Stellaris

Stellaris

Machines & Robot Expansion Continued
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Opdatering: 22. okt. kl. 10:24

This change set includes many fixes from Legit-Rikk; thank you Rikk!
Welcome and thanks to guest contributor, Exasperation!
Special thanks to Krukal (Silvery Mercury) of Doves Localisation Group, for all your help translating this mod's text to Chinese!

Mod version 3.0.8, compatible with Stellaris v4.1.*

Bug fixes (Rikk):
- fix orbital cooling system from overriding cooling limits
- Fixed some localisations which were too long in the planet view
- Fixed a bug with the Dyson Receiver's effect on planets
- synchronization arrays can now be queued
- Machine World planet classes can be converted to Auto-Machine World using a core
- auto_organoid_research_center adds food upkeep to Science districts
- Fixed code recomposition project not granting code recomposition event (it fails the event trigger before the special project is marked as complete)
- A few smaller fixes to make error.log more quiet

Balance & Improvements (Rikk):
- Outer core cooling project takes a lot more time now
- Outer Core cooling deposit, and Outer core Tap deposits have had their bonuses reduced a bit
- World Machine colony designations have been buffed slightly
- Make certain event text more clear, during World Machine improvements special project
- Terraforming from a regular habitable planet to a T3 Machine World (Forge, CPU, Server) will cost 2 World-Machine cores
- Tier 1 of auto-farm, auto-mine, and auto-generator buildings don't have science upkeep (but will have science upkeep on subsequent upgrades)
- Catalytic Converter empires will see their Consumer Goods structures using Food, and also Strategic Resources structures using Food
- World Machine buildings and zones production values have been tweaked (scaled up slightly) to match Phoenix 4.0 base job production values. These may get tweaked again.

New Stuff (Rikk):
- Added auto trade hub starbase building
- Added 3 new zones for energy, minerals, and food districts that take SR upkeep to increase their production

Balance & Improvements (Exasperation):
- Machine Learning civic is now compatible with World Machines
- Fixed starting districts for World Machines when the Planet Cracker civic is selected

Bug Fixes (Retro):
- Resize all building icons to fit Lyra 4.1 standards
- Auto-Factory planet name has been standardized across tooltips
- Wacky scaling issues with unity districts on Auto-Server is fixed
- Self Assembling Colony AP was leaving behind 2 buildings then destroying the lower-tier one, this has been fixed (Reported by Mongolow)
- Bio Mech assembly was skyrocketing since a particular variable was not being reset each month, which let the assembly bonuses go to the moon (Reported by Tarka)
- Bio Mech empires weren't able to remove bio traits (Reported by Arphar) now they can
- Mechanical Planet starts with 200 roboticist jobs, it was missing being scaled up to match 4.0 values (Reported by Arphar) so it was starting with literally 1 roboticist job
- Do not overwrite "mod_planet_bureaucrats_upkeep_mult" (reported by JadeBlood815)
- trigger logic for can_remove_beneficial_traits was excluding Biogenesis DLC players from removing traits.. sorry folks, this should be fixed (reported by JadeBlood815)

Balance & Improvements (Retro):
- Create a unified Industrial colony designation
- Improved Machine tradition pick, added a few new bonuses since +building slots is no longer relevant (Requested by Arphar)

New Stuff (Retro):
- Added research specializations for auto-generator, auto-mining, auto-farming districts
- Add 3 district specializations to World Machines' primary district, for boosting energy, food, and mineral production
- Auto-Factory's Munitions district has 3 zones: Naval cap, ground support (build armies faster, defensive army bonus), and a sublight speed-boosting zone
- Certain zones have new specialization icons
- Flavor text additions in various World Machine planetary buildings
- New Auto-Research buildings, one for each type of research
- Mechanical World has an updated planet background, using the Continental sky instead of the bleak Machine sky
- Some primary district zones will send resource production to the Auto Capital, if those zones would have added jobs in the base game / vanilla version of the zone (because of differences in economic category between planets' primary zones). This is an experiment, and may be changed/removed later.

Opdatering: 30. sep. kl. 7:36

This update contains Chinese language updates by Krukal (Silvery Mercury) of Doves Localisation Group.

