Stellaris

Stellaris

Expanded Core Worlds
54 kommentarer
Galactic Origins 27. maj 2018 kl. 22:23 
works with 2.1 and all DLC.
could use an update since it has been 2 years. although the next patch will also outdate it.
Galactic Origins 27. apr. 2018 kl. 17:29 
works with 2.04
Lord Hylia 8. apr. 2018 kl. 22:00 
does anyone know if this still works for 2.0?
Galactic Origins 5. nov. 2017 kl. 8:52 
Oh, the start game will say outdated but ut will work as is. :)
Galactic Origins 5. nov. 2017 kl. 8:52 
Still works with the game today. I do not have the synthetic DLC. The weighting may be off, takes a while sometimes to get the first one. And the cost is lower than others now, 240 and all other lvl 1's are 360, but hey, I am not complaining! Great mod!
Twsted 18. aug. 2017 kl. 20:56 
Only works for v1.3 of the game.
I just tried it. - ooh well... :/
Galactic Origins 19. maj 2017 kl. 21:51 
works with Adams
Lavious 16. apr. 2017 kl. 12:24 
The core system via tech tree is by far the best implementation. Love this mod.
My UI still shows it cost 25 influence to remove a system from a sector. Can someone else confirm if this is working or not?
Galactic Origins 15. apr. 2017 kl. 15:45 
this mod works with !.51
adds 10 core systems with 4 techs
adds 10 leaders available with 4 techs
drakon8 13. apr. 2017 kl. 14:37 
Hello, possible to have the same, but for leaders ? ( my dream is to have more leaders with pops, like naval capacity, but..impossible..)
Galactic Origins 9. apr. 2017 kl. 16:00 
This mod is working with Utopia. I just had the first +1 Core Worlds with the monkey icon.
antonio.jesus1995 9. apr. 2017 kl. 2:27 
This mod doesn't work with the current version of the game (Banks)
Please update it matrix
This is the best mod ever!!
Galactic Origins 2. mar. 2017 kl. 17:40 
This mod works with the current version of the game. :meowric:
Galactic Origins 17. feb. 2017 kl. 7:46 
I will not play the game without this mod but I can wait until the Utopia stuff is released. I am patient. Thanks for the hard work on this BEST mod for this game!!!

:Eagle_hoi: :War: :Rivals:
Sinner 4. feb. 2017 kl. 6:14 
@Mattrex - Did you still have plans to updat this mod to 1.4? Such a fantastic mod, it's hard to live without! Great work!
x0000000 3. jan. 2017 kl. 9:01 
Can u plz make a mod that lets u change pops and building in sector without making them a core world :D
L. Velociraptor 31. dec. 2016 kl. 14:27 
+1! Please 1.4 update, Mattrex! I'd love you forever!
Mattrex  [ophavsmand] 30. dec. 2016 kl. 4:23 
It's been a while since I've played this game, but I'll look into a 1.4 update. Stay tuned.
HELLHAVOK 29. dec. 2016 kl. 23:28 
Any chance of a 1.4 update? My idiot sector governors are running amok!
Brotore 17. dec. 2016 kl. 11:26 
has anyone tried using this in 1.4 to see if it works?
Nephleim 15. dec. 2016 kl. 19:45 
you going to be updating it to 1.4?
Mattrex  [ophavsmand] 5. nov. 2016 kl. 4:49 
Took me a few days to get to it on account of real life, but the mod has now been officially updated to 1.3. Enjoy!
Darloth 30. okt. 2016 kl. 11:19 
I'd also love to see this officially updated to 1.3 - I'll try it out as incompatible (midgame :) ) and see how it goes.
Galactic Origins 26. okt. 2016 kl. 20:26 
Seems to work in 1.3 . I just researched Psych Screening and had +1 core systems. It shows no mod compatability but the tech showed up and it worked.
Galactic Origins 23. okt. 2016 kl. 14:14 
ok! cool, ty
Mattrex  [ophavsmand] 23. okt. 2016 kl. 14:11 
I haven't played Stellaris in a while, so I'll have to review the patch notes and see what changes, if any, I may need to make to the mod to update it for Heinlein. I'll take a look at it, though.
Galactic Origins 23. okt. 2016 kl. 10:00 
more than any other mod, I need this one updated for Heinlein! plz. thx!
Galactic Origins 8. juli 2016 kl. 8:05 
I love this mod. Researching the techs is FAR better than a free core system upgrade. thx!
Toddimus Prime 1. juli 2016 kl. 20:00 
Thanks! Fix verified :)
Mattrex  [ophavsmand] 1. juli 2016 kl. 9:56 
I've identified and corrected the issue with the sector modification cost. It should cost 5 now as intended. Thanks for the heads-up, and let me know if you run into any other issues.
Toddimus Prime 1. juli 2016 kl. 9:47 
Same issue. The cost to remove systems is still 25
Lavious 30. juni 2016 kl. 22:10 
When editing a sector it appears that the cost reduction from 25 -> 5 influence is not enabled. Anyone else having this?
Mattrex  [ophavsmand] 27. juni 2016 kl. 16:39 
Thanks for the reports, everyone. I have updated the mod to take the new variables into account, and tested it successfully.
Galactic Origins 27. juni 2016 kl. 15:38 
core_sector_worlds in now core_sector_systems
but I cannot change it myself
Galactic Origins 27. juni 2016 kl. 11:10 
hope this gets updated to 1.2
niceer idea than the other mods that just give free worlds
I like the 'research it' angle

