Stellaris
Rise of Cosmic Industry BETA
Показані результати 71–80 із 103
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Оновлено: 7 берез. 2022 о 12:38

Capped Orbital Defense Districts to 10. To hopefully control lag caused by massive amounts of platforms.

Changed it so when a planet is not building anything, Industrial Production will be sent to Assembly.

Capped Assembly IP to 200. This results in a max of +200% Assembly speed, without Adjustment.

If Assembly is given more IP than it can use with the cap, extra is sent to the country.

Made Orbital Districts hide their Factory modifiers if the factory is disabled.

Reordered all the modifiers on Orbital Districts and FE Buildings so they're grouped better.

Removed extranneous Construction Underway modifiers from using the Build All decisions.

Fixed the Exploit Build All Alloy Foundry decision, uh, not.

Moved exploit batching from a yearly thing to a monthly thing. This will make exploit colonies build quicker.

Оновлено: 6 берез. 2022 о 7:23

Fixed Void Dweller starting Orbital stuff. All 3 habitats now start with a T1 elevator, and they have the districts appropriate for their type.

Changed it so when a planet can't assemble any pops, it won't send IP to assembly, regardless of the ratio. Note this is not "Not assembling pops" but rather "Can't assemble pops".

Fixed the Automation Tradition having some loc strings as REPLACE_ME.

Changed which trigger I use to determine CG upkeep on things.

Fixed missing tech icons.

Fixed blank tech names.

Fixed a typo in an Exploit settings button.

Optimized Exploits Guaranteed Moltens script.

Fixed an exploit in orbital where you could make Military Platforms, and then demolish them while keeping the Defense Platforms spawned by it.

Fixed FE buildings not being upgradeable.

Fixed the Equipment Factory buildings being unupgradeable. Also localised the upgrades.

Оновлено: 4 берез. 2022 о 21:06

Fixed Elevators looking for the wrong tech

Оновлено: 4 берез. 2022 о 21:01

Fixed Space Elevator and Equipment Factory Icons.

Fixed Construction Ships not providing IP to planets they orbit. Also made it slightly more efficient.

Added 2 upgrades to the Equipment Factory. Capital Planets now start with T2. They are unlocked by level 1 and 3 of the Capital Productivity techs.

Made IP dedicated to Megastructures flow into Ship if there are no megas building.

Made IP dedicated to Minor Colonies flow into Megastructures if there are none building.

Оновлено: 4 берез. 2022 о 11:36

Fixed Orbital issues due to renaming

Оновлено: 4 берез. 2022 о 9:15

Fix loc issues

Оновлено: 4 берез. 2022 о 8:10

Made queueing an Orbital District not take a district slot, like it won't when built.

Add fake terraforming links so the planet size of all (vanilla) uninahbitables shows up on the planet screen.

Autofab Modules updated to new 3.3 unity thing.

Exploit Minor Colony deposits (That are on the Hosting Major Colony) updated to the new 3.3 unity thing.

Added the Fallen Empire Buildings Module. It provides 6 powerful buildings that function as upgrades (Or just a standalone building in the case of research) to existing vanilla Bonus Production buildings.

Added a collection of buttons to the realdev planet UI that breaks down the sources of Industrial Production. These buttons have tooltips explaining the formula for each.

Added a collection of buttons to the realdev planet UI that breaks down the sources of Industrial Production Capacity. These buttons have tooltips explaining the formula for each.

Clarified the ? tooltips in the realdev UIs to include frequency of data updates.

Added more information to the realdev Planet UI Industrial Production tooltip.

Enabled pops contributing to Industrial Production. I had the implementation for a future setting backwards.

Fixed the Capital Production Techs applying their bonus to Industrial Production and Industrial Production Capacity without the appropriate Upgrade on the Capital Building.

Finally localized Realdev's Edict and Decision.

Fixed leaders on game start not calculating their Realdev effects, so they didn't do anything until replaced.

Fixed scoping issues causing planets to be unable to pull the leader effects they should.

Efficient Processors now increases IP per pop.

Mega-Assembly Systems now increases IP per pop, like Powered Exoskeletons does.

Prefixed all my tech code-names, to prevent incompatibilities from similar tech names. Also did the same for buildings.

Оновлено: 31 січ. 2022 о 23:23

Made the guaranteed moltens have their research deposits stripped, since they would defeat the point of making them molten.

Added some forgotten triggers involving shattered planets.

Fixed Exploit batching not working if you exclusively use the decisions.

Included direct support for PD's uninhabitable planet classes, as follows:

- Cthonian, Diamond, Iron, and Carbon planets are all classed as Base Planets (The cheapest to build on). These 4 are controlled by the Barren Planet setting. Diamond planets get bonus mineral output from Mineral Mines. Iron planets have access to the Alloy Mine Construction, and give a bonus to engineering.
- Volcanic, Ethane, Hothouse, Hydrocarbon, and Subglacial planets are classed as Difficult Planets (Middling expense to build on). Volcanic are controlled by the Molten setting, Subglacial is controlled by the Frozen setting, the rest are under Toxic. Volcanic planets are functionally the same as Molten, getting a bonus to minerals, engineering, and being able to build Lava Refineries. Ethane and Hydrocarbon planets get a bonus to energy production. Hothouse and Subglacial get a bonus to Society output.
- The 3 Gas Giants (Hot, Cold, and Cloudless) are classed as Vacuum Planets (Expensive to build on). All 3 are under the Gas Giant setting. All 3 have the same bonuses as the vanilla gas giant.

Оновлено: 24 січ. 2022 о 0:25

Removed the Orbital District cost scaling. It didn't do what I wanted it to do, and didn't quite work right anyway.

Renamed the Country Stockpile to Planet Aid, for less confusion.

A habitat being a mining habitat, by being built over a mineral or alloy deposit, now unlocks Orbital Mining Districts.

Fixed the Factory AP not mentioning the civic.

Changed "Country" references in the Realdev loc to "Empire", for hopefully less confusion.

Reduced the % upkeep increase each Orbital district provides to 2%.

Оновлено: 13 січ. 2022 о 14:53

Fixed Orbital Industry platforms not shifting their bonus for Ecumenopolis specilizations.

Fixed Factory Farms and Mines being removed from the Birch World.

Fixed exploit trying to apply the queue to the exact same planets over and over, even though it already tried and failed.