Stellaris

Stellaris

Living Space (legacy - 2.3)
Showing 41-50 of 63 entries
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Update: 26 Feb, 2019 @ 10:41am

Fixed enforcer job info showing up on habitat capital buildings for gestalt empires.

Update: 26 Feb, 2019 @ 10:36am

Fixed administrator jobs showing up on habitat capitals for gestalt empires.

Update: 26 Feb, 2019 @ 10:18am

Updated orbital habitat capital buildings so they work better with the larger populations supported by the mod.

Note: Changes should not be considered as final. This is a stop-gap measure to keep things functioning for now. Eventually a third tier of buildings should be added, and the earlier buildings nerfed a bit.

Update: 25 Feb, 2019 @ 8:17am

Now override all of 00_strategic_resources_tech.txt so that rare resource techs can appear when colonizing the right kind of habitat. Previously gas & crystals worked fine, but motes did not. For now the full file override seems to be the only solution.

Update: 24 Feb, 2019 @ 12:55am

Asteroid habitats have random sizes, but were supposed to be weighted toward the middle of the range...

Now they are.

Update: 23 Feb, 2019 @ 11:14pm

added ice asteroids to the habitable_structure definition

Update: 23 Feb, 2019 @ 7:13pm

Fixed and re-uploaded the planet-fixing script.

Update: 23 Feb, 2019 @ 6:25pm

reverted last change, more testing needed

Update: 23 Feb, 2019 @ 5:05pm

Added bi-yearly event that checks for planets that might have gotten messed up for any reason, and are no longer a habitat planet type but still have the modifier - and removes the modifier from them.

Update: 23 Feb, 2019 @ 4:44pm

Planetary habitats start with the colony_event flag now, which should prevent most colony events from firing on them.