Stellaris

Stellaris

Beyond Kilostructures
27 Comments
Classical Scholar 3 Sep, 2020 @ 6:04am 
@fridgeBaron congratulation about kid's news.:steamhappy: I knew how busy it is to become father (:v i look at my brother example, he is busy all day but his life become meaningful now). Wish you and your family best wish. :steamhappy:
ATR2400 3 Sep, 2020 @ 12:18am 
@fridgeBaron

Don't worry about it. Life gets busy, I get that. I have my own mod I really should update, so it would be hypocritical of me to criticize you. Good luck!
fridgeBaron  [author] 2 Sep, 2020 @ 10:30pm 
Sorry I honestly keep getting distracted and forgetting about this mod. I haven't been playing Stellaris lately, just had a kid and have been doing a lot of work for a DnD campaign book I am writing. Sadly I have no real excuse as I should have been able to get this thing updated by now. I'm not going to make any promises but this mod does still exist on my radar.

That said any cool ideas or suggestions are welcome and might pull my attention from current projects.
ATR2400 2 Sep, 2020 @ 6:23pm 
A sad fate this mod has met.
Classical Scholar 4 Jun, 2020 @ 5:14pm 
This legend is now in oblivion
BlindManthicor 23 Dec, 2019 @ 3:43pm 
Can you update pls ?
Lord Mimring 25 Oct, 2019 @ 3:42pm 
Thanks!
fridgeBaron  [author] 24 Oct, 2019 @ 10:31am 
Just did some testing with 2.5 and everything seemed to be working. I'll update it to reflect soonish after I actually play a full game to make sure I haven't missed anything.
Lord Mimring 19 Oct, 2019 @ 7:33pm 
Is this going to be updated for 2.4? I really enjoyed it, but only found it a week or two before the update, and can't finish a game.
Thanks!
Pepis the Tender 2 Sep, 2019 @ 7:35pm 
I am pretty sure this and planetary diversity made each other shit themselves there were a bunch of different districts labeled ks_blahblahblah that didn't do anything on every planet
El Scorcho 29 Jul, 2019 @ 3:42pm 
Just did the testing on my end. It appears to be working fine for me aswell. I run this mod along side Gigastructures(among many other mods) and it works without failure. I will update this post if I run into any issues.
fridgeBaron  [author] 27 Jul, 2019 @ 12:01pm 
Did some basic testing and everything seems fine so I set it to 2.3.*
Let me know if there are any issues
El Scorcho 27 Jul, 2019 @ 9:55am 
Do any of you know if this mod works on v2.3?
fridgeBaron  [author] 9 Jun, 2019 @ 8:42am 
Just tested, with just this mod and I could get the tech with 3 different random species.
I checked the vanilla files and you need either rare crystal tech or the market before it will give you any heritage site techs.

Hope that helps
Carredin 1 Jun, 2019 @ 5:30pm 
Not sure if intended. Mod seems to disable heritage site and culture building technolgies from appearing.
fridgeBaron  [author] 1 Jun, 2019 @ 11:28am 
The mod works for 2.2.7. it mysteriously just rolled back the thing

Thanks for your patience HuntsmanMC and help, it should actually be working properly now.
Huntsman 1 Jun, 2019 @ 9:48am 
There is a auxiliary slot component which oddly is the same as nanicomposite armor however it has the food value 400 food and -100 alloy, still available at start it is also named KS_Ascension_Bio_1. Also start with a building named KS_building_food_consumer. Idk if that is intended or not. Hope this helps in some way.
Izanami 1 Jun, 2019 @ 9:29am 
Is mod fixed/working? Says outdated. For 2.2.3, not 2.2.7?
fridgeBaron  [author] 31 May, 2019 @ 7:44pm 
Bio Ascension component now requires a tech that is locked behind the ascension AP. Also AI shouldn't be able to get the tech.
fridgeBaron  [author] 30 May, 2019 @ 7:35am 
Should have time to fix that tonight or tomorrow. Thank you
Huntsman 29 May, 2019 @ 12:39pm 
Having an issue with the prefix KS Bio_Ascension armor at start, costing like 400 food to produce, AI always go for the best equipment they can so this is causing AI to be degraded to the point where they cannot even compete. Was wondering if you have and idea how to fix this or etc. If you want access to the modpack I am using I'll link it to you if want it check it and see if you spot any problem right off the bat. Very cool mod other wise and I really like the concept.
Quin 20 May, 2019 @ 7:25pm 
If anyone with a complicated mod load order is getting weird issues with stuff like civics and buildings prefixed with KS_, and gaining magical aux slot biological ascension armor even with non BS species for your ships and stuff, this mod is the one causing it. Stellaris doesn't really like merging its stuff with other mods even though this mod only adds a few small things over a large amount of vanilla files.
RejectHumanity 10 Jan, 2019 @ 2:07am 
that's what happened, my bad. I had misunderstood the actual use of the mega. I had thought it would be an additional starbase to have more defence, but instead it upgrades the one you have
fridgeBaron  [author] 9 Jan, 2019 @ 4:20pm 
hmmm thats weird, could you link the specific mod so I can have a look and see. The option also disapears if you research citadel maybe that happened?
RejectHumanity 9 Jan, 2019 @ 3:11am 
prototype starbase suddenly disappeared from megastructures list, perhaps it has to do with extended starbase mod?
fridgeBaron  [author] 7 Jan, 2019 @ 6:12pm 
Added an actual description
MountainMan 25 Dec, 2018 @ 6:08am 
What does this mod do?