Stellaris

Stellaris

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L-Cluster Plus
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File Size
Posted
Updated
1.503 MB
Nov 20, 2020 @ 10:56am
May 25 @ 5:23am
44 Change Notes ( view )
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L-Cluster Plus

In 1 collection by Klarac
DETV MP Mod Collection
9 items
Description
You can support my work via Ko-fi! <3
[ko-fi.com]

The L-Cluster never really felt that rewarding considering how much preparation it takes to open the L-Gates, and that it's literally the longest and most complex event chain in the game, only rivaled by the Horizon Signal. But now it's time to give the L-Cluster a second chance!

This mod aims to make the L-Cluster more rewarding while keeping it relatively balanced.

Features:
- New technologies
- New ship components: Nanite Armor and Adaptive Shielding (aka Nanite Shields)
- 2 L-Cluster origins: Regular start where you spawn on a Tomb World, and an advanced start where you spawn on a Ring World with multiple ruined megastructures nearby!
Note: Randomly generated AI empires can't use the origins, custom AI empires can. The advanced start requires Utopia as well, and some megastructures (such as the matter decompressor) will only spawn if you own the required DLC.
- Increased nanite resource deposit spawn rates

Localisation:
- English
- Chinese by SkyWolfy
- French by Nova²
- German by Lucanoria
- Korean by No file chosen
- Polish by Grumbler
- Russian by Jonathan
- Spanish by Alfa-Z 343

Huge thanks to everyone who offered to translate the mod!

The mod overwrites the following:
- d_nanites_deposit
- vast majority of the events from the L-Cluster chain

Should be compatible with any other mod that does not modify the L-Cluster chain or the spawn rate of nanites.

The mod is compatible with A Deadly Tempest!

If you have any suggestions in terms of what else should be added or changed, let me know! Additionally, feel free to message me if you'd like to translate the mod!

Disables achievements.
Popular Discussions View All (1)
2
Aug 7, 2022 @ 1:35pm
Nanite ship set.
darcinc
554 Comments
Folie Jun 3 @ 10:33pm 
Oh thanks for letting me know. Was playing multiplayer two days ago with no issue then added this mod so I thought it was causing the issue.
DisasterAhead Jun 3 @ 10:30pm 
Folie, that's a game issue, not a mod issue. I'm having the same problem in a vanilla multiplayer game I'm in right now
Folie Jun 3 @ 9:05pm 
Hey, wonderful mod that I am excited to try. Only issue is that I am running into a problem. When I start a new game with any empire, even without any other mods, at the end of each month all buildings on the ring worlds are completely removed. This includes the districts which are all turned to urban districts. Do you have any idea how this is occurring? Thank you.
Paladin Dawnheart Jun 3 @ 1:08pm 
Yay! Ty <3
Klarac  [author] Jun 2 @ 10:10am 
Paladin Dawnheart Jun 2 @ 7:11am 
Heya! Thanks for this mod! Any 3.14 version?
Klarac  [author] May 27 @ 4:35am 
@Arfast-Xolotl Hi! No plans at the moment. I've had some event ideas I wanted to add for a really long time now, but never had the chance to get around to it. Maybe one day, but I can't promise anything.
Arfast-Xolotl May 26 @ 1:04pm 
Hello, very nice mod, thanks for sharing your work. Any plans for future content? Cheers.
Klarac  [author] May 25 @ 5:24am 
@Nikal Thanks for the report, patched those errors.
Nikal May 25 @ 4:00am 
Just some minor errors related to the new population system:

[12:09:02][effect.cpp:533]: Wrong scope for effect 'unemploy_pop' at file: events/l_cluster_plus_events.txt line: 669
Current Scope: pop_group
Supported Scopes: pop
[12:09:02][effect.cpp:533]: Wrong scope for effect 'unemploy_pop' at file: events/l_cluster_plus_events.txt line: 675
Current Scope: pop_group
Supported Scopes: pop
[12:09:02][effect.cpp:533]: Wrong scope for effect 'unemploy_pop' at file: events/l_cluster_plus_events.txt line: 1096
Current Scope: pop_group
Supported Scopes: pop
[12:09:02][effect.cpp:533]: Wrong scope for effect 'unemploy_pop' at file: events/l_cluster_plus_events.txt line: 1102
Current Scope: pop_group
Supported Scopes: pop