Stellaris

Stellaris

Machines & Robot Expansion Continued
Showing 31-40 of 40 entries
< 1  2  3  >
Update: Apr 11, 2024 @ 8:53pm

- Balance: Scaled CPU World machine research output from 70 to 30, to go along with recent research debuffs in base game
- Bugfix: Exclude Adventurous Spirit from ruler & councilor GUIs
- Improvement: Bio-Robot automatically inherits from Biological and Machine traits, so other mods' traits should be available for it now
- Improvement: Machine empires can make vassals after taking the "Distributed Multikernel" AP. Vassals will be fellow Machine empires. Not available for Determined Exterminators.
- New trait: "All-Terrain Hardening", 80% base habitability floor, with 10% more upkeep & housing usage, in advance of TMA

Overwrite /common/game_rules/ can_release_vassal_from_species

Update: Apr 2, 2024 @ 7:55pm

- Bugfix: councilor editor recognizes when core modifying gui tech has given more trait points via tech upgrade
- Bugfix: Planet Cracker tech 2 now has a prerequisite of the tech 1 upgrade
- Bugfix: Add missing "remove trait" tooltips in the councilor editor
- Bugfix: Keep Paragons-excluded traits out of Legion Editor (battleship focus, etc)
- Improvement: Add note in core modifying tech that it also gives points and picks for councilors
- Improvement: Let space mining tech improve the output of Planet Crackers. ONLY space mining tech affects planet crackers right now. This may change later
- GUI: Refresh available traits for leader builder and ruler modifying GUIs
- World Machines Bugfix: Add back code to remove extra queued World Machine cooling districts
- World Machines: Remove the cooling offset system.

Update: Mar 31, 2024 @ 6:29pm

- NEW: Councilor Editor GUI Feature. Edit gestalt nodes similar to the ruler modifying GUI. Add/remove traits with cost. Points and picks are tied to tech upgrades, uses the same tech as the ruler modifying feature.
- NEW: Technology to unlock the edict for launching Councilor Editor
- Localisation: Update all language folders with English content. I was sitting on this for a while, but it became necessary since the 3.9 version. Unfortunately this means losing the Korean translations that were a part of this mod. Will need a translator(s) to come and fix the rest.
- Bugfix: Added upgrade option to Planet Cracker to be able to dismantle it.

Update: Mar 18, 2024 @ 8:13pm

- Bugfix: Malware civic infiltration ops work again
- Bugfix: Leader builder now resets number of leaders selected for assembly, when you press reset button in the UI
- Bugfix: Virtual Reality Server decision is no longer an option on Virtual Reality Server worlds
- Bugfix: Self-Replicating Microbot deposits are now properly cleared on worlds where pops don't have that trait. every_deposit trigger has problems with custom deposit types it seems.
- GUI: Fix blurry icon for Spirit Energy Theory
- Bugfix & Balance: Bio-Mechanical AP had a dependency on a 3.9 tech, "Xenostudies", which is no longer in the game because it boosts base researcher output. I created replacement techs ("Xenostudies Fundamentals" and "Advanced Xenostudies") with custom art. The advanced one (T2) is the actual req for that AP replacing tech_society_2. The techs reduce organic food upkeep and reduce species project cost, to help aspiring Bio Robot empires. In one playtest they appeared in my research options around early midgame. Please give your feedback about this change.
- Bugfix & Balance: Requirement for Spirit Energy Theory tech used to be tied to tech_physics_2 which was a 3.9 tech that boosted base research output. It's no longer in the game. I have swapped in tech_hyper_drive_2 as its replacement requirement which seems the closest in terms of roleplaying / thematic selection. Also, Spirit Energy Theory now gives +30% Field Manipulation research speed up from 20% to compensate for losing base researcher boost. Please give feedback about this change.

