Stellaris

Stellaris

Habitation
Showing 11-20 of 21 entries
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Update: 11 Oct, 2018 @ 3:35pm

-Removed droid requirement for colonizing. Organics can colonize now, which means hive minds can use this mod.
-Fixed a few bugs with the buildings where they wouldn’t be removed when they should be.

Update: 8 Oct, 2018 @ 8:57pm

-added tile sets. Thanks to /u/BeyondianTechnocracy on reddit for supplying them.
-fixed gas giants going out the of size ranges occasionally.
-when you have Glavius AI Megamod, they will colonize more than once a year with this mod. This is so that machine consciousness especially don’t sit on hundreds of planets for hundreds of years
-Added more localisation

Update: 21 Sep, 2018 @ 10:47am

Fixed dome producing many errors

Fixed terraforming scoping

Fixed “adaption” traits.

Re-added machine world terraforming from barren for non-servitors. It wasn’t supposed to have that restriction.

Changed fallen empire buildings (for James Fire’s Ancient buildings) to have the new energy output.

Update: 17 Sep, 2018 @ 12:13pm

Having higher armor tech gives more weight to techs for inhabiting planets.
The “habitation” tech will no longer come up if you are a machine intelligence with no organics.
Added terraforming directly from barren to gaia or machine.
Tweaked some AI weights on buildings.
Increased weights for climate specific buildings
Made the mod account for the fact that machines do exist, and have their own separate buildings.
Fixed barren worlds being theoretically terraformable by machines, who realistically can’t.

Update: 15 Sep, 2018 @ 8:14am

Initial Upload

Update: 14 Sep, 2018 @ 10:23pm

Initial Upload

Update: 14 Sep, 2018 @ 10:45am

Added more loc

Fixed a game-breaking bug preventing any buildings from being built.

Update: 12 Sep, 2018 @ 9:52pm

Initial Upload

Update: 12 Sep, 2018 @ 9:50pm

Initial Upload

Update: 12 Sep, 2018 @ 4:48pm

Initial Upload