Stellaris

Stellaris

Planetary Diversity - Exotic Worlds
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Uppdatering: 1 sep, 2022 @ 14:16

- Fixed an issue with Barren to Radiotrophic Terraforming
- Tweaked how Rogue worlds spawn, and Origin starting system
- Fixed an issues with Radiotrophic Mutants not getting their upkeep correctly
- Redid Rogue World Origin a bit, you can now create black holes and more Rogue Worlds
- Update Rogue World Buildings, added third

Uppdatering: 28 jul, 2022 @ 8:12

- fixed a missing negative in the exotic world modifier

Uppdatering: 27 jul, 2022 @ 23:48

- Rogue World moved to this sub mod and given a face lift, an Origin and new buildings.
- Fixed an issue with Gaia to Sulfur World terraforming links showing up
- Fixed an issue with Planet Cracker Times

Uppdatering: 11 jul, 2022 @ 22:50

- Fixed issue with Methane cracker speed

Uppdatering: 5 jul, 2022 @ 22:17

- Ash Origin now has a custom tech that is expensive but always available
- Fixed planet class overwrite with newest updates
- Fixed issue with nuked trait getting radiotrophic habitability
- Lowered capital requirements for Acid and Ash buildings
- Fixed an issue where Radblooms deposits still worked on city worlds
- Small tweaks to Ash Deposits

Uppdatering: 26 maj, 2022 @ 21:04

- Fixed issue with Radiotrophic habitability is several places
- Fixed up inconsistently with Terraforming to and from Exotic Worlds
- Ash Tectonic Decision now appears even if you don't have the tech so you know what you need to get it
- Fixed issues with secondary species on Exotic Worlds
- Sulfur Worlds now have 1 energy and 1 hot-spring job per energy district, allowing them to use all energy planet designations/building etc.

Uppdatering: 12 maj, 2022 @ 10:13

- Updated to 3.4

Uppdatering: 7 maj, 2022 @ 23:15

- fixed issue with Acid Trait missing pop growth bonus
- fixed issue with districts not showing up in expansion planner

Uppdatering: 7 maj, 2022 @ 9:29

- minor issues

Uppdatering: 6 maj, 2022 @ 19:42

- Fixed Radiotrophic races getting negatives on Habitats and Arcologies