixed construction ships building a mega not counting as building a mega.

Added a thing in the realdev planet UI to let you use IP to increase planet production instead of boosting assembly. The Adjustment is not applied to this modifier. Each point of IP gives 0.5% bonus output (And Upkeep, like those capital building techs), and it still subject to the max IP of 200 that Assembly is.

Fixed the wrong Upkeep number on Translucers from the Dimensional Fabricator.

Made Factory Modules count for ruler mandates.

Made Orbital Districts count for ruler mandates.

Fixed an instance of Realdev doing weird stuff regarding inheritance of unused IP.

Fixed the Dimensional Fabricator tech having the wrong prereqs.

Cleaned up the error log some.

Fixed the FE buildings not applying to Autofab modules.

Fixed not getting the tier 2 IP factory on game start.

Uncapped the Orbital Defense Platform for players. The AI are still limited to 10 per planet.

Locked the Orbital Refinery district behind having at least 1 of the artifical SR production techs.

Made the Sprawl Workaround districts not appear if they're not needed.

Moved the Sprawl Workaround district to what should be the bottom of the list, regardless of other districts.
Added the Trade Ships module. Based on Cargo Ships and Foreign Trade by Kiyosan (With Permission), this module adds Cargo Ships that can be used to create trade routes between planets.
-Updated to 3.3 script
-Cargo Value is now determined based on planet production of the appropriate resource, rather than counting vanilla jobs.
-Optimized the mod a lot. It should have far less impact on performance.
-Made the Bolster Cargo Fleet event (Triggered by the edict) open itself again, provided you have the resources, so you don't have to wait a day between bolstering.
-Number of required buildings on a planet reduced to 3.
-Pops with job requirement replaced with just pops.
-Changed the Bolster cargo fleet edict and decision to refund all resources if you change your mind.
-Trade Routes now give both sides intel, 1 per trip.
-Trade Route opinion bonuses now go both ways, regardless of who started it.

อัปเดต: 8 มี.ค. 2022 @ 1: 07pm

Added a Megacorp Civic: Construction Company. This gives IP (to both parties) based on the shared TV from commercial pacts with the Megacorp.

Set the Fallen Empire Building techs to require the tech of the building they are upgrading, since having it 3 tiers later isn't enough.

Fixed being unable to upgrade to Fallen Empire Buildings (For real this time)