Stellaris
Guilli's Planet Modifiers and Features
Показані результати 61–70 із 218
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Оновлено: 25 груд. 2021 о 8:22

Fixed a typo

Оновлено: 25 груд. 2021 о 7:06

- Changed all +X pop job output from planet modifiers to a +% output. It felt too difficult to judge how good the bonus was. +X raw output bonuses are kept for alloy and consumergoods modfiiers since they fit the theme of bonuses (like from civics).
- Slightly increased the chance precursor modifiers spawn in the galaxy
- Galaxy age (start menu option) now directly affects precursor modifier spawning. Old Galaxies have 30% increased precursor modifier spawn chance. Young Galaxies have -30% reduced precursor modifier spawn chance.
- Forest type modifiers will no longer spawn on aquatic worlds
- Tweaked base rarties of all planet modifiers on habitable worlds at game start to have a little more variety
- Increased the chance of finding the machine world core relic. (Only materialist empires or machine empires can find this)
Added a James Web Telescope to Sol (no custom model tho)

Оновлено: 22 груд. 2021 о 12:32

fixed localisation issue

Оновлено: 22 груд. 2021 о 7:35

Fixed issue where terraforming unowned planets could crash the game.

Оновлено: 18 груд. 2021 о 4:59

Fixed terraforming links and PD integration
Fixed precursor megastructure being repairable without mega engineering tech
Rare Precursor Manufactorium Construction Ship has had an upgrade and now has a powerful jump drive.
Removed old worker_job_check_trigger from mod custom jobs (fixing pop habitat jobs)
Fixed bug where if an AI finished a precursor chain it would end all precursor chains
Updated pop_assembly_code to planet_pop_assembly_multi / planet_pop_assembly_organic_mult
Precursor Capital Complex modifier no longer scales with planet size as that doesn’t work for the bonuses given

Оновлено: 24 листоп. 2021 о 7:58

Quick Compatibility update for 3.2 with pop job fix. More fixes/update soon when I have some free time

Оновлено: 25 верес. 2021 о 1:21

Fixed a bug with ruined precursor megashipyards, they are now no longer free to repair..
Fixed typo with some event pictures where alwaystransparent = yes had one L too many
Habitat Infrastructure job numbers reduced to be more in line with 3.0 pop changes
Habitar infrastructure jobs output increase slightly to account for the reduced job numbers
Fixed protoplanet event text missing leader name
Switched Merchant output bonuses with generic trade value multipliers as I forgot how trade works in the code :|
Removed most of the terraform links overwrites as they're no longer needed

Оновлено: 18 верес. 2021 о 1:20

• Mod compatibility; added planet "gpm_solidified_planet_core" to planets with the solidifier core to be used to prevent terraforming things.
• Fixed missing ringworld decisions icons
• Fixed missing icon code bug with two modded army types
• Consumer goods decision for minor artifacts can now be used by machine servitors
• Power Core Relic will now reduce ship jump drive cooldowns instead of increase it
• Fixed an old code with sol_neighbor_t1 but I've removed the overwrite entirely. It was just for a chance to add a specific modifier to it's star.
• Updated the bio_pop_growth_speed modifier to biological_pop_growth_speed
• Fixed Remove Toxic Gas planetary decision, it now correctly checks if you have the tech to remove it
• Fixed +1 housing bonus on the rare unlocked ascension tower building with tradition dominion Imperious architecture
• Rebirth Origin has been reworked a little and can now be used by machines and hive empires as well as normal empires
• Lost Project Origin has been reworked a little and can now be used by machines and hive empires as well as normal empires
• Dangerous Wildlife no longer block other deposits

Оновлено: 14 верес. 2021 о 8:04

• Made compatible with 3.1 Lem update
• A 3.0 LEGACY Version of the mod can be found here: <link>
• 3.1 Lem update fixed a few cases where random lists weren't working as intended. As a result the origin random modifiers once again are random, as are some other cases where randomness is used when generating events/modifiers/rewards.
• Added a few more minor event options giving food deposits on gas giants
• Some trade planet modifiers have their bonuses adjusted or change to a merchant job output bonus
• Planet modifiers on uninhitable planets will now again show bonuses. Keeping special duplicate "uninhabtiable" planet modifiers that switch when terraforming was proving to take too much time keeping it compatible with various other systems and mods.
• Terraforming bonus planet modifier is temporary disabled so I can rework it soon
• The valuable world planet modifier has been removed. All planets that would get a valuable worlkd planet modifier now get a regular terraforming candidate planet modifier instead. This reduces complexity for me and improves mod compatbility a lot.
• Deathworld Origin reworked; now has much more variety of bad modifiers. Bad modifiers are also curated in their scaling meaning they wont be as harsh.
• Rebirth and Lost Project Origin temporarely disabled pending a rework. They'll be back soon.
• Precursor Event Ship has gotten a small overhaul: it's weaker in firepower and speed but gained some survivabity. It no longer charges forward into battle and instead likes to fire from a distance. It's jump drive can cover most of the galaxy and it's jump drive cooldown is vastly improved.

Оновлено: 19 черв. 2021 о 3:20

Added a couple new planet modifiers
Fixed wrong quantum sphere active effect. Will now correctly half of spy operation costs

Adjusted planet modifier scaling; will now scale in steps of 25%.
Scaling table:
Planet size < 12 = factor 0.50
Planet size 12 to 15 = factor 0.75
Planet size 16 to 19 = factor 1.0 (default values)
Planet size 20 to 23 = factor 1.5
Planet size > 24 = factor 2.0

Also adjusted planet modifier values so they work well with the new scaling (less weird numbers)

Slightly lowered the amount of minerals and energy deposits that are removed at the start of the game so the early game matches vanilla more.
Added decision to fix the "Thin Ozone Layer" planet modifier, replacing it with a "Restored Ozone Layer"
Terraforming to machine worlds or other modded planets no longer accidentally removes precursor modifiers
Machine world modifiers now all have bonuses
Some techs/bonuses had their non-functioning weapon damage bonuses replaced with more generic ones
Fixes karst worlds (PD mod) not being recognised as habtable planets
Fixed bug with l-cluster overwrite
Various other minor bug fixes