Stellaris

Stellaris

APSR: Anomalies, Planetary and Space Resources
1.260 kommentarer
Dimuch62 [RUS]  [ophavsmand] For 16 timer siden 
@Северин Катанов будет сделано, но позже - сейчас автор (как и автор старой версии) пытается подобрать лучший вариант структуры мода, постоянно меняя код. Как скажет что все готово и меняться не будет - тогда сделаю совместимость. Слишком сложно отслеживать ежедневные изменения, еще и без инструкции...
Северин Катанов 27. sep. kl. 17:55 
прошу прощение что сразу ссылку не скинул https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3485762595
Dimuch62 [RUS]  [ophavsmand] 27. sep. kl. 6:31 
Попробовал обновить под старый BPV, но буду ждать когда сделают финальную новую версию BPV, под которую можно перейти, сделать один раз совместимость и забыть.
Dimuch62 [RUS]  [ophavsmand] 27. sep. kl. 6:26 
@Северин Катанов с каким из? Старый заброшен, новый еще в процессе разработки.
Северин Катанов 26. sep. kl. 18:29 
Я могу вас просить подтянуть совместимость с BPV а то теперь всего 3 слота в столичном районе он обновился вроде как.
Dimuch62 [RUS]  [ophavsmand] 23. sep. kl. 1:50 
Изменения в патче 4.00.9

1. Исправления
1.1 Изменены размеры и добавлены нужные картинки для версии игры 4.1



Changes in patch 4.00.9

1. Fixes
1.1 Changed and added necessary images for game version 4.1
Cutie McBooty 30. aug. kl. 11:26 
Damn didnt expect this mod to be so good nice job
Dimuch62 [RUS]  [ophavsmand] 24. aug. kl. 3:15 
Изменения в патче 4.00.8

1. Исправления
1.1 Исправлен баг, когда после завершения раскопок и получения Куба Связи, на планете не появлялась залежь с Кубом.



Changes in patch 4.00.8

1. Fixes
1.1 Fixed a bug where after completing excavations and obtaining the Communication Cube, a deposit with the Cube did not appear on the planet.
Dimuch62 [RUS]  [ophavsmand] 21. aug. kl. 10:59 
Изменения в патче 4.00.7

1. Исправления
1.1 Внесены поправки, добавленные в патче 4.0.22.



Changes in patch 4.00.7

1. Fixes
1.1 Corrections for patch 4.0.22.
Dimuch62 [RUS]  [ophavsmand] 28. juli kl. 22:01 
@Stern, thank you!
Stern 28. juli kl. 12:58 
Hello thank you for the mod:
French translation is here https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3536846759
By Stern and Alpht_Phast
MlodyTheisson 28. juli kl. 11:06 
For some reason Floating World from planet diversity and Symbol of Interstellar planet spawn as one planet. How to respawn them?
Dimuch62 [RUS]  [ophavsmand] 1. juli kl. 9:16 
Mod updated!

Just some minor fixes that should help resolve some of the bugs that have been reported recently.
Blast Hardcheese 9. juni kl. 3:30 
That was the event that I forgot about. I had clicked it the first time it triggered, but the science ship I used was also doing the excavation at the same time. This broke the special project and kept it from registering as completed. Thank you for the fix!
Dimuch62 [RUS]  [ophavsmand] 8. juni kl. 22:09 
@Zero
The planets of the APSR are considered ideal artificial worlds with 100% habitability. Like Ecumenopolis.

Maybe because of other mods your empire type doesn't fit vanilla conditions:
is_regular_empire
is_hive_empire
is_machine_empire
and therefore the mod doesn't know what jobs to generate. Check other Unique and Ancient worlds.

Balance... People used to complain that APSR was too strong, now that it's too weak... For now the balance will remain as it is, because the game itself has no balance, and it may change later.
Dimuch62 [RUS]  [ophavsmand] 8. juni kl. 22:00 
@Blast Hardcheese After a while, a message with a solution should appear. If not, send me the error.log file via discord. To continue the game, you can use the command in the console:
event apsr_arcrel.828
Zero 8. juni kl. 11:16 
Also, in general, jobs from APSR planets are currently kinda underpowered. Which make sense, because they were probably balanced for the game before 4.0, but now game balance is all over the place, and vanilla itself is not balanced at all.

I'm not sure about that, but aren't jobs like scientists of White Mesa facility currenty don't recive bonuses from buildings that give +1...3 science points to regular scientists, or 15% job effiecency to all scientists? If that's not the case, it would be nice to see that changed, because currently dedicated vanilla science world can outperform APSR science worlds very easily from my experience.
Zero 8. juni kl. 11:07 
There are two problems I ecnountered with this mod so far.

