Stellaris

Stellaris

Guilli's Planet Modifiers and Features
Showing 71-80 of 223 entries
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Update: Nov 24, 2021 @ 7:58am

Quick Compatibility update for 3.2 with pop job fix. More fixes/update soon when I have some free time

Update: Sep 25, 2021 @ 1:21am

Fixed a bug with ruined precursor megashipyards, they are now no longer free to repair..
Fixed typo with some event pictures where alwaystransparent = yes had one L too many
Habitat Infrastructure job numbers reduced to be more in line with 3.0 pop changes
Habitar infrastructure jobs output increase slightly to account for the reduced job numbers
Fixed protoplanet event text missing leader name
Switched Merchant output bonuses with generic trade value multipliers as I forgot how trade works in the code :|
Removed most of the terraform links overwrites as they're no longer needed

Update: Sep 18, 2021 @ 1:20am

• Mod compatibility; added planet "gpm_solidified_planet_core" to planets with the solidifier core to be used to prevent terraforming things.
• Fixed missing ringworld decisions icons
• Fixed missing icon code bug with two modded army types
• Consumer goods decision for minor artifacts can now be used by machine servitors
• Power Core Relic will now reduce ship jump drive cooldowns instead of increase it
• Fixed an old code with sol_neighbor_t1 but I've removed the overwrite entirely. It was just for a chance to add a specific modifier to it's star.
• Updated the bio_pop_growth_speed modifier to biological_pop_growth_speed
• Fixed Remove Toxic Gas planetary decision, it now correctly checks if you have the tech to remove it
• Fixed +1 housing bonus on the rare unlocked ascension tower building with tradition dominion Imperious architecture
• Rebirth Origin has been reworked a little and can now be used by machines and hive empires as well as normal empires
• Lost Project Origin has been reworked a little and can now be used by machines and hive empires as well as normal empires
• Dangerous Wildlife no longer block other deposits

Update: Sep 14, 2021 @ 8:04am

• Made compatible with 3.1 Lem update
• A 3.0 LEGACY Version of the mod can be found here: <link>
• 3.1 Lem update fixed a few cases where random lists weren't working as intended. As a result the origin random modifiers once again are random, as are some other cases where randomness is used when generating events/modifiers/rewards.
• Added a few more minor event options giving food deposits on gas giants
• Some trade planet modifiers have their bonuses adjusted or change to a merchant job output bonus
• Planet modifiers on uninhitable planets will now again show bonuses. Keeping special duplicate "uninhabtiable" planet modifiers that switch when terraforming was proving to take too much time keeping it compatible with various other systems and mods.
• Terraforming bonus planet modifier is temporary disabled so I can rework it soon
• The valuable world planet modifier has been removed. All planets that would get a valuable worlkd planet modifier now get a regular terraforming candidate planet modifier instead. This reduces complexity for me and improves mod compatbility a lot.
• Deathworld Origin reworked; now has much more variety of bad modifiers. Bad modifiers are also curated in their scaling meaning they wont be as harsh.
• Rebirth and Lost Project Origin temporarely disabled pending a rework. They'll be back soon.
• Precursor Event Ship has gotten a small overhaul: it's weaker in firepower and speed but gained some survivabity. It no longer charges forward into battle and instead likes to fire from a distance. It's jump drive can cover most of the galaxy and it's jump drive cooldown is vastly improved.

Update: Jun 19, 2021 @ 3:20am

Added a couple new planet modifiers
Fixed wrong quantum sphere active effect. Will now correctly half of spy operation costs

Adjusted planet modifier scaling; will now scale in steps of 25%.
Scaling table:
Planet size < 12 = factor 0.50
Planet size 12 to 15 = factor 0.75
Planet size 16 to 19 = factor 1.0 (default values)
Planet size 20 to 23 = factor 1.5
Planet size > 24 = factor 2.0

Also adjusted planet modifier values so they work well with the new scaling (less weird numbers)

Slightly lowered the amount of minerals and energy deposits that are removed at the start of the game so the early game matches vanilla more.
Added decision to fix the "Thin Ozone Layer" planet modifier, replacing it with a "Restored Ozone Layer"
Terraforming to machine worlds or other modded planets no longer accidentally removes precursor modifiers
Machine world modifiers now all have bonuses
Some techs/bonuses had their non-functioning weapon damage bonuses replaced with more generic ones
Fixes karst worlds (PD mod) not being recognised as habtable planets
Fixed bug with l-cluster overwrite
Various other minor bug fixes

Update: Apr 25, 2021 @ 12:35am

Fixed missing potential tag in colony designiations for ecumenopolis foundry
Fixed bug with restore opportunity planetary decision
Fixed a few more spelling errors

Update: Apr 23, 2021 @ 8:50am

Added start menu option to disable mod relic drops
Added Planetary Diversity missing planet classes compatibility
Added Planetary Diversity colony designation compatibility

Update: Apr 22, 2021 @ 12:26pm

• Planet Modifiers will now scale based on the planet size they are found on, from 50% their value on planets below size 11 to 200% their value at planets size 25+. Size 16 planets are considered the base. Does not apply to save games
• A small part of the planet modifiers had their bonuses adjusted slightly or replaced with similar ones. Eg; +40% minerals replaced by miner jobs produce +1 minerals. Overall in save games this should be a small buff. I'm sorry if certain modifiers negatively adjust in your save game, should be pretty rare though.
• Added a starting menu option to disable the planet modifier planet size scaling
• Minor Survey events will no longer spawn resource deposits if they happen on habitable worlds
• Slightly buffed trade value deposits from survey events for Megacorp empires
• Relic decisions "Build Shield Arrays" and "Construct Floating Islands" can now be used on relic/city planets, hive planets, machine planets and tomb worlds
• Added a message when an empire you know discovers a relic
• Added a message when you discover a "valuable world"
• Added a message when you discovered a "wondrous world"
• The wondrous world survey event will now only appear the first time you discover one
• Nerfed the resources you get when you subjugate/integrate/destroy an empire
• Adjusted the nr of entertainer pops from habitat gambling modifier/decision
• Automatic Colony designations will now also look at the mod's planet modifiers to determine what to best class the colony as
• The base tooltip box has it's weight extended so it better fits the more lengthy modifiers. This is compatible with the UI mods.

Update: Apr 20, 2021 @ 3:30pm

Un-awakened Fallen Empires will no longer war you for your relics

Update: Apr 19, 2021 @ 12:18am

- Protectorates and Signatories subject types no longer get their relics taken by the overlord
- Destroying an empire now correctly transfers all the destroyed countries relics