Stellaris

Stellaris

Bio-Harvesters Civic
Počet komentářů: 153
Atom, He Who Seeks Nowhere 22. úno. 2021 v 20.35 
depressing.
Coggernaut 8. říj. 2020 v 12.43 
@Truehippy, I made a mod inspired by this one with permission.

Harvester Nanites Origin & Distant Stars Overhaul:
https://sp.zhabite.com/sharedfiles/filedetails/?id=1971940221
Truehippy 8. říj. 2020 v 0.19 
I loved this. I hope to see its return either under you control or another with you blessing
Maximillionysis 27. bře. 2020 v 18.32 
Hello there! I was just wondering if there were any plans to update the mod, in its current state? I know you were saying that you were burnt out on modding for a while, I just do not know if the update was ever put out that allowed for relic worlds and ecu's to be colonized.

I apologize if I seem like a nuisance.
willtofish 18. led. 2020 v 11.50 
thank you for all the hours of fun i got from this mod, but i will be moving to coggernauts version, again thank you
Coggernaut 18. led. 2020 v 3.19 
I made a mod inspired by this one. I made it more unique, and I got permission a year ago to do this.

here is the updated and more overhauled version of Bio-Harvester Civic:
https://sp.zhabite.com/sharedfiles/filedetails/?id=1971940221
6E4.4C0DDF8B9CD8 22. pro. 2019 v 5.08 
( ͡° ͜ʖ ͡°)
Maximillionysis 15. lis. 2019 v 22.52 
Hey, not meaning to pester I'm just asking; was there ever an update that allowed for relic worlds and city worlds to be enabled?
willtofish 9. říj. 2019 v 18.24 
how is the update progress going?
thevoidwalker55 16. zář. 2019 v 0.08 
Damn would I love this for Hive Minds, play the Tyranids in Stellaris.
TheEventHorizon 24. srp. 2019 v 15.46 
Wait Crap Why is it harvesting my dyson swarm....
On second thought maybe this isn't such a good idea to do this IRL
Rob  [autor] 9. srp. 2019 v 6.23 
@willtofish - having bugs, been taking a bit of a break from modding as I'm a bit burned out on job search but I've not forgotten about it.
willtofish 8. srp. 2019 v 22.06 
how are things going on the update?
TheEventHorizon 5. srp. 2019 v 17.40 
Ok so this works INGAME now to get it to work IN REAL LIFE

-Dr. Jack Bright, Level-5 Researcher, Site- REDACTED
Combustible lemons 16. čvc. 2019 v 16.57 
we appreciate you keeping us informed :D
Rob  [autor] 15. čvc. 2019 v 7.18 
Tweaks coming in the update :p
Green Mohawk Derg 15. čvc. 2019 v 7.16 
Great to hear that, but can you balance it out a little bit? It allows for a playet to shoot out way too fast, maybe reduce the basic resources from 15 to 10? It really is a bit much (tested in multiplayer) :D
Rob  [autor] 14. čvc. 2019 v 13.01 
It should still work, but I'm working on an update. No specific dates as to when, just know it's coming!
Green Mohawk Derg 14. čvc. 2019 v 8.49 
Is this up to date? // Is there a new version of the mod? // This just works with the new patches anyway?
Rob  [autor] 9. čvc. 2019 v 5.14 
I haven't! It's being added :)
The Realest One Since April 1945 8. čvc. 2019 v 2.25 
Hope you don't forget about adding my russian localization into new version of mod
Caramel Commander 15. čvn. 2019 v 23.04 
Looking forward to the update!
drh 11. čvn. 2019 v 0.41 
Yay
willtofish 10. čvn. 2019 v 20.07 
Im so excited for an update!
Rob  [autor] 10. čvn. 2019 v 5.18 
Alright, I have time! Hope you guys like new stuff.
Combustible lemons 9. čvn. 2019 v 11.23 
love this mod, hope you have the chance to update it if you are not doing so already :D
willtofish 4. čvn. 2019 v 22.47 
can you update this for 2.3? i love this mod
Dylan Dawn 22. kvě. 2019 v 15.55 
Wouldn't it make sense that the colony ship automatically builds a mining station in orbit of a newly-converted harvester world?
Gerishnakov 18. kvě. 2019 v 8.26 
@Rhino wouldn't make much sense if it was.
TacticalNuclearPenguin 18. kvě. 2019 v 8.09 
Is it possible to keep organics gained through events/vassals with this civic? or will they always be killed?
Exaxxion 14. kvě. 2019 v 1.13 
anyway we could get a hive version of this?, i know its an odd request but id love to roleplay what pretty much equates to the flood, and this mod is awesome, i dont know much about code, but if you dont want to do it would you be able to explain how to me, if your able and willing of course
Unity's Helm 28. dub. 2019 v 11.47 
You still working on this mod?
Gerishnakov 7. dub. 2019 v 4.36 
Fair enough, but I just had a game in which an AI spawned with them together.
Rob  [autor] 6. dub. 2019 v 13.11 
@Gerishnakov - it should be mutually exclusive, though I can't say for sure as I've been deep into my dissertation. I'll have a look eventually
Gerishnakov 6. dub. 2019 v 9.34 
You may want to make the civic mutually exclusive with Rogue Servitors, seeing as bio-trophies cannot live on machine worlds.
CookieHonstah 7. bře. 2019 v 13.56 
This mod is super fun, but I was wondering if we could have a submod or something that allows both this and determined exterminators? Going for a mass effect reaper build as my revenge against late game lag lol
ʕ•ᴥ•ʔ 3. bře. 2019 v 18.33 
Really interesting and fun mod, but to echo what a lot of others are saying it's *extremely* strong; so much so that Bio Harvester AI's completely outclass all other AI every time by a very wide margin. Probably wouldn't hurt to nerf them by 30-40% IMO