First one, there is a new feature for mutation asscention, effective habitability can go up to 200%, giving more bonuses for jobs for that. That does not work on APSR planets.

Second, the Galactic Resort disctrict was not giving me any Administrator jobs. This may be because I used new Civil Education civic that screws with some other jobs as well, the one that replaces enforces with educators. In my run it was also replacing vanilla politian jobs, which I think is current vanilla issue. Kinda hard to be sure here, since new update created many new bugs on itself.
Blast Hardcheese 8. juni kl. 1:50 
I'm currently stuck on the Largesium event where the reactor overheats and I cannot get past stage 3 of the Archaeological site. There was a popup about a potential solution, but I cannot remember what it said. How do I progress the situation?
Dimuch62 [RUS]  [ophavsmand] 3. juni kl. 9:00 
UPDATED!
Changes in patch 4.00.5

1. Fixes
1.1 Added missing planet_flag, the absence of which could lead to problems with the orbital ring on a Unique or Ancient world (thanks AdmirableOstrich .

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Изменения в патче 4.00.5

1. Исправления
1.1 Добавлен недостающий planet_flag, отсутствие которого могло привести к проблемам с орбитальным кольцом на Уникальном или Древнем мире (спасибо AdmirableOstrich .
Dimuch62 [RUS]  [ophavsmand] 3. juni kl. 4:55 
@ᛣ Munin ᛉ This will require creating a special mod. This is not currently in the plans.
Ѧrky 30. maj kl. 8:27 
@Dimuch62 [RUS] Thats a bummer, but i guess thats just the limitiation of the game.
Futstub 30. maj kl. 7:54 
Just started a new run with the mod, you could have just said it has great mod settings, so you can balance it yourself every single run. I'm really looking forward to playing with it, thanks for the great mod!
Dimuch62 [RUS]  [ophavsmand] 29. maj kl. 21:58 
@Ѧrky The planets of the mod are considered artificial, like the ecumenopolis. And the Wilderness Empires cannot colonize them.
Ѧrky 29. maj kl. 10:57 
Question, how does this play with the new "Wilderness" Empires? They cant colonize artificial things if i remember.
Dimuch62 [RUS]  [ophavsmand] 28. maj kl. 22:04 
That's right, because the mod should work both on vanilla and with BPV.
BPV should overwrite the necessary variables with its own, and then everything will work.
Ugly Hamster 28. maj kl. 13:59 
There seems to be a compatibility issue with BPV - More buildings/districts/etc, if this mod is loaded after BPV, it overwrites them to be 2 city districts regardless of how many it was meant to be.
Loading this mod first, so that BPV overwrites it after works however.
Dimuch62 [RUS]  [ophavsmand] 26. maj kl. 21:56 
@PURUNGUI Yes, the mod converts a random planet of the appropriate size. It can be a habitable planet of a normal type (9 types), gaia, nuked, barren, toxic, frozen, molten.
Sometimes, holy worlds of the Fallen Empire are converted. Sometimes, planets spawn in the territory of marauders or leviathans.
PURUNGUI 26. maj kl. 15:42 
Love the mod has been a must have for me for years, but I do wonder if this mod converts habitable planets or barren rocks into mod ones on configuration on game start?
Dimuch62 [RUS]  [ophavsmand] 25. maj kl. 0:22 
@ Endsieg ты уверен? Я играл и все было нормально. Возможно дело в самих Гигаструктурах, так как многое в них еще не обновлено на версию 4 и может работать криво.
@570486155 after what mutation? how did it happen that the ideal world has a habitability of 0?
@Futstub There is a balance, but the planets will still be stronger than vanila. It's like finding an ecumenopolis in a vanila game.
Futstub 24. maj kl. 21:39 
Is this somewhat balanced? I really like the mod, but there isn't really a description, and I don't wanna make the game too easy... :)
570486155 24. maj kl. 18:29 
Habitability is 0 after mutation
Endsieg 24. maj kl. 12:13 
прости, я ошибся крч могу сразу сказать что лучше не ставить этот мод с гигаструктурами у вас будет лагать очень сильно и крашить после 2300
Dimuch62 [RUS]  [ophavsmand] 24. maj kl. 12:10 
@Endsieg что такое орбитальный иллизиум?
Endsieg 24. maj kl. 3:26 
при строительстве жилого района в орбитальном иллизиуме игра крашится
Dimuch62 [RUS]  [ophavsmand] 22. maj kl. 9:46 
Изменения в патче 4.00.4

