Stellaris

Stellaris

Gigastructural Engineering & More (4.0)
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Update: May 15, 2022 @ 1:10pm

Gigastructural Engineering & More Version 3.23.2

Orbital Arcology Rework:
• Orbital Arcologies now give a 20% buff to districts (no more extra generator/farming) and are built by decision. This should make them overlap less with the Orbital Ring.
• The decision costs 200 alloys per planet size to execute and spawns an orbital arcology that builds itself around the planet.
• They can be upgraded twice (it adds more rings) with 2 extra decisions, with each upgrade adding another 20% to the buff (up to 40% and 60%). Upgrades are unlocked by 2 new techs.

Orbital Ring Changes:
• Added a Supertensiles-buffing building to the Orbital Ring.
• Added 3 new modules to the Orbital Ring that give extra mining/generator/farming districts, to replace the functionalities of the Orbital Arcologies. They all give 2 extra special districts but their efficiency varies based on circumstances.
• The mining module is more efficient on Lifeless Worlds.
• The generator module is better in systems with brighter stars.
• The farming module is better on Gaia Worlds and worse on Tomb Worlds. It does not work on Katzenland.
• Added 3 new buildings that provide a 30% buff to EXTRACTED crystals or gasses or volatile motes, unlocked by a new tech.
• These 3 buildings however have some negative side-effects and will periodically spawn a couple of blockers and devastation every 1-2 decades.
• Cannot build the Shipyard Uplinks on the Orbital Ring anymore.
• Added an event popup when an Orbital Ring is built (not in vanilla for some reason????)

Miscellaneous Changes:
• Fixed a couple of overwrites (namely Defender of the Galaxy AP, provided by Inny78)
• Gateways are now built in one go (no more construction site FINALLY)
• Orbital Arcologies and Planetary Dockyard now use the new "megastructure scales to planet" system instead of a janky ambient object-based system.
• Hyper Relays no longer appear in the Situation Log's megastructure list.

Savegame compatible, existing Orbital Arcologies will upgrade just fine.

Update: May 14, 2022 @ 12:38am

Gigastructural Engineering & More Version 3.23.1 Hotfix 2:

• Fixed EHOF-related names not working.
• Fixed FE Gamers not having a proper name.
• Gave Gigas-style descriptions to the 3 new vanilla megas in the build list + sorted them.
• The Systemcraft is no longer a shipyard/juggernaut and can now have admirals.
• Removed Systemcraft Shipyard component.
• Removed Hull multiplier and bonus from a Systemcraft component.
• Hyper-Relays and Orbital Rings are now counted as Kilostructures by the Supertensiles mechanic.

Update: May 12, 2022 @ 10:34pm

Gigastructural Engineering & More Version 3.23.1 Hotfix 1:

• Updated thumbnail.
• Fixed overwrite error in game rules.
• Fixed the elves being broken.

Update: May 12, 2022 @ 9:16am

Update: May 12, 2022 @ 9:08am

Gigastructural Engineering & More Version 3.23.1:

• Updated for 3.4 (mostly).

Update: May 8, 2022 @ 2:06am

Gigastructural Engineering & More Version 3.23 Hotfix 1:

• Fixed some scoping errors in economic categories and the Paluushia AI tweak.
• Fixed stabilised gas giant gas harvester jobs being missing.
• Public Relations Specialist Megacorps now favour the VR diplomacy district like the other diplo civics.

Update: May 7, 2022 @ 11:22am

Gigastructural Engineering & More Version 3.23: (By TTFTCUTS except for the Patreon presets & SPA tweaks)

AI Changes:
• Added AI savings system to let the AI set aside resources for building megas. Should help them build more important structures instead of spending on cheaper things.
• Tweaked several weights to help the AI better pick megastructures to build.
• Added conditions to the AI repairing ring segments in the wrecked onion ringworld system, so they don't spend the entire game repairing it without building other megas.
• The AI will no longer build instantly dismantled observation posts over Paluushia ad nauseam
• The AI is now much more likely to pick Galactic Wonders and Master Builders if available, as these are very important to progression within the mod. If supertensiles are enabled, the chance to pick Master Builders is significantly higher.
• Since the AI is so bad at colonising habitable megas, a colony now immediately starts growing for them when construction is completed.
• AI should not dismantle Substellar Compressors any more, for realsies this time.

General Changes And Fixes:
• Habitats now use a different approach to read resources that they are built over, which should improve compatibility with modded deposits
• Reworked lifeless world (dynamic core ignitor, geothermal stabilizer, atmospheric purifier) deposit generation. Random rare resources are far rarer, but the planets now transfer space deposits in the same way as habitats.
• Made terraforming megas fire the on_terraforming_complete event for other mods to listen for.
• The Fusion Suppressor now creates significantly fewer iodizium deposits when detonating a system, as it powers extremely potent buildings. Energy and physics deposits are generated alongside the iodizium, and additional iodizium can be gathered with mines by terraforming the worlds with deposits, or building habitats over them.
• Iodizium Research facilities now add +0.01 iodizium upkeep to researchers.
• Iodizium Power plants now give +2 energy from technicians instead of +1, but add +0.01 technician iodizium upkeep.
• Changed how the blockers work on the rogue AI planetary computer, so that extra blockers don't prevent construction entirely. The AI now has budgeting information to be able to clear the blockers, too.
• Sentient metal cultivator jobs are no longer considered metallurgists, as intended. No alloy-free sentient metal for you, sorry folks.
• EHOF Energy hub and research institute buildings have had their numbers tweaked a bit, and are now empire unique. The EHOF lab building remains planet unique.
• Negative mass energy converter jobs are also no longer considered metallurgists, as intended.
• Negative mass converter drones no longer create twice as much negative mass as their individual counterparts.

