Stellaris

Stellaris

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APSR: Anomalies, Planetary and Space Resources
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223.627 MB
30. mars 2018 kl. 10.02
5. jan. kl. 5.57
85 endringslogger ( vis )

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APSR: Anomalies, Planetary and Space Resources

Beskrivelse
Does the galaxy seem boring and monotonous?
Are the planets different from each other?
Do you want variety?
Then you found what you need!

This mod adds a lot of unique for the whole galaxy and very unusual resources, exciting quest chains, interesting events. From the legacy of a galaxy-spanning empire to the infinite depths of a mine. And although it is not difficult to get such a resource, retaining it becomes a real test. Not everyone will like a neighbor who has a unique weapon or an incredible power plant.

Up to 24 special planets can appear in the galaxy, each of which has a planetary feature that exists in a single copy. Possession of it can greatly affect the development of the empire.

In general terms, this mod can be represented as follows:
  1. found
  2. colonized (or took away from a neighbor)
  3. built a special building
  4. digged up a special relic
  5. won in... However, this is still in the plans...

Translations:

Links:
Mod WIKI
Compatibility list
Our Discord[discord.gg]
Our Patreon[www.patreon.com]

Due to changes in the game code, Stellaris version 3.8 and higher is required.
Old versions:
Mod version 1.08 for Stellaris version 2.1:GoogleDisc[drive.google.com]
Mod version 2.04 for Stellaris version 2.3:GoogleDisc[drive.google.com]
Mod version 2.08 for Stellaris version 2.8:GoogleDisc[drive.google.com]
Populære diskusjoner Vis alle (7)
207
9. feb. kl. 22.59
FESTET: Reports
Dimuch62 [RUS]
30
4. nov. 2024 kl. 0.53
Ideas
Dimuch62 [RUS]
0
15. sep. 2023 kl. 1.52
Donation list
Dimuch62 [RUS]
1 178 kommentarer
Dimuch62 [RUS]  [skaper] 14. feb. kl. 3.13 
Hello. Previously, "possible_precalc = can_fill_specialist_job" was enough, and it worked. In any case, soon it will be necessary to change this part of the mod due to the new game update. I will remember this and add it later, and now my efforts are aimed at completing the new plot, which will diversify the endgame a little.
VayanSk 12. feb. kl. 9.08 
Hello. Would you consider adding to new scientist and specialist jobs complex_specialist_job_check_trigger so that robot pops with outlawed AI policy could not take them? A bit weird if robot cant be a scientist but can be research specialist.

possible = {
complex_specialist_job_check_trigger = yes
}
Dimuch62 [RUS]  [skaper] 9. feb. kl. 23.02 
@is mud wet dirt
The capital does not change its type. In the capital system, a random planet becomes an ancient or unique world. This is done to ensure compatibility with any origin. Also, remember that the number of planets in the mod is limited, and there may simply not be enough planets for all players.
Another possible reason is that this generation option was made a long time ago and has not been tested on the latest versions of the game. Perhaps something is not going as planned now.
is mud wet dirt 9. feb. kl. 20.43 
Great mod!
I have origin prosperous unification. But when choosing Battle of Capitals mode my homeworld does not turn into ancient/unique world. Any advice?
Rigado 6. feb. kl. 18.53 
lucky man lol
All my day off looking about that :)
那时难觉 6. feb. kl. 17.56 
thanks buddy upon me, just found the same Problem and came and checked then got the solution
Rigado 6. feb. kl. 17.18 
I found a solution.
i have directly put those line below in the orbital_ring.txt from gigastructural etc.
is_planet_class = pc_apsr_ancient
is_planet_class = pc_apsr_unique
Maybe, your aspr_fix_orbital_ring need an update
And thanks for your mod by the way, i love it
Rigado 6. feb. kl. 16.40 
It's a conflit with gigastructural engineering.
I tried a game with this 2 mods and it blocks orbital rings
Rigado 6. feb. kl. 10.28 
Same issue. I've tried everything (load order, subscribe/unsubscribe, verify cache integrity).
I can't build orbital rings :(
their 19. jan. kl. 3.04 
Cool thanks from he help!