Stellaris
Rise of Cosmic Industry BETA
Показані результати 61–70 із 105
< 1 ... 5  6  7  8  9 ... 11 >
Оновлено: 30 берез. 2022 о 6:17

Corrected the name of the Spaceport from Orbital Infrastructure in the module blurb.

Included my Reset Factory script updating module counts in the UI if the real number is lower than the UI value.

Fixed Autofab triggers for limited districts.

Made the Autofab game start script check to ensure that the planets it is adding modules to are allowed to have them.

Fixed the ROCI menu not appearing on game start.

Changed the Equipment Factory building to only be placed on Capital Planets at game start.

Оновлено: 27 берез. 2022 о 16:28

Exploit has been force-disabled pending a crash fix in vanilla.

Оновлено: 25 берез. 2022 о 17:00

Fixed Autofab Automation queueing a module when the planet already has a queued module.

Included an additional check in Autofab to ensure it takes into account queued modules when determining how much district space is left.

Fixed autofab extractors remaining queued on planets that don't have any sr deposits.

Fixed the Exploit minimum 2 moltens script so that it could actually work the way it was intended.

Fixed a ton of game start errors with Exploit.

Fixed some game start errors with Autofab.

Fixed some game start errors with Realdev.

Fixed some game start errors with Orbital.

Gave the Trade Ships edicts an icon.

Gave the error log a massive cleanup.

Gave the Colonize Planet decision the correct trigger.

Included an on_action for when an autofab module completes.

Included an on_action for when an autofab module starts.

Included an on_action for when an autofab module retooling completes.

Included an on_action for when an autofab module retooling starts.

Included an on_action for when a Minor Colony completes.

Included an on_action for when a Minor Colony starts a construction.

Included an on_action for when a Minor Colony completes a construction.

Simplified exploit loop events. This should reduce the performance impact of lots of colonies building at once.

Made a yearly event for Cargo Ships to get them on their way if the on_action doesn't work as it should.

Moved Sprawl Districts to being handled by a dedicated event based on on_actions.

Fixed the Corporate Autofab civic not working with vanilla corps, only Bug Branch corps.

Added a thing to the description of the Minor Colony planet modifier that shows the remaining and total exploit size. This does not work on existing planets, but will work on new ones.

Renamed the "Colonized Planet" planet modifier to "Minor Colony".
Improved tooltip readability on Exploit decisions, including removing extranneous ones.

Fixed being able to demolish the Sprawl Workaround district.

Renamed the Space Elevator stuff to Spaceport, and related for the other tiers.

Added a planet modifier that shows the current Orbital Infrastructure.* Needs an Icon

Fixed alloy mines being unable to be built of the shattered world from the ringworld origin.

Fixed exploit not updating it's Building Colonies count often enough for realdev.

Made Defense Platforms spawn a max of 1 platform per district per month. Removal of platforms over the limit supported by the current district count is still unlimited.

Fixed starting minor colonies not building up.

Added a hopeful fix for starbases not counting as hostile for preventing Orbital Platform spawning.

Added an effect that can be called to log autofab values on things.

Fixed autofab not working correctly on the Shattered Ring.

Fixed anyone using one of the Autofab Civic getting 2 Autofabs for some reason.

Fixed the factory doing weird stuf on ringworlds.

Fixed Exploit causing stellaris to have a seizure.

Fixed Void Dweller Autofab modules disappearing.

Оновлено: 23 берез. 2022 о 16:33

Revert version to March 19th, as that one didn't cause crashing.

Оновлено: 22 берез. 2022 о 18:07

Gave the error log a massive cleanup.

Gave the Colonize Planet decision the correct trigger.

Fixed the autofab log effect.

Оновлено: 22 берез. 2022 о 15:45

Included an on_action for when an autofab module completes.

Included an on_action for when an autofab module starts.

Included an on_action for when an autofab module retooling completes.

Included an on_action for when an autofab module retooling starts.

Included an on_action for when a Minor Colony completes.

Included an on_action for when a Minor Colony starts a construction.

Included an on_action for when a Minor Colony completes a construction.

Simplified exploit loop events. This should reduce the performance impact of lots of colonies building at once.

Made a yearly event for Cargo Ships to get them on their way if the on_action doesn't work as it should.