1. Новое
1.1 Добавлена совместимость с ~~ BPV - More Building Slots

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Changes in patch 4.00.4

1. New
1.1 Added compatibility with ~~ BPV - More Building Slots
Dimuch62 [RUS]  [ophavsmand] 20. maj kl. 8:13 
@AlterDraconis Спасибо. Ты не первый кто это просит, поэтому на днях сделаю
AlterDraconis 20. maj kl. 7:24 
Здравствуйте. Большое спасибо за мод, очень интересные планеты. Но есть просьба: сделайте, пожалуйста, совместимость с модом BPV - More Building Slots, это в версии Стеллариса 4, фактически, новый индустриальный стандарт.
Dimuch62 [RUS]  [ophavsmand] 20. maj kl. 6:37 
@WABEPMA нет, дикому сознанию такие миры не нужны, они слишком чужды и искусственны. Так же как чужды экуменополисы, реликтовые миры и прочие.
WABEPMA 20. maj kl. 6:05 
а будет ли возможность заселять древние миры за дикое сознание из биогенезиса?
Dimuch62 [RUS]  [ophavsmand] 18. maj kl. 22:05 
@ RedTurkey Yes, Ancient (and Unique too) worlds have the "artificial world" mark.
@ kagora2 Maybe in a future update. Currently there are only 3 buildings in districts on unique and ancient worlds.
kagora2 18. maj kl. 11:41 
is it possible to make it compatible to the mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3481775336 and the extension od the building slots?
RedTurkey 16. maj kl. 2:27 
Quick question, do Ancient World count as an artificial world for the Void Dweller trait ?
Dimuch62 [RUS]  [ophavsmand] 14. maj kl. 9:41 
МОД ОБНОВЛЕН! Подробности на русском языке в списке обновлений (под аватаркой), так как в сообщение не помещается.

____________________

MOD UPDATED!
Dimuch62 [RUS]  [ophavsmand] 14. maj kl. 9:40 
Changes in patch 4.00.3

1. New
1.1 Unique and ancient worlds now wpawn with a destroyed orbital ring.
1.2 New buildings have been added for districts of unique and ancient worlds. Now all districts can be fully built up.
1.3 Technical code 0099 has been added to the "Encrypted Terminal" relic to check the mod version. If problems occur after a major game update, check that the mod has also been updated correctly!

To check, start the game, open the console and enter the commands:
add_relic relic_apsr_terminal
energy
After that, activate the relic and enter the code 0099.

2. Changes
2.1 Buildings that previously produced Ancient Knowledge no longer produce it. A separate building has been added for this.
2.2 "Symbol of Interstellar Power" now provide a reduction in the penalty for the size of the empire (the old loyalty bonus to subjects has been removed).

3. Fixes
3.1 Now the start with the mod's origins is displayed in the empire's timeline.
3.2 Fixed several minor bugs.
Dimuch62 [RUS]  [ophavsmand] 14. maj kl. 1:46 
Возможно опять что-то сделали в обновлении игры, как было сразу после выхода 4.00, когда здания улучшать нельзя было
Naphanael 14. maj kl. 1:33 
ресурсы пошли производится после загрузки сохранения. Вероятно, какой-то очередной баг самой игры. Что до обелиска-он построился еще через две попытки. Опять же, непонятно: баг игры или проблема с модом.
Dimuch62 [RUS]  [ophavsmand] 13. maj kl. 22:53 
@Naphanael странный баг, при проверке только с одним включенным модом и ресурсы производятся и здания строятся. Может, какой-либо другой мод вмешивается?
С обелиском только одна проблема - тот модификатор, что он давал раньше, сейчас перестал работать. Исправлю это немного позже.
Naphanael 13. maj kl. 21:52 
По какой-то причине, в текущей версии мода, на части планет, уникальные вакансии на уникальных/древних мирах не производят ничего, только потребляют. Так же замечен странный баг-не строится обелиск межзвездной власти. Кушает ресурсы на постройку, строится, и когда время постройки подходит к концу-просто ничего не происходит и он вновь доступен для постройки. Пробовал построить его 4 раза-все бестолку.
jackrackham001 11. maj kl. 22:15 
I had an issue with this mod on 4.0 update. When I built Exotic Gas Refineries, no exotic gases would be produced. It worked fine on 3.14. I first turned off this mod and the refineries started working again. I then turned this mod back on and moved it from #3 to #2 in my load order ahead of Empires Expanded and the refineries work fine now.

I don't know if there is a conflict with this mod and Empires Expanded but that's how I fixed it. I just thought I should post this information here just in case I'm not the only one with that problem.

I'm glad that fixed the problem because I think this mod is excellent and did not want to be without it.