Thank you very much Krukal for always being willing to help with translations!

Opdatering: 29. sep. kl. 12:47

Mod internal version 3.0.7, compatible with 4.1.*

Bug fixes:
- Ruined World Machine situation was not resolving as intended, this was due to an event target not persisting through the situation. Restoration events should have the planet name in the event windows, and also in the situation name.
- Auto-logistics buildings had no cost and they could be built independently. (thanks Speedy for the report)
- Add missing descriptions for a number of World-Machine zones
- Product Fabricator can be built in World-Machine zones
- Fix second capital building appearing on new WMs (it disappears after 2 days)
- Auto-Orbital filing system wasn't applying unity bonuses to all planet classes
- Fix typo which made Dyson Receiver un-buildable
- Increase weight of blocker removal techs to appear, if those blockers are present on any planet in a player's empire
- New Synthetic Age AP was boosting pop assembly way too much (thanks Mike for the report)
- Found an obscure reference to Auto-Ringworlds that might have been causing Cooling/Overheating bonuses to be applied to them
- Attempt to address over-aggressive Cooling district removal. The math was rounding a variable down so it was possible to get the wrong number of cooling districts removed.
Include production districts modifiers
- Update colony designations, fix incorrect references, also fix Auto-Capital (Extraction)
- Don't hide factory colony designations
- Fix text display for Nanomachines trait, it's been updated to reflect the new mechanic
- Large batch of fixes to zones; fix wacky overscaled production and upkeep in some places
- Fixed a conflict between Self-Assembling colony ship AP, and the logic to automatically install auto-capitals on World Machines. Now, preference will be given to Self-Assembling colony ship logic, so players with the AP will get their upgraded capital on planet colonization, rather than it being automatically removed by effects that are run when a world machine colony is created

Improvements / Balance:
- Adjust starting conditions for WM Origin if catalytic civic is selected
- Reduce cost of restoring a ruined world machine to 2500 credits, same cost as starting a new planet with a core
- Reduce cost of reactivating any WM to 500 ec and 200 alloys, same cost as building a colony ship
- Colonization of WM planet classes is blocked for WM origin empires. Meaning, the button in the planet interface labeled "Colonize", and this is just for World-Machine planet classes, regular planets can still be colonized this way. There is a note to use the planetary decision to activate the planet. I made this choice because the game does not add the right amount of pops and do the right setup things on colonization, and it's easier to control planet set-up this way. The cost of the decision has been reduced to be the same as the cost of a colony ship (500 credits, 200 alloys)
- New Synthetic Age gives a flat +35% to pop assembly, instead of the old system, since pop assembly has all been merged now in the base game. Bio Mech empires still benefit from an additional pop assembly boost to Bio Mech pops
- Created 800x400 images for planet backgrounds to match new art dimensions
- The "Cease Robot Assembly" decision has a new icon. I also changed the name to "Cease Pop Assembly" and added some flavor text and concepts for fun.
- Cease Robot Assembly decision works on Bio-Mech pops now, I had set up a custom growth scheme for them, which went around vanilla mechanics
- Move most district production into zones (specializations)

Opdatering: 21. sep. kl. 19:39

- Fix math for Warmachine bonus naval cap, the math was giving way too much bonus per pop
- Fixed math for Production protocol, same issue as above, math was not scaled right
- Fixed/updated bonuses for Nanomachines. The issue was that the bonus was the highest at low population levels, but then because of math, the bonus was very tiny because populations are tiny. So I have adjusted the bonuses provided by Nanomachines; smaller populations start at -1 housing and -1 amenities usage, and by 10k population, don't have a bonus any longer. The Nanomachine maintenance job is scaled a bit better to provide slightly more bonuses too
- Fixed Bio Mech project completion event not firing
- Fixed the amounts of unity produced by goods distribution to be scaled to Phoenix 4.0 pop levels (thanks Rikk)
- Fix "Self-Assembling Colony Ship" ascension perk, which was not upgrading the capital building correctly
- Fixed "After the Doomsday" origin, the other colonies were disappearing unexpectedly

Improvements:
- Reworked Goods Distributor civic, to be a perpetual edict until deactivated
- Nanomachines trait can be added/removed if empire has completed Nanotech tradition (Thanks Exasperation for the suggestion)

Opdatering: 6. sep. kl. 12:04

- Attempt to address World-Machine-related deposits appearing on other planets
- Fix commented closing brace

Thanks to "Exasperation", in the SMD discord, for reporting these issues.

