Stellaris

Stellaris

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SpaceFauna Expanded
   
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652.712 KB
9 Dec, 2024 @ 1:52am
21 Jul @ 6:55pm
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SpaceFauna Expanded

Description
A Mod base on Elecoffeine's 15 Slot Mutation for Space Fauna and CNS-1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3364944208&searchtext=15+slot

This Mod change the upper limit of Mutation Slot from 6 to 10, added 2 very late game technologies each unlock 2 additional slots.

Add one Acension Perks that can unlock 2 mutation slots during mid-game, but can not exceed the mutation slots upperlimits of 10, this perks also provide with space-faune related economical advantages such as breeding chance and culling value.

Add one Megacorp Civics that encourage players to build more vivarium tanks.

Currently the X and Titan-size Space Faunas are quite underwhelming, so this mod provide them with some interesting buffs:

X Tiyanki: 200% Jump Drive range and extra disengage chance.

X Cutholoid: additional 30% artillery weapon damage.

Viodworm Troika: Now avalible in the hatchery. 100% shield buff yes you can equip them with more shield components.

All above mentioned Space faunas now requires less energy to maintain.

Small/Medium/Large Crystal entities now require 1/2/3 naval capacities instead of 1/2/4

The idea is to make them benefit more effectively from tradition progress / late game technologies, thereby making them more useful in the late game.

Localisation;
Chinese & English: Default
Italiano: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3381880415
Deutsch: Work in Progress. Ich muss mein Deutsch wiederholen

12/17 update:
Space amoeba centenarian: very powerful “glass cannon” carrier titan, you may need to change the combat computer manually in order to maximize its power.


Upcoming contents(not anytime soon):

New X size ancient mining drones "AMD-AsteroidRipper" , need large amount living metal to build, + 100% Archaeological weapon fire rate, no component cost so you can add all archaeological components without using minor artifacts
66 Comments
Callisto 17 hours ago 
Can you save Troika designs at all? Just ran into that infamous bug and I had hoped I could solve it through your mod...

Also: I might have some compatibility issues here because new slots aren't unlocked, even after researching the techs. Any suggestions as to what to look out for?
xia05106 19 Jul @ 8:58pm 
I don't think it is a compatibility issue... because acot clearly has issues with space faunas, what's interesting is that whilst this mod makes both X amoebae and void troikas designable, only centenarians are unaffected (but still can't use stealth).
Tintenfisch  [author] 19 Jul @ 8:15pm 
@xiao05106 maybe I need to make a compability set with acot
xia05106 19 Jul @ 5:42am 
update: with this mod and acot on only amoeba centenarian can be designed and "built" (cloned). There is still nothing I can do about all other creatures and sizes including void troikas.
Tintenfisch  [author] 17 Jul @ 3:48pm 
@xia05106 very interesting, I think I need to figure out what caused this issue.........I tried only use this mod, and it works fine
xia05106 16 Jul @ 3:25am 
Naming doesn't help because it has something to do with components (and the associated technologies).
Tintenfisch  [author] 16 Jul @ 2:19am 
@xia05106 Ok I will check this out, but this mod works fine on my laptop, have you tried to change the name of the design?
xia05106 15 Jul @ 5:43am 
After vigorous testing (and a few mod updates during which), my crystal problem expanded to all cloned, wild and reanimated space organisms, that is, none of them can be designed. I can also confirm that it is mainly an acot main mod issue, but specifically the crystal case, this mod may still have bugs. I can only further confirm that once I sort out the acot part of this problem.
Unamused 7 Jul @ 8:48pm 
I can confirm @xia05106 problem as well. Identical issue.
Tintenfisch  [author] 6 Jul @ 4:44am 
@RainbowCastella yes I am planning to add drones and spaceclouds to this mod