Stellaris

Stellaris

Gigastructural Engineering & More (4.1)
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Opdatering: 7. maj 2022 kl. 11:22

Gigastructural Engineering & More Version 3.23: (By TTFTCUTS except for the Patreon presets & SPA tweaks)

AI Changes:
• Added AI savings system to let the AI set aside resources for building megas. Should help them build more important structures instead of spending on cheaper things.
• Tweaked several weights to help the AI better pick megastructures to build.
• Added conditions to the AI repairing ring segments in the wrecked onion ringworld system, so they don't spend the entire game repairing it without building other megas.
• The AI will no longer build instantly dismantled observation posts over Paluushia ad nauseam
• The AI is now much more likely to pick Galactic Wonders and Master Builders if available, as these are very important to progression within the mod. If supertensiles are enabled, the chance to pick Master Builders is significantly higher.
• Since the AI is so bad at colonising habitable megas, a colony now immediately starts growing for them when construction is completed.
• AI should not dismantle Substellar Compressors any more, for realsies this time.

General Changes And Fixes:
• Habitats now use a different approach to read resources that they are built over, which should improve compatibility with modded deposits
• Reworked lifeless world (dynamic core ignitor, geothermal stabilizer, atmospheric purifier) deposit generation. Random rare resources are far rarer, but the planets now transfer space deposits in the same way as habitats.
• Made terraforming megas fire the on_terraforming_complete event for other mods to listen for.
• The Fusion Suppressor now creates significantly fewer iodizium deposits when detonating a system, as it powers extremely potent buildings. Energy and physics deposits are generated alongside the iodizium, and additional iodizium can be gathered with mines by terraforming the worlds with deposits, or building habitats over them.
• Iodizium Research facilities now add +0.01 iodizium upkeep to researchers.
• Iodizium Power plants now give +2 energy from technicians instead of +1, but add +0.01 technician iodizium upkeep.
• Changed how the blockers work on the rogue AI planetary computer, so that extra blockers don't prevent construction entirely. The AI now has budgeting information to be able to clear the blockers, too.
• Sentient metal cultivator jobs are no longer considered metallurgists, as intended. No alloy-free sentient metal for you, sorry folks.
• EHOF Energy hub and research institute buildings have had their numbers tweaked a bit, and are now empire unique. The EHOF lab building remains planet unique.
• Negative mass energy converter jobs are also no longer considered metallurgists, as intended.
• Negative mass converter drones no longer create twice as much negative mass as their individual counterparts.

• Negative mass converters and their drone counterparts now show the correct building icon behind them, and now have the correct job icon.
• Added scripted loc so the cultivator output modifier, found on the Resource Processing Center, properly reads "Cultivation Drone Output" for gestalts.
• Depleting megastructures such as the automated strip mine and SUCC now leave a mining station behind instead of an unexploited deposit.
• The Great Migration edict is now usable with the ACOT-only Supermassive Birch Void Sphere
• Changed "REQUIRES STARBASE UPLINK BUILDING" note on shipyard megas to "EFFECT REQUIRES STARBASE UPLINK BUILDING" for clarity.
• Gas giant gas collector jobs are standardised between normal empires (-50% output) and gestalts, and have revised weights.
• Fixed up the 3.3 bandaid fix for VR simulator districts to fit properly with the job changes. The virtual admin server is now the unity district, scaling as the entertainment complex used to, and the entertainment complex is now related to amenities, providing jobs which boost amenities empire-wide. If you have the pleasure seekers civic, they also provide an empire-wide boost to growth speed.
• Added 5 new districts (plus variations) to the VR simulator, which you get one of depending on your empire type, civics, and governing ethics: Virtual Grid Amalgamation Sector, Virtual Livestock Pen, Virtual Consulate/Diplomatic Cluster/Interface Server, Virtual Training Center/Training Simulation Server, and the Virtual Hellscape Prison. Explore the mod to find what they all do!
• Updated @Pyrrhic#8587's patreon preset.
• Added @Sapphire#0002's preset.
• Halved the negative effects on the False Vacuum event for the SPA (positives remain the same).

Supertensiles changes:
• Megaconstruction logistics hubs no longer provide any supertensiles technician jobs, but provide twice as much storage cap.
• Megaconstruction director jobs now make fewer supertensiles and have a lower upkeep.
• To compensate for the above change, you now get a base income of supertensile materials, granted by the technology. With the base income, a single hub provides enough income for a construction speed of 1.0 when drawing from stockpile, before job output modifiers.
• Increased base supertensiles storage cap to 1000.
• Reduced base supertensiles upkeep of kilostructures from 0.5 to 0.25.
• L•Gates and Primordial Pillars no longer have supertensiles upkeep.
• Reduced empire size penalty to amount of supertensiles needed for 1.0 build speed by 50%
• Increased empire size penalty to supertensiles upkeep by 50%
• Supertensiles empire size penalty is now affected by modifiers to vanilla empire size penalties.
• The split of build speed between ongoing projects is now affected by their size • kilos now only count as 0.5 running projects when calculating the split, and non•mega projects such as asteroid harvesting doesn't affect the split at all.
• The AI now puts slightly more emphasis on increasing supertensiles production as its economy grows
• Fixed an issue where the AI would overestimate how many megas it could build while maintaining an acceptable build speed

(Full patch notes do not fit, view the Discord changelog for the rest)

Opdatering: 30. apr. 2022 kl. 13:30

Gigastructural Engineering & More Version 3.22.2 Hotfix 2:

• Added Blokkat dialog options for all ethics, the 3 genocidal civics and psionic empires.
• You can also taunt them with the fact that you allied the Grandbunny.
• Updated Chinese localization (Thanks LunarTraveller & team).