Great mod though, looking forward to balance tweaks hopefully soon!
Ayano Arisugawa 3. bře. 2019 v 3.10 
This mod is great and makes a lot of fun but a bit op
Tent 19. úno. 2019 v 8.37 
Thank you for posting a good mod.
How about a version of 'Hive' in a different version?
Sprinkle organic digestive juices all over the planet, dissolve them all, and digest them.
Zia 11. úno. 2019 v 11.01 
OP but fun.
Killogoom 9. úno. 2019 v 20.23 
So I may have found something intresting about your mod, if you use the dyson swarm mod, your mod counts the swarm as a normal planet and not a station, so I can just build endless "planets" and get all the resuores, not complaining but thought you would want to know
Coggernaut 8. úno. 2019 v 9.44 
Essentially, I love the idea of nanites, but I'm going to be reworking almost every file adjusting balance/effects/modifiers/events etc

While it's the same concept of nanites, I'm going about it differently code wise and event wise. Probably going to rename the civic from "Planet harvesters" to "Simple Nanites" to further diverge
Rob  [autor] 8. úno. 2019 v 9.34 
I'm not sure that building off my mod is necessary if you plan to move it in a different direction. You're welcome to use my mod as reference to make your own if you plan on doing something completely different, but I don't think building off my mod is the right idea if you're planning something that could cause conflicts.
Coggernaut 8. úno. 2019 v 8.59 
I'm thinking of taking this mod in a very different direction. When I'm done with it, will be much more and different than what it is currently.

A submod would work, but may cause conflicts if we go in different directions, since sub-mod implies the user to subscribe to both.

I can give credit/link the original work, give contributor status, or I can remove any reference to your mod (Change names/icons/textures/etc)
Rob  [autor] 8. úno. 2019 v 8.56 
In honesty, I'd prefer to keep things on my own page, but if you were to make one, I wouldn't stop you if you make it in the form of a submod (as a separate package)
Coggernaut 8. úno. 2019 v 7.52 
Should I release a second version and add you as the co-maker? This way you're able to do what you had envisioned for yours.

How would you like to sort it out?
Rob  [autor] 8. úno. 2019 v 7.20 
Appreciate the work!

I'll take this time to add that the main reason I've not been updating this mod is that I'm tied up in a dissertation so I've not had time. Make no mistake, I've not abandoned the mod.
Coggernaut 8. úno. 2019 v 7.09 
Also, looking through your code. This is a pretty great set up, with lots of potential
Coggernaut 8. úno. 2019 v 6.58 
I've started coding an update for this. Planets now depreciate by half income after 15 years, and completely deplete after 30 years from colonization. sent a friend request to you.

I'm really passionate about this idea, and have a lot of ideas for it.

I'm also working on a sub-mod for "Culture Overhaul" mod working on the machines aspect of it. Your mod was a good trial to go from my 200 hours in Hearts of Iron IV Modding, to Stellaris modding.
the_jevry 1. úno. 2019 v 7.15 
looks like this mod still is hard under progress.
but i will make a few suggestions which aren't on the todo list:
-it may be a better idea to make the nanite worlds an ascension perk since it sounds like a pretty OP perk early game and also limits pop growth severely.
-add storage capacity to the perk, it sounds like you would make more resource than you could spend