Stellaris

Stellaris

Guilli's Planet Modifiers and Features
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Update: 22 Sep @ 7:53am

version updated

Update: 17 Sep @ 7:42pm

• Updated fallen empire building rewards from precursor digsites or artifact reverse engineering so they once again work and expanded the list with all the newer posible ones
• Fixed Orbital Fabricator ship component so it again produces alloys and minor artifacts
• Fixed Singularity Matrix ship component so it again produces 1 of each science type
• Replaced few non-functioning precursor planet modifiers with different ones
• Fixed a few missing modifier localisations

Update: 14 Sep @ 10:31pm

Removed some old code
Fixed planet modifiers so they again provide planet energy/mining/food districts

Update: 7 Sep @ 6:33am

• Updated planet feature deposits so they once again provide districts
• Removed econ balance tweak option (no longer needed?)
• Added a space deposit option to the QOL many section to use vanilla spawning and set it as default. The other options are still available.
• Added support for planet modifiers added by All These Worlds mod.

Update: 31 May @ 9:31am

- Reduced the gasses/motes/crystal production from miners on the various planetary deposits (from 1 per 100 to 0.1 per 100)
- Fixed inconsitensies with resettlement attrraction modifiers so pops correctly want to run away from spider infested planets instead of never wanting to leave.. Also added a few more to a few planet modifiers where it made sense.
- Added a game option to tweak the number of space deposits from galaxy generation and (modded) survey events
- Updated the bonus from the precursor AI Architect Relic to planet building capacity +2
- Updated Ascension Tower Building to have a small unity bonus as well.
- Updated precursor planetary deposits
- Updated outdated researchers planetary deposit modifiers

Update: 26 May @ 12:15pm

- Reduced chance of Rare Crystal deposit appearing on crystal asteroids
- Returned some modifiers from job efficiency to job output. This didn’t work for gestalt empires with how the modifiers are setup in the base game.
- Split the economic balance option policy into Player and AI policies. AI policies have some added base resources and don't increase station resource cost as AI economic plans don't really like it (they end up building them a bit slower than they should). I really cant wait until they rebalance the economy so messing with balance isn't needed, even if it's optional :|
- Replaced forgotten +max buildings modifiers with +max district or + max non-artificial district bonuses
- Added a planetary decision to clear the Dark Skies Modifier

Update: 25 May @ 8:14am

Fixed nu bael life seeding decision: it now appears as expected

Update: 25 May @ 4:10am

- Reduced building energy upkeep from balance policy to 1 (from 2).
- Fixed Mining Nexus building showing up in energy zones instead of mining zones.
- Fixed a bug with removing and adding deposits, the amount of space deposits should be a bit less insane now.
- Replaced some pop job output bonuses with job workforce efficiency bonuses where it makes thematic sense.
- Reduced the impact of negative building cost modifiers on most planet modifiers, they felt a bit too oppressive early game.
- Reduced some trade bonuses per 100 pop on some planet modifiers as they were a bit too strong.
- Updated megacorp survey event rewards: removed trade deposit reward as that is no longer functioning and replaced energy reward with raw trade rewards. Also replaced raw energy rewards with raw trade.
- Update materials survey event rewards: lowered the chance of getting higher value research deposits on completing survey events.
- Prevented tidally locked planet modifier from spawning if the mod Real Space or the mod Planetary Diversity is detected.
- No longer removing some planetary features (deposits that give districts) when adding custom features.
- Restructured starting menu options into Feature Options and Quality Of Life options.
Added an option to disable coloured planet names.

Update: 24 May @ 2:20am

If you enable the economy balance option lithoid empires now get their own balance policy which replaces the food upkeep with minerals and adds some base mineral generation so you dont start with negative minerals.

Update: 24 May @ 1:32am

- Removed added trade deposits from galaxy generation
- Lowered space deposit spawn rates a tiny bit, especially minerals
- Fixed missing mod_planet_engineers_nanites_produces_add localisation