Opdatering: 24. apr. 2022 kl. 11:34

Gigastructural Engineering & More Version 3.22.2 Hotfix 1 (By Aerolfos):

• Misc. error log fixes (doesnt actually affect anything other than logging).
• Changed some unnecessary every_galaxy_planet usage.
• Changed Maginot ai_weights with proper system targeting.
• Some clean up in Maginot files.
• Moved more of the Maginot initialization to triggers and scripted effects.
• New is_maginotable_ringworld trigger to control which ringworlds can be turned into Maginots.
• (With trigger) disabled Maginoting Penrose and Interstellar Habitat rings because their models break.
• Overwrite of Unyielding tooltip to show Maginot unlock.
• Changed NDB event to use extensible triggers as requested by merger of rules.

Opdatering: 20. apr. 2022 kl. 0:08

Gigastructural Engineering & More Version 3.22.2:

Fixes:
• Fixed an infinite loop which would occur when a Frame World planetary outpost was lost (woops)
• Made internal changes which allow a much wider variety of mega related economic modifiers. Currently the only use is the upkeep listed below, but expect to see these categories used elsewhere in future.
• Fixed Discord user sleepy Miifit's Patreon preset.

Job-Based Mega Cap Changes:
• Added Supertensile Materials upkeep to all megastructures. 0.5/mo for Kilos, 2/mo for Megas and 5/mo for Gigas. If you use an origin which starts you with any megas, their base income will be paid for so that you don't start at a deficit.
• Added empire size penalties to the supertensiles system. As your empire size increases, so does the supertensiles upkeep of megas and the amount of supertensiles needed for 1.0 build speed.
Numbers are subject to change, feedback is welcome as before (pester TTFTCUTS)

Opdatering: 19. apr. 2022 kl. 12:51

Gigastructural Engineering & More Version 3.22.1 Hotfix 5:

• Fixed Discord user Lantas's Patreon preset.

Opdatering: 19. apr. 2022 kl. 11:01

Gigastructural Engineering & More Version 3.22.1 Hotfix 4:

• Added Discord user Hexmad,The Final boss of The IRS's Patreon preset.
• Updated Discord user Lantas's Patreon preset.
• Fixed wrong cost display for Resistance Resource in Solaktropa Dam operation.
• Fixed missing localization.
• Fixed some typos.

Opdatering: 18. apr. 2022 kl. 9:01

Gigastructural Engineering & More Version 3.22.1 Hotfix 3:

• Fixed supertensiles update behaviour, countries should no longer end up having 0 speed until the next month when an update event such as tech-up happens.
• Fixed a mistake where ALL countries were being given the supertensiles mechanics on game start, when it should've been just the player and normal AIs. Unfortunately this will take a new game to correct.
• Changes to how supertensiles scale are planned but not yet implemented, so watch this space...
• Changed frame world Maginot shield district limit to the intended 20% of total size instead of 25%

Opdatering: 16. apr. 2022 kl. 11:15

Gigastructural Engineering & More Version 3.22.1 Hotfix 2:

• Fixed frame world supertensiles district being visible without the supertensiles tech.
• Fixed some crashes related to megas deleting planets.

Opdatering: 13. apr. 2022 kl. 11:38

Gigastructural Engineering & More Version 3.22.1 Hotfix 1:

• I forgot to update the version number in the menu.

Opdatering: 13. apr. 2022 kl. 11:36

Gigastructural Engineering & More Version 3.22.1:

• Introducing a new experimental feature, the Job-Based megastructure build cap.

This is a new option in the build cap section of the main Gigastructures menu which replaces the hard build cap on simultaneous megastructure construction with a system tied to production of a new resource, Supertensile Materials. All the following features are entirely disabled if you don't select the Job-Based option in the build cap setting:

• Added a new resource, Supertensile Materials.
• Several buildings, jobs, technologies, and an edict related to its manufacture are available.
• Megaengineering Logistics Hubs are the primary source of Supertensile Materials, with the most efficient ratio of inputs to outputs, but are limited. Molecular Foundries are unlimited but provide much lower efficiency.
• Megastructure build cap is replaced with a cap on Megaengineering Logistics Hubs. This affects sources from other mods while the option is active.
• Monthly income of Supertensile Materials is converted to base build speed and split between all active mega projects.
• Each month while at least one mega is under construction an amount of Supertensile Materials equal to your income is drained from the stockpile in order to double build speed. (This works like the science stockpile)
• Rare deposits of Supertensile Materials can be found around the galaxy and gathered with mining stations. If you build a habitat over one of these deposits, you can build mine buildings.
• Molecular Foundry districts are available on the Equatorial Shipyard and Frame World.
• Sources of flat megastructure build speed from other mods are replaced with a global bonus to Supertensile Materials production.
• The AI is able to use this system effectively, and understands the resource, provided that the AI economic plan from Gigastructures is not overridden by another mod.

The numbers involved in this feature are not final and subject to balancing. Feedback is welcome.