Stellaris

Stellaris

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Update: 16 Apr, 2018 @ 3:37pm

• Released the Events Module add-on. Check the mod description for the link
• Removed the Cybrex event chain from this main mod, this is now in the Events Module

Update: 15 Apr, 2018 @ 2:07am

Initial Upload

Update: 14 Apr, 2018 @ 9:18pm

• Got rid of country type restriction for initializing the menu so it should work now with mods such as "The Zenith of Fallen Empires"

Update: 11 Apr, 2018 @ 5:15pm

• Forgot a language, read below.

Update: 11 Apr, 2018 @ 4:55pm

• Copied English localization file for other supported by the game languages.
I honestly thought that the game would default to using the english file if a player's language was not included in the mod. I was wrong.
Apologies to everyone who is playing on a non-english Stellaris.
Still no non-english language, and probably never will be. But at least everyone can read the english text now, at least.
Apologies again.

Update: 11 Apr, 2018 @ 1:00pm

• Tooltip wording

Update: 11 Apr, 2018 @ 12:10pm

• Added an option to spawn the next Special System or Utopia's Ruined Megastructure system in the vicinity of the current target's solar system. More roleplaying!

Update: 9 Apr, 2018 @ 4:21pm

• Clarified some things in the tooltips and descriptions.

Update: 9 Apr, 2018 @ 1:35pm

• Added spawning of Ruined Megastructure systems and Abandoned Gateways to the Galactic Features menu.
Ruined Megastructures are available only to those with the Utopia DLC.
• Populating a planet with pre-sapients or a civilization forces the planet to Prevent Anomalies. You can set back Allow Anomalies manually if you Genocide the poor things.
• If you have The Wraith leviathan system in your game and it still exists (it doesn't activate after mid-game) you can now ping it on the map using the Special Systems menu as well.
• Can no longer make a moon into a Gas Giant, oops. :P

Update: 8 Apr, 2018 @ 6:46pm

• Bug fix with surveying mod-spawned Pre-Sapient species