Stellaris

Stellaris

Void Dwellers Expanded 3+
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Opdatering: 19. sep. 2021 kl. 8:14

Update:
- Code for unity bonus has been simplified and limit on bonus received has been removed (praise 3.1 update). As a downside information with number of captains in the government window had to be removed (you can still deduce it by dividing unity bonus by 2).
- Unity bonus is now calculated monthly.
- Habitat Arcology construction tech is now granted immediately upon taking Voidborne Ascension Perk instead of having to wait until next month (praise 3.1 update).
- Habitat Captain quarters are now immediately removed if habitat is lost to another empire (praise 3.0 update).
- Removed needless employment checks, improves performance a bit.
- Removed typo in the thumbnail nobody noticed for a year.

Opdatering: 14. sep. 2021 kl. 17:20

- Updated to 3.1.1.

This mod now has a permanent 3.0.4 copy . Releases for previous Stellaris versions are always available on my Workshop and on GitHub https://github.com/OldEnt/stellaris-habitat-start-amaryllis

Opdatering: 9. sep. 2021 kl. 2:04

- Updated amaryllian_readme.txt.

Opdatering: 9. sep. 2021 kl. 1:50

- Added support for Planetary Ringworlds.
- Added habitable_structure = yes trigger check to the list of supported planets. Very useful with The Merger of Rules mod.
- Added exclusion flag amaryllian_voidchildren_forbidden. Select specific planet and execute the following console command:
effect set_planet_flag = amaryllian_voidchildren #allows Habitat Captains
effect set_planet_flag = amaryllian_voidchildren_forbidden #prevents Habitat Captains

Opdatering: 7. juli 2021 kl. 13:20

Elysian Isles AP habitat bonus is now correctly applied to new habitats on successful colonisation and annually as a fallback.

This is 100th mod update. Yay!

Opdatering: 12. maj 2021 kl. 13:23

- Added support for Acquisition of Technology. Use the Children of the Void civic to get access to Habitat Captains and Habitat Arcology projects on AoT habitats, just as you would on vanilla habitats and Planetary Diversity - Planetary Habitats. AoT habitats are treated as top tier vanilla habitats (Habitat World) for the purpose of Arcology Project.

Use Void Dwellers traits: Ring World & modded habitats fix to remove Void Dwellers negative trait growth on AoT habitats.

- Elysian Isles Ascension Perk grants +10 carrying capacity on supported habitat classes.
- Fixed Industrial Habitat Arcology project not notifying of completion when done on Planetary Habitat.
- Arcology Projects are now also valid on every planet using vanilla habitat district (uses_district_set = habitat).

Opdatering: 1. maj 2021 kl. 10:58

- Fixed Habitat Captain jobs appearing on newly colonised but unsuitable worlds. Forgot to include one check for suitable planet in amaryllian.802 event.

To remove jobs from unsuitable planets execute following command (copy and paste):
effect every_owned_planet = { limit = { NOT = { amaryllian_is_valid_voidchildren_planet = yes } remove_modifier = amaryllian_habitat_captain_quarters remove_modifier = amaryllian_habitat_brain_quarters } }

To demote all unemployed pops execute the following:
effect every_owned_pop = { limit = { is_unemployed = yes } clear_pop_category = yes }

I do hope I wrote correctly, save just in case.

Opdatering: 30. apr. 2021 kl. 15:34

Nemesis hotfix:
- Fixed Habitat Captain jobs appearing for empires without civic (was missing a trigger).
- Fixed Habitat Start habitat not receiving new Industrial Districts.
- Fixed Habitat Start habitat not having enough building slots to support starting buildings (via new unique starting deposit "Habitat Administration" giving +3 building slots).
- Habitat Captain jobs will appear on the suitable planets immediately after taking the civic via government reform (have to wait a year to recalculate unity % bonus).

If your Steam did not download mod update unsubscribe and resubscribe to the mod with Stellaris closed but Steam open.

Opdatering: 19. apr. 2021 kl. 17:08

Update, Nemesis balancing:
- Habitat Arcology grants +6 buildings slots, Grand Habitat Arcology grants +12 building slots
- Habitat Foundry District now grants 4 alloy jobs, +2 jobs with Elysian Isles AP, +1 job with tier 2 alloy building or +2 with tier 3 alloy building (max 8).
- Habitat Industrial District now grants 4 artisan jobs, +2 jobs with Elysian Isles AP, +1 job with tier 2 artisan building or +2 with tier 3 artisan building (max 8).
- Habitat Farming District now grants 4 farmer jobs, +2 jobs with Elysian Isles AP, +1 job with tier 2 food processing building (max 7).
- Habitat Mining District now grants 4 miner jobs, +2 jobs with Elysian Isles AP, +1 job with tier 2 mineral processing building (max 7).
- Habitat Generator District now grants 4 technician jobs, +2 jobs with Elysian Isles AP, +1 job with tier 2 energy processing building (max 7).
- Habitat Research District now grants 4 researcher jobs, +3 jobs with Elysian Isles AP (max 7).
- Habitat Bureaucratic District now grants 4 bureaucrat jobs, +3 jobs with Elysian Isles AP (max 7).
- Habitat Fortress District now grants 4 soldier jobs, +3 jobs with Elysian Isles AP (max 7).
- Habitat Trade District remains unchanged.
- Habitat Sanctuary District remains unchanged.

If your pops go out of job due to balance changes Habitat Captains will assure your pops demote instantly,

The above mirrors Nemesis patch changes to districts. More tweaks are possible, suggestions welcome!

Opdatering: 15. apr. 2021 kl. 18:55

- Updated to 3.0. Legacy version available on Workshop. Rewritten parts of the code. Fully functional but needs balancing against Nemesis patch. Expect number of jobs from districts to be cut in half this weekend, possibly other changes.