Opdatering: 5. sep. kl. 11:20

Mod version 3.0.4

Bugfixes:

- Fix Automaton requisition decision making 40k pops (thanks minecon2 for reporting)
- Fix requisitioned Automatons not being deleted at all after the timer expires
- Fix World Machine blocker deposits showing up on non-World Machine planets (thanks Exasperation for reporting)
- Fix Meshnet trait which was giving massive workforce bonuses
- Fix situation targeting of ruined World Machine, so multiple empires can have the same situation
- Core Modifying custom GUI had some traits that could not be added to the Core Intelligence, I have removed them from the GUI
- Mind Integration AP was not firing event on completion, this has been fixed

Opdatering: 26. aug. kl. 21:49

- Fix grand archive cost (inexistant mult) - Thanks Exasperation for the report
- Only produce one batch of new Bio Mech pops per month, per planet - Thanks Raxze for the report

Opdatering: 25. aug. kl. 5:57

Small batch of bug fixes:

- Fix issue with Auto Machine world decisions not working because it is looking for 0 districts on the planet, but all planets are forced in 4.0 to have at minimum 1 district
- Fix issue with Virtual Reality district showing up on Auto Machine World, after it was converted from a machine world
- Forge district was using alloys as upkeep, now uses minerals (thank you Xianzhen for the report)
- improperly formatted scripted Mechanical Worlds locs (thank you Exasperation for the report)

Opdatering: 23. aug. kl. 6:55

- Fix dyson deflector build requirements
- Mark World Machine upgrade deposits as rare
- Fix decisions to convert worlds to ECU, SER, CPU: the minimum required districts was too low (zero), so the decisions couldn't be enacted.

Opdatering: 21. aug. kl. 6:14

Compatibility update with Stellaris 4.0.22

Mod version v3.0.0a

THERE WILL BE BUGS! Despite my best efforts to test everything.

- All planet types have been redesigned to fit the 4-district limitation of the base game
- Advanced World Machines have a primary Cooling district with secondary districts close to what they were in 3.14. There is new art for this district
- The homeworld for the World Machine Origin starts out with an Industrial district as the primary district, and still has Generator, Mining, and Farming districts
- Auto-Ringworld has a R&D District (trade or research), Industrial district (alloys or goods), and a Raw Resource district (generator or farm)
- Mechanical Worlds have been reworked: City district (Primary), with Generator, Mining, and Farming districts
- Virtual Server world has been reworked: Trade district (Primary), with Research, Unity, and Amenities districts. The Matter converter district has been replaced by a building, and tooltips got updated to reflect this
- Traits and civics have been updated, they should still work as intended (fingers crossed)
- The "Merchant Machine" civic has been deactivated since it was completely broken by the 4.0 update. It will take some time to rework it for 4.0
- The "Overclocked" origin has been deactivated, since it's not possible to apply the glitched modifier to pops or pop groups. It will need to be redesigned and this is going to take some work
- Bio-Mech pop growth system has been updated to work with 4.0 and may be slightly better than base Machine assembly

Improvements / Fixes

- Meshnet trait, Nanomachines trait, and Deviants traits have been reworked to be more performant. Instead of using script values they will use variables calculated once on day 2 of each month.
- Added new icons for dyson deflectors and receivers (Thanks Legit-Rikk!)
- Corpse Processor civic policy switches actually work now
- A myriad of small bugfixes

Known bugs:

- Planet automations don't work (they don't work in the base game ...)
- On Machine Worlds, Automaton pops don't always fill up the Hibernation job, they move to the Maintenance drone strata, so players will have to manually set the Hibernation job as priority

Special thanks to KrukaL of Doves Localisation Group for the Chinese language translations!