• Negative mass converters and their drone counterparts now show the correct building icon behind them, and now have the correct job icon.
• Added scripted loc so the cultivator output modifier, found on the Resource Processing Center, properly reads "Cultivation Drone Output" for gestalts.
• Depleting megastructures such as the automated strip mine and SUCC now leave a mining station behind instead of an unexploited deposit.
• The Great Migration edict is now usable with the ACOT-only Supermassive Birch Void Sphere
• Changed "REQUIRES STARBASE UPLINK BUILDING" note on shipyard megas to "EFFECT REQUIRES STARBASE UPLINK BUILDING" for clarity.
• Gas giant gas collector jobs are standardised between normal empires (-50% output) and gestalts, and have revised weights.
• Fixed up the 3.3 bandaid fix for VR simulator districts to fit properly with the job changes. The virtual admin server is now the unity district, scaling as the entertainment complex used to, and the entertainment complex is now related to amenities, providing jobs which boost amenities empire-wide. If you have the pleasure seekers civic, they also provide an empire-wide boost to growth speed.
• Added 5 new districts (plus variations) to the VR simulator, which you get one of depending on your empire type, civics, and governing ethics: Virtual Grid Amalgamation Sector, Virtual Livestock Pen, Virtual Consulate/Diplomatic Cluster/Interface Server, Virtual Training Center/Training Simulation Server, and the Virtual Hellscape Prison. Explore the mod to find what they all do!
• Updated @Pyrrhic#8587's patreon preset.
• Added @Sapphire#0002's preset.
• Halved the negative effects on the False Vacuum event for the SPA (positives remain the same).

Supertensiles changes:
• Megaconstruction logistics hubs no longer provide any supertensiles technician jobs, but provide twice as much storage cap.
• Megaconstruction director jobs now make fewer supertensiles and have a lower upkeep.
• To compensate for the above change, you now get a base income of supertensile materials, granted by the technology. With the base income, a single hub provides enough income for a construction speed of 1.0 when drawing from stockpile, before job output modifiers.
• Increased base supertensiles storage cap to 1000.
• Reduced base supertensiles upkeep of kilostructures from 0.5 to 0.25.
• L•Gates and Primordial Pillars no longer have supertensiles upkeep.
• Reduced empire size penalty to amount of supertensiles needed for 1.0 build speed by 50%
• Increased empire size penalty to supertensiles upkeep by 50%
• Supertensiles empire size penalty is now affected by modifiers to vanilla empire size penalties.
• The split of build speed between ongoing projects is now affected by their size • kilos now only count as 0.5 running projects when calculating the split, and non•mega projects such as asteroid harvesting doesn't affect the split at all.
• The AI now puts slightly more emphasis on increasing supertensiles production as its economy grows
• Fixed an issue where the AI would overestimate how many megas it could build while maintaining an acceptable build speed

(Full patch notes do not fit, view the Discord changelog for the rest)

Update: Apr 30, 2022 @ 1:30pm

Gigastructural Engineering & More Version 3.22.2 Hotfix 2:

• Added Blokkat dialog options for all ethics, the 3 genocidal civics and psionic empires.
• You can also taunt them with the fact that you allied the Grandbunny.
• Updated Chinese localization (Thanks LunarTraveller & team).

Update: Apr 24, 2022 @ 11:34am

Gigastructural Engineering & More Version 3.22.2 Hotfix 1 (By Aerolfos):

• Misc. error log fixes (doesnt actually affect anything other than logging).
• Changed some unnecessary every_galaxy_planet usage.
• Changed Maginot ai_weights with proper system targeting.
• Some clean up in Maginot files.
• Moved more of the Maginot initialization to triggers and scripted effects.
• New is_maginotable_ringworld trigger to control which ringworlds can be turned into Maginots.
• (With trigger) disabled Maginoting Penrose and Interstellar Habitat rings because their models break.
• Overwrite of Unyielding tooltip to show Maginot unlock.
• Changed NDB event to use extensible triggers as requested by merger of rules.

Update: Apr 20, 2022 @ 12:08am

Gigastructural Engineering & More Version 3.22.2:

Fixes:
• Fixed an infinite loop which would occur when a Frame World planetary outpost was lost (woops)
• Made internal changes which allow a much wider variety of mega related economic modifiers. Currently the only use is the upkeep listed below, but expect to see these categories used elsewhere in future.
• Fixed Discord user sleepy Miifit's Patreon preset.

Job-Based Mega Cap Changes:
• Added Supertensile Materials upkeep to all megastructures. 0.5/mo for Kilos, 2/mo for Megas and 5/mo for Gigas. If you use an origin which starts you with any megas, their base income will be paid for so that you don't start at a deficit.
• Added empire size penalties to the supertensiles system. As your empire size increases, so does the supertensiles upkeep of megas and the amount of supertensiles needed for 1.0 build speed.
Numbers are subject to change, feedback is welcome as before (pester TTFTCUTS)