Stellaris

Stellaris

Beyond Kilostructures
27 kommentarer
Classical Scholar 3. sep. 2020 kl. 6:04 
@fridgeBaron congratulation about kid's news.:steamhappy: I knew how busy it is to become father (:v i look at my brother example, he is busy all day but his life become meaningful now). Wish you and your family best wish. :steamhappy:
ATR2400 3. sep. 2020 kl. 0:18 
@fridgeBaron

Don't worry about it. Life gets busy, I get that. I have my own mod I really should update, so it would be hypocritical of me to criticize you. Good luck!
fridgeBaron  [ophavsmand] 2. sep. 2020 kl. 22:30 
Sorry I honestly keep getting distracted and forgetting about this mod. I haven't been playing Stellaris lately, just had a kid and have been doing a lot of work for a DnD campaign book I am writing. Sadly I have no real excuse as I should have been able to get this thing updated by now. I'm not going to make any promises but this mod does still exist on my radar.

That said any cool ideas or suggestions are welcome and might pull my attention from current projects.
ATR2400 2. sep. 2020 kl. 18:23 
A sad fate this mod has met.
Classical Scholar 4. juni 2020 kl. 17:14 
This legend is now in oblivion
BlindManthicor 23. dec. 2019 kl. 15:43 
Can you update pls ?
Lord Mimring 25. okt. 2019 kl. 15:42 
Thanks!
fridgeBaron  [ophavsmand] 24. okt. 2019 kl. 10:31 
Just did some testing with 2.5 and everything seemed to be working. I'll update it to reflect soonish after I actually play a full game to make sure I haven't missed anything.
Lord Mimring 19. okt. 2019 kl. 19:33 
Is this going to be updated for 2.4? I really enjoyed it, but only found it a week or two before the update, and can't finish a game.
Thanks!
Pepis the Tender 2. sep. 2019 kl. 19:35 
I am pretty sure this and planetary diversity made each other shit themselves there were a bunch of different districts labeled ks_blahblahblah that didn't do anything on every planet
El Scorcho 29. juli 2019 kl. 15:42 
Just did the testing on my end. It appears to be working fine for me aswell. I run this mod along side Gigastructures(among many other mods) and it works without failure. I will update this post if I run into any issues.
fridgeBaron  [ophavsmand] 27. juli 2019 kl. 12:01 
Did some basic testing and everything seems fine so I set it to 2.3.*
Let me know if there are any issues
El Scorcho 27. juli 2019 kl. 9:55 
Do any of you know if this mod works on v2.3?
fridgeBaron  [ophavsmand] 9. juni 2019 kl. 8:42 
Just tested, with just this mod and I could get the tech with 3 different random species.
I checked the vanilla files and you need either rare crystal tech or the market before it will give you any heritage site techs.

Hope that helps
Carredin 1. juni 2019 kl. 17:30 
Not sure if intended. Mod seems to disable heritage site and culture building technolgies from appearing.
fridgeBaron  [ophavsmand] 1. juni 2019 kl. 11:28 
The mod works for 2.2.7. it mysteriously just rolled back the thing

Thanks for your patience HuntsmanMC and help, it should actually be working properly now.
Huntsman 1. juni 2019 kl. 9:48 
There is a auxiliary slot component which oddly is the same as nanicomposite armor however it has the food value 400 food and -100 alloy, still available at start it is also named KS_Ascension_Bio_1. Also start with a building named KS_building_food_consumer. Idk if that is intended or not. Hope this helps in some way.
Izanami 1. juni 2019 kl. 9:29 
Is mod fixed/working? Says outdated. For 2.2.3, not 2.2.7?
fridgeBaron  [ophavsmand] 31. maj 2019 kl. 19:44 
Bio Ascension component now requires a tech that is locked behind the ascension AP. Also AI shouldn't be able to get the tech.
fridgeBaron  [ophavsmand] 30. maj 2019 kl. 7:35 
Should have time to fix that tonight or tomorrow. Thank you
Huntsman 29. maj 2019 kl. 12:39 
Having an issue with the prefix KS Bio_Ascension armor at start, costing like 400 food to produce, AI always go for the best equipment they can so this is causing AI to be degraded to the point where they cannot even compete. Was wondering if you have and idea how to fix this or etc. If you want access to the modpack I am using I'll link it to you if want it check it and see if you spot any problem right off the bat. Very cool mod other wise and I really like the concept.
Quin 20. maj 2019 kl. 19:25 
If anyone with a complicated mod load order is getting weird issues with stuff like civics and buildings prefixed with KS_, and gaining magical aux slot biological ascension armor even with non BS species for your ships and stuff, this mod is the one causing it. Stellaris doesn't really like merging its stuff with other mods even though this mod only adds a few small things over a large amount of vanilla files.
RejectHumanity 10. jan. 2019 kl. 2:07 
that's what happened, my bad. I had misunderstood the actual use of the mega. I had thought it would be an additional starbase to have more defence, but instead it upgrades the one you have
fridgeBaron  [ophavsmand] 9. jan. 2019 kl. 16:20 
hmmm thats weird, could you link the specific mod so I can have a look and see. The option also disapears if you research citadel maybe that happened?
RejectHumanity 9. jan. 2019 kl. 3:11 
prototype starbase suddenly disappeared from megastructures list, perhaps it has to do with extended starbase mod?
fridgeBaron  [ophavsmand] 7. jan. 2019 kl. 18:12 
Added an actual description
MountainMan 25. dec. 2018 kl. 6:08 
What does this mod do?