安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






After some time away, I have finally fixed the Ringworld and Starborn starts for EGS.
They now make use of the vanilla Stellaris Shattered Ring / Void Touched origin mechanics - so are now locked behind Federations DLC. When you are moved outside the galaxy your origin will be reset to Shattered Ring / Void Touched to make future things work for you as if you had started with those origins.
As you are starting normally and then I am switching you to the second origin, there are probably some edge cases, and there is definitely some RNGJesus around starting deposits. They are not meant to be absolutely faithful copies, but to let you have those starts as a thing in an EGS cluster.
Use github to download the complete egs mod
extract the mod zip from github into the directory for your new mod. Inside your mods directory should be a "common" and "events" folder.
however now i think the problem may be that i'm trying to use the mod on 3,14
1) my population and vessels(science,construction and military) do not get moved to the cluster
2)no wormhole spawns in the cluster
also how does the op system work
You can probably console command it by waiting until the move has happened then using the effect change_pc = pc_relic followed by effect reroll_plant = yes
Am I going to add it: no, as non-standard starts require a lot of coding to work and maintain in the general case.
@Myyddraal You can't anymore, they were increasingly broken, when we got to 4.0 I would have needed to completely redo them (they were almost entirely the original code from the Extragalactic clusters mod) so I have removed the functionality entirely.
I am hopeful that in future I will be able to re-add Ringworld and Void Dweller home systems without many vanilla overrides, but if I do they will be locked behind Federations DLC as they will operate like PDX origins, not like my custom ones.
There may be continued tomfoolery around the planetary administration building and you get occasional unemployed pops on the move.
4.0.15 has made a crap ton of changes including changing syntax on several script commands. It's like 4.0 all over again. Which is a bit rude for a minor patch.
It's broken a bunch of my mods and while I didn't see anything in the patch notes that should break egs your experiences tell me that they did.
I don't have time to look at anything until the weekend and will try to get a fix up as soon as I can.