Moved Sprawl Districts to being handled by a dedicated event based on on_actions.

Fixed the Corporate Autofab civic not working with vanilla corps, only Bug Branch corps.

Added a thing to the description of the Minor Colony planet modifier that shows the remaining and total exploit size. This does not work on existing planets, but will work on new ones.

Renamed the "Colonized Planet" planet modifier to "Minor Colony".

Improved tooltip readability on Exploit decisions, including removing extranneous ones.

Fixed being able to demolish the Sprawl Workaround district.

Renamed the Space Elevator stuff to Spaceport, and related for the other tiers.

Added a planet modifier that shows the current Orbital Infrastructure.* Needs an Icon

Fixed alloy mines being unable to be built of the shattered world from the ringworld origin.

Fixed exploit not updating it's Building Colonies count often enough for realdev.

Made Defense Platforms spawn a max of 1 platform per district per month. Removal of platforms over the limit supported by the current district count is still unlimited.

Fixed starting minor colonies not building up.

Added a hopeful fix for starbases not counting as hostile for preventing Orbital Platform spawning.

Added an effect that can be called to log autofab values on things.

Оновлено: 19 берез. 2022 о 17:10

Named all mod files with appropriate prefixes so the error log can be searched better. All mod files are now prefixed with roci_<module code name>

Reaplced Autofab Reset code with something more efficient, and less prone to exploits.

Included setting all autofab variables when an autofab is built, to eliminate error logs complaining about unset variables even though it makes no practical difference and this error didn't exist before and there's no reason for it to exist now.

Made the game start autofab event use the scripted effect to add the autofab.

Fixed a missing Quotation in loc.

Added missing icon for tech that doesn't officially exist.

Included checks for if a variable is set for the Sprawl Workaround district counting thing because variables being unset is apparently a problem.

Localised some things because apparently this is a problem.

Added some exists = owner checks because this is apparently not implied by trying to switch scopes.

Gave the Sprawl Workaround district some icons shameless stolen from other districts so the error log stops complaining about it.

Corrected the description of the Space Elevator tiers, since Orbital districts are not hard-capped anymore.

Made Autofab Modules take a district slot when they are started. If one isn't available, the construction will be cancelled, and resources refunded.

Corrected when you pay for the Autofab Extractor. It was doing it after it was built, not when it was started.

Оновлено: 17 берез. 2022 о 18:38

Unified the Trade Route requirements regarding gestalts and non-gestalts. Everyone now requires at least 50 opinion, or 25 and improving relations, or one party must be the subject of the other.

Fully locked out Trade Ship events if the module is not active. This should reduce performance impact if the module is off.

Optimized the Cargo Ships event for viewing the results of all trade routes with your planets.

Fixed Trade Value modifiers not being applied for trade routes.

Fixed the Country Autofab UI not fetching Queued modules from planets properly.

Optimized Cargo Ship pathfinding events.

Optimized detection events for Cargo Ships starting a new trade route.

Made the Industrial Production Boost modifier give 0.5% job output per IP, like it's supposed to.

Optimized AI decision-making regarding Cargo Ships and trade routes.

Made loc for the Housing Automation tradition swap fo gestalts.

Updated the Autofab Corp Civic to work with Bug Branch corps.

Added a check to reduce error log spam.

Оновлено: 14 берез. 2022 о 12:53

Made the Exploit Terminal edict not appear if the Exploit module is not active.

Fixed the Bolster Cargo Fleet event opening itself when you select the option to close it without doing anything.

Localised the Automation Tradition so it doesn't show the code name when you try to adopt it.

Оновлено: 14 берез. 2022 о 0:06

Fixed the Empire Industry Screen opening itself whenever you close it.

Also gave it a name.

Fixed trade routes infinitely increasing their production.

Changed Trade Routes to only give a 0.75x multiplier to the non-owner planet.

Updated Bug branch codenames for megacorp civics.

Changed trade routes to load cargo equal to 5% of the planet production (Per cargo ship) instead of 100%.

Changed the Autofab tradition that give habitability to give -Crime instead for machines.

Moved the -5% housing usage modifier on an autofab tradition to the autofab deposit, so it only applies on planets with the factory.