Stellaris

Stellaris

All These Worlds 2.0
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Update: 27 feb 2024 om 12:17

Updated to 3.11, report any issues please;
Removed food/energy/mineral bonuses from the biosphere modifiers and replaced them with a new decision that will spawn new deposits associated with the planet class and its biosphere modifier. The decision's cost and time is different for different planet sizes, as will the number of deposits spawned. The type of deposit is semi-random, but if the planet is low on a specific type it should increase the odds of spawning that type. Only works on regular worlds and machine empires are out of luck;
Tomb World Adaptation tech renamed to Marginal World Adaptation;
The Irradiated trait which I believe is only used on pre-ftls on tomb worlds has been changed, but untested.

Update: 20 jan 2024 om 7:33

Fixed Ringworld habitability bug.

Update: 14 jan 2024 om 10:05

Terraforming bug fix (biosphere modifier update after terraform).

Update: 14 jan 2024 om 7:34

New script that checks when a system is first visited, if it has any planet that has not been processed by the mod, and spawns the proper planet modifiers. This is necessary for systems spawned by events during the game;

The script that spawns the CoM near UNE and vice versa should now only activate if the player is playing either as UNE or CoM or a modified version of either. If this is not the case, then the vanilla system should be used.

Update: 6 jan 2024 om 10:32

New world added, the Mega-terrestrial variant of the Frigid Sub-terrestrial, any world of this class that spawns above size 23 will be converted to the new variant, and you can pick it as a homeworld by choosing the Frigid Sub-terrestrial and then the Mega-terrestrial origin;

New homeworld system initializer, the previous was renamed to Alternate Homeworld (Dim) and the new is Alternate Homeworld (Bright), it gives you a homeworld of alternate class orbiting a gas-giant a bit farther from its star, which is a large White F class. New possibilities like Mukesgenian and Protogenian, check the system's tooltip;

Other minor tweaks and fixes.

Update: 31 dec 2023 om 9:29

Habitability fix for surface dwellers when attempting to colonize submerged worlds, they will have a maximum habitability of 50%, not minimum;
Standard habitability values have also been lowered slightly as we were seeing worlds with secondary or tertiary habitability close to 100% if your species has Adaptable trait plus early game modifiers;
The Alternate Homeworld initializer adds a few more alternatives;
Changed biomes for Ipeirospelagic, possibilities are now barren and sparse, with default homeworld being sparse;
Changed default Cryopelagic homeworld biome to Sparse;
Fixed a few errors with the habitability trait biosphere bonuses.

Update: 29 dec 2023 om 7:23

There's a new solar system initializer called "Alternate Homeworld Class" which will give you a homeworld of a different class, but of the same type and with the same biosphere. So if you want a Retinal homeworld, select this system and a Temperate Terrestrial planet, the code will do the rest. Choosing a different biosphere is currently not possible because it would conflict with the dynamic species habitability trait, I could allow you to get a Retinal with Dense biosphere, but your species would still prefer Diverse because that is the biosphere associated with the Temperate Terrestrial homeworld, doing this would lower your homeworld biosphere bonus (not that it matters because it would still show 100%) and cause some confusion when colonizing other worlds, there is however one active example of this, Unity, it has a different Biosphere than the Human species preference.

Update: 28 dec 2023 om 12:49

The Marginal world's spawning is now tied to the Habitable planet setting in the game setup, you will now see a big difference between 0.25 and 4.0 values. If you don't want too many habitables it is recommended to use a lower value than you're used to, since the Marginals are converted from uninhabitables by the mod, while Terrestrials, Sub-terrestrials and Oceanics use the vanilla spawning system;

Further tweaks done to the odds of spawning each marginal world, ie: dry desert-like ones will have lower odds around colder stars, etc.;

The Post-apocalyptic origin has been updated with the Survivor trait now giving 50% minimum habitability. Deposits on Earth with this origin have been modified to a mix of proper Tomb world deposits with a few of Earth's default ones that still make sense, making the game start more challenging. Once you have enough energy you can enact a special Decision which will improve the planet until you can later terraform it and restore Earth's texture;

Red Dwarf unary systems are back, they usually have less planets and will not randomly spawn standard habitable planets, except tidally-locked ones;

Earth and Mars (terraformed) textures have been restored to the vanilla ones with the clouds and haze effect in the mod's style, Earth's screenshot has been updated;

The text for the species habitability preference has been changed to identify both the climate, planet and biosphere type, ie: Temperate Diverse Terrestrial Preference.

Update: 26 dec 2023 om 12:16

Bug fix: Zeta Reticuli or Epsilon Eridani planets were not spawning the modifiers;

There's a new decision available when you colonize Tomb worlds, for a fair sum of energy you can restore its atmosphere and get some vegetation. Try this playing with a variant of the UNE using the Post apocalyptic origin, more challenging game start;

If you play as the CoM and find Sol with a nuked Earth, you can re-colonize Earth, not Sol III;

Update: 25 dec 2023 om 8:44

Atmospheric haze texture tweaked to offer a better view at the planet texture.