Stellaris

Stellaris

Ancient Cache of Technologies
Showing 381-390 of 443 entries
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Update: Feb 4, 2019 @ 7:38am

- Stellarite Generator no longer requires AE Capital, just any kind of tier 3 capitals.

- Light Matter requires 100 value, increasing from 50.

Update: Feb 1, 2019 @ 8:00am

- Fixes Stellarite Conduit being availiable alongside Dark Energy Spire Tech.

- Fixes weights for some components.

- Some other fixes I probably forgot. I am such a terrible modder.

Update: Jan 29, 2019 @ 7:12pm

- Some adjustments are made.

- Adds two edicts to help deal with hedonists, one extreme and one less extreme.

Update: Jan 28, 2019 @ 6:46pm

- Fixes Stellarite Reactor on NSC Dreadnought using the wrong reactor.

Update: Jan 28, 2019 @ 2:27pm

- Fixed Stellarite Generators giving DE Jobs instead of the Stellarite Job.

Update: Jan 27, 2019 @ 7:58am

- Properly integrated Stellarite and Light Matter SR into the components.

Update: Jan 22, 2019 @ 3:38am

- Minor Fixes

Update: Jan 12, 2019 @ 1:31am

- AE Capital should now supports habitats.

- FE spawned fleets no longer counts toward naval capacity to prevent them from becoming eternally bankrupt.

Update: Jan 5, 2019 @ 9:42am

- Duplicate the techs from Fallen Weaponry Techs to eliminate the problems of randomly getting components from that submod.

- Move AE-Tier ZOFE buildings to Override Submod.

Update: Jan 3, 2019 @ 2:55pm

- Fixes various error logs, polishing the mod.