Stellaris

Stellaris

Masters of Nature 2.1
273 Comments
starchitec  [author] 23 Sep, 2020 @ 9:50am 
The updated version that is linked in the top of the description does. This one is legacy from back when planets had tiles... So it works in 2.1
yangtuoxiong 23 Sep, 2020 @ 9:43am 
is it works now , sir?
starchitec  [author] 23 Sep, 2020 @ 9:28am 
???
yangtuoxiong 23 Sep, 2020 @ 8:10am 
...
Exaxxion 21 Apr, 2019 @ 3:05pm 
just wanted to stop by and say your mods are still awesome, Go You
CaptainCaveman7 1 Feb, 2019 @ 1:54am 
that was fast! also, works now, thanks!
starchitec  [author] 1 Feb, 2019 @ 1:52am 
Oops, forgot to set the link to not expire, this one will work permanently: https://discord.gg/Mcqgp3C (its a ways up now so just go to pins)
CaptainCaveman7 1 Feb, 2019 @ 1:49am 
the discord link doesn't work for me.
starchitec  [author] 29 Jan, 2019 @ 2:28pm 
Nearly finished with the Masters of Nature 2.2! You can get a beta version of it right now from the pinned messages here: https://discord.gg/jyW9Va . It has everything from the original, plus new types and hive/robot unique versions too. Have a little more polishing to do, as well as finishing up some follow up event chains.
Lord Admiral Daniel Phillips 21 Jan, 2019 @ 12:46pm 
Looking forward to it boss.
Figaround 19 Jan, 2019 @ 8:26am 
Good.
starchitec  [author] 19 Jan, 2019 @ 8:20am 
yes. In progress. Its got bunch of new features with the new job system, still got a bit of work left to do.
Figaround 19 Jan, 2019 @ 8:18am 
Mod will be updated to a relevant patch?
el.ron.mcbong 14 Jan, 2019 @ 2:27pm 
Okey Thank You
starchitec  [author] 14 Jan, 2019 @ 1:53pm 
Actually I know someone that I may be able to ask for a translation, but Ill wait Ill wait til I have finished updating for 2.2 because there are a few new events that will need it as well.
el.ron.mcbong 14 Jan, 2019 @ 1:38pm 
Is there a way to translate this to German? Please?
starchitec  [author] 13 Jan, 2019 @ 10:14am 
If its a 2.1 save it will. And when I finish updating for 2.2 it will work on a save too, it just adds decisions.
JenkoRun 13 Jan, 2019 @ 6:39am 
I'm guessing this won't work on a pre-existing save?
starchitec  [author] 6 Jan, 2019 @ 10:40pm 
Thank you, much appreciated! Dont worry, I have made some progress getting this one up to date, and I have some half finished new events written too. One of them is frustratingly buggy right now, but Im sure Ill iron that out eventually. No promises on timeframe, that way I wont break them.
Exaxxion 6 Jan, 2019 @ 9:05pm 
i love this mod and dont care what you do with it, you are an excellent modder and creator and id much rather see where your muse takes you, however feel free to update this when you have the time, please keep up the awesome work its all great
Sgt. Shaved Balls 25 Dec, 2018 @ 7:13am 
Calm down
Think of it as encouragement if it makes you feel better
Ghost Fox 24 Dec, 2018 @ 6:37am 
@wewlad
So I guess to you "I will update eventually, just may take me a bit" means nothing? Because you had to have seen it to make your comments.
Sgt. Shaved Balls 24 Dec, 2018 @ 3:38am 
The imperium of man needs to kill more space slime
Sgt. Shaved Balls 24 Dec, 2018 @ 3:37am 
upd8 m8
starchitec  [author] 21 Dec, 2018 @ 5:56pm 
I will update eventually, just may take me a bit, and Ive been distracted updating Tech Ascendant and testing the new things I can do in 2.2
Ulon 21 Dec, 2018 @ 5:18pm 
I'll keep my subcription in case you decide to remake the mod. I enjoyed it a lot!
ElusiveSausage 13 Dec, 2018 @ 8:57am 
Even still there is a kind of boring/feel bad factor
ElusiveSausage 13 Dec, 2018 @ 8:56am 
Did a bit of thinking about the current vanilla mastery of nature and it might be deceptively strong. 2 city districts is at least 10 housing (more with prosperity or tech) which is at least 10 jobs worth of resources and, unless you're already capped, 2 more buildings.
starchitec  [author] 12 Dec, 2018 @ 3:47pm 
haha true. My development strategy at the moment is to play vanilla until I want something I cant have, then update my mod to fix it. Gotta learn the new balance and mechanics and such anyway.