---- New tech to replace tech_society_1 and 2

Xenostudies Fundamentals
- Colony development speed +10%
- pops food upkeep: -5%

Advanced Xenostudies
- Modify species cost: -10%
- pops food upkeep: -5%

Update: Mar 11, 2024 @ 5:01pm

- Bugfix/improvement: Fix too many cooling districts by applying offsets that negate the extra unintended bonuses, so it's not possible anymore to get a high world machine output bonus by destroying resource producing districts, when there are many cooling districts
- Limit cooling district bonus to 120%
- Bugfix: Remove 'towel' trait from leader-builder (that was unintended) and do a few other trait fixes
- Bugfix: Fix effects-based trait tooltips in leader-builder
- Bugfix: Fix not being able to add councilor traits that are given by a civic, so picking civics that give traits will work now
- Improvement: Flavor text addition to cooling districts
- Balancing/improvement: Add a mechanic for imposing output penalties to non-resource districts (like Naval Cap district) when the thermal throttling planet modifier is set to bad (world output is below 100% because there aren't enough cooling districts). This will help balance overbuilding non-resource districts.
- Add mechanic to prevent stacking non-resource districts in world machines
- QoL improvement: Add colony automations for each world-machine type, with custom icons for each. Now possible to automate building Generator districts on an Auto-Machine World, or Epsilon (engineering) districts on a Auto-Processor world, for example. Check out the new automations! Remember that open jobs must be 0 for the planet to keep building things automatically.

Update: Feb 27, 2024 @ 3:45pm

3.11 compatibility release. Mainly trait tooltips got updated.

Batch of bugfixes, and add'l content & balancing:

- Add galatic admin tech to AP requirement for Source Code Reprogramming
- Fix issue with giving +1 civic with Source Code Reprogramming AP, this was not balanced and also not working in certain cases
- Add additional UI after Source Code Reprogramming project is finished to prompt player to drop excess civics in case they end up with 4
- New event graphics for Source Code Reprogramming project and event window!
- New AP icon for Source Code Reprogramming
- More flavor/RP text for Source Code Reprogramming project description
- Source Code Reprogramming project and event show the empire's main species name
- Fixed blurry/missing civic icons for Good Distributor, Planet Cracker, and Mysterious Core
- Bugfix for Memory Share - leaders do not get excessively leveled up any more (sorry :D ) This was a fun one to figure out

Update: Feb 23, 2024 @ 8:29pm

- Show DLC requirements for certain traits in leader-building GUI
- Fix calculations on leader-building GUI, it should cost the correct amount now for however many leaders a player wants to assemble
- Fix tooltips for traits that are event-based
- Add special text for Upgrade II, the base description is somewhat confusing
- Show technology requirements on traits that have tech requirements
- Also add a bugfix to Merchant Machine where the player was getting double deposits for the trade route's value.
- Remove all Expertise traits from the core modifying GUI.. these traits don't have an effect on rulers :(
- Block switching subclasses in the core modifying GUI if a subclass is selected, this is to fix being able to stack on traits from another subclass, thus having too many traits
- Remove emotional support pet trait .. Some machines may provide emotional support, just not ones in these empires
- Do better filtering on which traits are OK for rulers and which are not

Update: Feb 20, 2024 @ 6:08am

- Fix missing tooltips for Urbanist and Trickster
- Add Machine-flavored trait names and descriptions, if they exist in vanilla, to the leader-building and core GUI
- Add Ancient Realms requirement to pick Archaeologist III
- Additional trait generation improvements

Update: Feb 18, 2024 @ 5:28pm

Updated Alpha version, with thumbnail

Update: Feb 18, 2024 @ 3:13pm

2.1a Alpha version, with GUI fixes to leader-builder and core-modifying features.
Various fixes to update leader classes from 3.9 to 3.10 behind the scenes.
Internal code changes fixing deprecated 3.9 references.
Huge amount of work behind the scenes in creating tools (Python scripts) to generate leader traits, GUI code, and trait tooltips from base Stellaris traits.