Stellaris

Stellaris

Building Adjustments
13 条留言
forbiddenlake 2023 年 5 月 20 日 上午 10:42 
3.8 status (before any update)- should be fine.

building_planetary_shield_generator now has can_be_ruined in vanilla. building_sentinel_posts has a couple more AI restrictions.
Peter34 2023 年 1 月 1 日 下午 6:34 
Thanks for updating, but I don't think this mod does enough for Alien Zoo and Betharian Power Plant. Even just adding +1 Stability to an Alien Zoo, and +5% Energy Credits from Jobs to a Betharian would do a lot to "heighten" them to the point where they're exciting to find.
Amanfreed 2022 年 5 月 20 日 下午 5:07 
Any chance of an update?
Peter34 2022 年 2 月 4 日 上午 2:24 
Can you add a small boost to the Gene Clinic and Cyto Clinic, to make it viable, please?
Peter34 2021 年 10 月 16 日 下午 4:44 
I'm getting a choice of 2 seemingly identical Planetary Shield Generators to build. I suspect the bug is caused by this mod...
Peter34 2021 年 10 月 14 日 上午 2:42 
The +1 Trade Collection range from the Offworld Trading Company doesn't seem to happen. At least it's not included in the tool tips.

Also, I am able to construct Autochton Monuments in my Resort World. Is that supposed to be possible in vanilla, or is it a bug caused by this mod?
Vivaria—In Vivo 2021 年 6 月 23 日 下午 3:21 
Hello! I couldn't help but notice that your mod is not actually utilizing the vanilla refinery settings, as I was experiencing a conflict with another mod effecting refinery buildings after adding your.

Reading your previous comment it would seem to indicate the changes were only reverted for deposit buildings, and not the general refinery buildings as well, yet I found there were changes in the deposit buildings file as well. I am not sure if they were left unintentionally, or just left with vanilla stats inside of the mod folder. I removed the entries for all refinery buildings to eliminate the compatibility issues I was experiencing, however I wanted to bring it up as a possible bug or otherwise something unintended.
Everfar  [作者] 2021 年 5 月 4 日 下午 11:43 
As a heads up, due to the lower need for strategic resources in the current version of the game the gas, mote, and crystal deposit buildings have been reverted back to vanilla. They will have a much reduced cost, build time, upkeep, and most pertinently to your economies only one job instead of two. Sorry the disruption.
Everfar  [作者] 2020 年 5 月 17 日 下午 12:33 
About NSC, I took a quick look and the only overwrite conflict regards the solar panel network tech. This mod must be loaded after NSC or the solar panels will be restricted to gestalts. NSC doesn't actually change the tech from vanilla, but it for some reason overwrites the entire engineering tech file.
K0rruptedYouth 2020 年 5 月 17 日 上午 6:05 
Looks interesting! I'll see how it plays with NSC.
claedag74 2020 年 5 月 12 日 上午 5:58 
Thanks. Your description of my mod is correct. I am basically only using the starbase building/modules parts from your mod.
Everfar  [作者] 2020 年 5 月 12 日 上午 4:36 
Sorry for the delay. It looks like a mostly personal amalgamation mod of small tweaks, and you've credited me in the description, so I'll grant you permision.

As for 2.7, I'll be updating very soon after it releases.
claedag74 2020 年 5 月 10 日 下午 2:30 
I wasn't sure if you were going to update this so I have incorporated part of this mod (the starbase building and module changes) to my mod. I would like to get permission from you before I make my mod public.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2092289622