ElusiveSausage 12 Dec, 2018 @ 3:30pm 
Man this is hype. We're in the weird purgatory period of the game though where you want to play the game because the base game is updated but you want to hold off because loads of mods are being updated and could take a while.
ElusiveSausage 12 Dec, 2018 @ 3:27pm 
A medium static bonus and a small percentile bonus would probably be the most fun and balanced,
ElusiveSausage 12 Dec, 2018 @ 3:26pm 
Very cool :D Yeah jobs and housing would make a lot of sense actually because then you could add the jobs specifically related to the planetary expansion, underground research facility for example could add a science director and some researcher jobs.
starchitec  [author] 12 Dec, 2018 @ 3:17pm 
Ill probably go for them actually directly adding jobs and housing rather than districts in most cases, seems redundant. I also want a few more types. Underground research facility, for one. Master of Nature in 2.2 vanilla feels even more underwhelming than it did before, you just get an ugly icon on your planet... It should go into the planetary features list. Also I want to write one or two rare follow up events for things that might happen on your planets once you build one of them
ElusiveSausage 12 Dec, 2018 @ 3:00pm 
What's your idea for remaking this mod for 2.2? Even more district slots and some planetary modifiers? ^_^
starchitec  [author] 10 Dec, 2018 @ 2:38am 
Before Vicky 3? Or likely sometime this week. Technology Ascendant is ready now so this is next up. Already have a few new events written
^kxa 10 Dec, 2018 @ 12:28am 
never
Hong Xiuquan IAMJESUSGODBROTHER 10 Dec, 2018 @ 12:09am 
when update
RE:Deemer 1 Dec, 2018 @ 7:12am 
Awesome! I'm looking forward to the next update then. :)
starchitec  [author] 30 Nov, 2018 @ 6:18pm 
@Whisker Yup. Ill have to get my hands on Le Guin to test things out and see how things should change, but I already have a few new things planned.
RE:Deemer 30 Nov, 2018 @ 5:31pm 
Hey, do you have plans to continue maintaining this mod through the upcoming Le Guin (2.2) update?
paulo 25 Sep, 2018 @ 5:01pm 
Cool! and thanks.
starchitec  [author] 25 Sep, 2018 @ 4:52pm 
@paulo It is updated for 2.1.3? If youre asking if I will keep updating, then yes I am already anxiously awaiting all the new toys the planetary rework is going to give us.
paulo 25 Sep, 2018 @ 4:47pm 
Please, update this mod for the 2.1.3 and beyond.
Dr. Quackers M.D. 23 Sep, 2018 @ 5:43pm 
Its the only thing i am running with it. Like I said it doesnt crah or anything just some small UI isues
starchitec  [author] 23 Sep, 2018 @ 5:17pm 
Thats odd... I dont see how it could be this mod. I dont overwrite or duplicate the the vanilla edicts, this has its own edict file, so it literally cannot conflict. Its been a while since I played STNH, but I would bet you have a problem with some other mod.
Dr. Quackers M.D. 23 Sep, 2018 @ 3:30pm 
There are some minor bugs from this and New Horizon. Example it cause the martial law edict to be doubled. A compatibilty patch at some point in the future would be great. When you get arond to it.
starchitec  [author] 18 Sep, 2018 @ 1:48pm 
@NocturneOfSolace yeah, when I update for the planetary rework Ill try to get some more machine/hive appropriate options
Durandal 18 Sep, 2018 @ 1:44pm 
Is there going to be an update for machine empires? Doesn't really make sense for a machine to build a sky mall
Barrelmaker 17 Sep, 2018 @ 10:31pm 
SKY ISLANDS? JUST what I wanted! Time to overcrowd Holy Terra to the maximum...
starchitec  [author] 17 Sep, 2018 @ 9:18pm 
@ChaoYang I doubt its this mod, the max size this can make a planet should still be 25, even if you are using other mods, in fact if somehow you had a size 26 planet and you used the edict here, it would just increase the size by 0 but still give you the modifier. Also this mod doesnt touch defines so no idea what is happening. Your error log/crash log might point you in the right direction.