Stellaris

Stellaris

Extra Districts
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Uppdatering: 8 jan @ 5:53

- Added @is_ED_enabled scripted variable. If this mod is activated, "check_variable_arithmetic = { which = @is_ED_enabled value = 1 }" returns TRUE.
- Renamed global flag for mod detection, from "Extra_Districts_enabled" to "ED_enabled", for better consistency.
- Updates on Inner-system Trade districts.
-- They are blocked on Penal colony.
-- They have 1 more Trader job slot, if the country has Commercial Enterprise Tradition.
-- Consumer Goods job (like Artisans) slot is swapped to 1 more Trader job slot, if the country has Consumer Benefits or Trade League trade policy.

Uppdatering: 9 dec, 2024 @ 2:34

- Added Wildfire District. It is for countries with Primal Calling Origin.
- Fixed generator and mining district slots decrease from combined districts didn't work.
- Now, on new deposits from prospecting, energy deposit won't be found when district_generator_uncapped is available. Same with mining deposit.

Uppdatering: 18 nov, 2024 @ 5:14

- Streamlined a few scripted triggers.
- Fixed Inner-system Commercial District was disabled.
- Added "(ED)" suffix to Xenogeologist and Xenogeology Drone. It is because Stellaris 3.14 added jobs with same names.

Uppdatering: 30 okt, 2024 @ 4:43

- Confirmed it works with Stellaris 3.14.1.

Uppdatering: 19 okt, 2024 @ 22:41

- Fixed district-slots-ticking issue. If you had 0 Mining district and Max Mining districts is reduced by Combined Districts, district slots ticked.
- Dread District now requires Dread Encampment building.
- Dread District now can be built on PD Necro planets (pd_aw_is_necro_planet = yes) also.
- Combined Districts now can be built on planet with standard, habitat or shattered_ring_world district_set.
- Added line-break to some text about triggers.

Uppdatering: 4 okt, 2024 @ 4:26

- Now "Cultivated Worldscaping" Planet Modifier unlock Undersurface City also.
- Now industrial Combined Districts provides penal variant job, when they are on Penal Colony.
- Fixed Consumer Goods jobs from Facilities or Combined are not penal variant even when they are on Penal Colony.
- Disabled pw_mining_districts_value script value overwriting.
- fixed mod_planet_district_wind_turbines_build_speed_mult localization refered "district_mining_ED_cold", an deleted district.

Uppdatering: 13 sep, 2024 @ 7:46

- Updated for Stellaris 3.13.
-- ED Minerals districts add 5 housing when the planet has "Metal Planet" planet modifier.
-- ED Food districts' cost will be changed to food one, when the planet has "Arboreal World" planet modifier.
-- Alloys jobs and Consumer Goods jobs will be swapped when the planet has "Penal Colony" planet modifier.
-- ED deposits increased their bonus when the planet has "Cultivated Worldscaping" planet modifier.
-- ED housing districts will be blocked when the planet has "Resort Colony", "Thrall Colony" or "Penal Colony" planet modifier.
-- can_have_district_ED_thrall_barn is tempolary disabled. After all, you have Slave Domicile Districts now.
- Now PD Unique planets are supported again.

Uppdatering: 8 sep, 2024 @ 0:26

- Improved built-in PD compatibility.
- "Show unavailable ED districts" decision now display Underground Cities
- Added "Subterranean Exploratory Mine" district (combined district). It reduce Max Undersurface Cities. Its job ("Prospector") adds "Exploratory Count" and when the count reach a threshold, a new deposit will be found.
- Fixed GetED_district_shelters_job scripted loc. Now Shelter Maintenance job in gestalt machine empire will be displayed as Drone, not Worker.
- Now Machine planet and Arcology can have Underground Cities.

Uppdatering: 10 maj, 2024 @ 19:01

Update Shelter-eligible and Aquatic Housing-eligible description. I forgot it.

Uppdatering: 10 maj, 2024 @ 18:50

Updated to Stellaris 3.12.
- Housing districts now have more jobs if their owner has "Productivity Simulations" tradition. (Like City and Nexus districts)
- Housing districts now can have "Gestation Drone" job slot. (Like Nexus districts)
- Habitat SR distrists now have 1 SR job and some research jobs, and the later will be increased if the country has "Productivity Simulations" tradition. (Like Zero-G Research Districts)
- Now machine species can use Shelters and Aquatic City.
- Energy, Minerals and industrial districts have more housing and jobs, if the planet is Machine World and the country has Machine Worlds AP.
- ED jobs now have automodding priority.