definitely do not want to be stuck as Pacifist all of the time to get extra core worlds
ghsmith 26. juni 2016 kl. 9:22 
When 1.2 came out, I went through and disabled all the mods I am using, and then tried each one, one at a time, to make sure they worked with the new patch, even if they had the red flag saying they were incompatible. This had the flag, but the game started right up, so I assumed it was working (only two of the mods I use crashed the game with the new patch). I didn't really pay too much attenion after that, since i was under the impression the mod was working, until I got the message that I could not manage any more core worlds. I was cut off at five, as per the vanilla game. Double checked to make sure the mod was enabled, and it was. Tried a second game and paid clsoe atteniton to the research, never got any of the options to increase the core worlds.
Shroomworks 2. juni 2016 kl. 13:46 
Tried it and it's still working like a charm :)
Shroomworks 1. juni 2016 kl. 19:20 
Thanks for your answer. I'll try it as soon as i get the chance and i'll let you know whether it works or not. :)
Mattrex  [ophavsmand] 1. juni 2016 kl. 19:14 
Shroomworks, I don't see any reason why it shouldn't work with 1.1--the mod mostly adds material rather than changing existing material, so it should still be compatible. Let me know if you have any issues with the new patch.
Shroomworks 1. juni 2016 kl. 18:57 
Does this still work with the new 1.1 patch? I still don't trust sector governors and rather manage worlds myself.
BladeofSharpness 28. maj 2016 kl. 22:38 
Debuff can also appears if you have worlds in colonization... they are not counted against core limit but somehow they are at 0.5 or 0.33 worth if you get what I mean
Black Jack 27. maj 2016 kl. 9:27 
Nope never uninstalled it. And yeah it showed 5/8 but was still applying the debuff. However this bug did not start until the update where you changed the way the cap was altered, before that I had never seen this issue. Mind you thats correlation rather then proof of any kind. But that said it has not poped up with out the mod enabled as I was useing a couple of mods in combination to get a simlar effect to what yours is now providing before.

The issue seems intermitent but can last for years sometimes I have not determined a set amount of time for it as its hard to tell sometimes when it starts and stops while the game is ongoing, only that it can last for half a decade or more in game sometimes.
Mattrex  [ophavsmand] 27. maj 2016 kl. 9:14 
Black Jack, if that is a bug, I think that must be something in Stellaris rather than in the mod--I've been playing consistently using this mod for many hours and have not encountered any bugs like what you describe. The researched technologies merely apply a bonus to your empire's world/leader caps, and once those bonuses are applied, any further interaction with the numbers are handled by the game's logic.

What does your core world utilization look like? Is it showing 5/10 or something like that? Also, did you ever uninstall the mod while playing this particular game?
Black Jack 27. maj 2016 kl. 6:10 
Hey I just wanted to let you know I have found bug. I am still getting the insufficent planet mangement debuff even when i have your techs researched. Only the first level of it though the -10% energy credits and -10% influence. Its been happening for a while and at first I could not figure it out but I noticed it started when you made the change to tech and only just now realized I was also getting the influence penality that actually stated it was the planet managment debuff.

Could you please have a looka at that because its wrecking my mid game economey atm and its a bitch to compensate for it right now.

Also I just tried changing how many I had in sectors and it seems I now have that debuff on permenantly it wont go away....
Quinnell 23. maj 2016 kl. 18:00 
They appeared. Thanks Mattrex.
Mattrex  [ophavsmand] 22. maj 2016 kl. 18:57 
Chase, they absolutely will--my friends and I tested this out in a game last night. However, if you load an existing game with the mod, it might take longer for the technologies to appear than if you started a new game, because you will have a larger pool of possible technologies to draw from.
Quinnell 22. maj 2016 kl. 15:53 
Will these new researachable technologies appear in existing games?
Mattrex  [ophavsmand] 22. maj 2016 kl. 12:55 
Ioan, I changed the way the mod grants you additional core planets, removing the flat +10 at the beginning of the game and instead staggering them out over four researchable technologies in the first half or so of the game.

To ameliorate this, you can place a few well-developed planets into a sector temporarily while you research the technologies that increase your cap. They are all tier 1 and 2 technologies, so it should not take too long for them to appear and research.
loan 22. maj 2016 kl. 1:29 
Hey,
Used this mod and really liked it but after I reload my save, my max number of core planets is down to 10 from what used to be 18, destroying my economy. Any idea why?
PCC-772 21. maj 2016 kl. 23:52 
No execution mode. Since the update on May 22 in the afternoon. -Google Translator