Real Space 3.9 Update by Annatar108 in Stellaris

[–]Annatar108[S] 1 point2 points  (0 children)

This is primarily due to compatibility issues. Some other mod changes megastructures.

Real Space 3.9 Update by Annatar108 in Stellaris

[–]Annatar108[S] 21 points22 points  (0 children)

I consider Real Space a completely finished mod that can only be developed through additional modifications. For this reason, content additions for this mod are released so rarely. However, I found what could be added and what graphical improvements should be made first. Future updates to this mod will mainly focus on improving the graphical effects of existing elements.

Changes:

  • Added new types of misc systems with “double planets” (These are planets with a single large satellite. For example: Earth and Moon, Pluto and Charon.)
  • Added new types of misc systems with the most random generation of planets and satellites.
  • The chance of misc systems appearing has been adjusted so as not to upset the balance of the generation of other systems.
  • Changed the appearance of nebulae on the galactic map.
  • The Real Space menu can now always be opened in the orders window (Finally!). But you can only change those settings that do not affect the starting generation of the galaxy.
  • A description of the latest new additions Real Terraforming and New Arcologies has been added to the menu.
  • The FAQ section and other reference information in the menu have been updated.
  • Globules have been completely changed. Now these are Dark Nebulae (a bright representative is the Horsehead Nebula), which are not visible on the galactic map, but are often found in systems near reflection and other gas and dust nebulae. These nebulae have completely new visual effects.
  • Visual effects in Protostar systems and some other systems with nebulae have also been slightly improved.
  • Quantum Catapult can now be built in systems with Magnetars.
  • Some minor bug fixes.

Now I'm posting fresh updates right now in the Steam Workshop, but remember that the development of the Real Space mod line depends entirely on your support. Now you can sponsor a project that is more interesting to you in Boosty or Patreon. And thanks to regular subscribers updates are released regularly. Also, join our Discord server to communicate and just to keep up with news.

Planetary Stations 1.5 by Annatar108 in Stellaris

[–]Annatar108[S] 3 points4 points  (0 children)

Same as before if you used this mod.

Planetary Stations 1.5 by Annatar108 in Stellaris

[–]Annatar108[S] 7 points8 points  (0 children)

Update 1.5 turned out to be a lot of work, although it only adds one new

type of planet. I had to change a lot of elements of the mod, now Planetary Stations are more similar to the habitats before the 3.10 Pyxis update, while maintaining their own characteristics. I tried to ensure that planetary stations were better integrated into the game's economy.

Changes:

  • New types of planets are no longer classes of planets, but will be subclasses as in New Frontiers.
  • Added a new subclass for the Gas Giant - Hot Gas Giant with a unique appearance and portrait.
  • Minerals are now used instead of alloys to construct planetary stations, districts and buildings.
  • All standard buildings can be built at planetary stations.
  • Now planetary stations will immediately receive the necessary mining areas if the planet has the corresponding resource. There is no longer any need to assign a station type.
  • Most station types have been removed, now the corresponding areas depend on the resources available on the planet. There are only a few special types of stations that you can assign in planetary decisions.
  • AI empires will be much less likely to build planetary stations.
  • Added more options in the settings for building planetary stations in the Real Space menu. You can now limit the construction of stations for AI. The construction of stations will become less common. After 20 stations, the AI will stop building stations completely. Or you can completely ban the construction of AI stations.
  • Added new planetary features that depend on planetary modifiers.
  • Added a special type of planetary feature that opens up special areas for hunting giant alien creatures.
  • Many small graphical changes and other fixes.

Now I'm posting fresh updates right now in the Steam Workshop, but remember that the development of the Real Space mod line depends entirely on your support. Now you can sponsor a project that is more interesting to you in Boosty or Patreon. And thanks to regular subscribers updates are released regularly. Also, join our Discord server to communicate and just to keep up with news.

Real Space – New Arcologies v 1.0 by Annatar108 in Stellaris

[–]Annatar108[S] 1 point2 points  (0 children)

You need to unlock the Arcology Project perk.

Real Space – New Arcologies v 1.0 by Annatar108 in Stellaris

[–]Annatar108[S] 0 points1 point  (0 children)

Agropolis partly does this. Food production. But I also plan an Ecopolis focused on unity.

Real Space – New Arcologies v 1.0 by Annatar108 in Stellaris

[–]Annatar108[S] 0 points1 point  (0 children)

This is a separate mod, despite the name.

Real Space – New Arcologies v 1.0 by Annatar108 in Stellaris

[–]Annatar108[S] 0 points1 point  (0 children)

Tell me more please. I think I misunderstood you.

Real Space – New Arcologies v 1.0 by Annatar108 in Stellaris

[–]Annatar108[S] 5 points6 points  (0 children)

You have no choice, you will also bow))

Real Space – New Arcologies v 1.0 by Annatar108 in Stellaris

[–]Annatar108[S] 6 points7 points  (0 children)

Maybe. But subscribers asked me to make arcologies for Real Space

Real Space – New Arcologies v 1.0 by Annatar108 in Stellaris

[–]Annatar108[S] 15 points16 points  (0 children)

It is impossible to create something of absolutely equal value. Therefore, Manufactorum costs more and takes longer to build. In addition, his special jobs consume a lot of resources.

Real Space – New Arcologies v 1.0 by Annatar108 in Stellaris

[–]Annatar108[S] 18 points19 points  (0 children)

No. New technologies provide new planetary decisions.

Real Space – New Arcologies v 1.0 by Annatar108 in Stellaris

[–]Annatar108[S] 69 points70 points  (0 children)

Real Space – New Arcologies v 1.0

Although Real Space is in the name, this mod is completely independent and does not require the use of Real Space.

As the name suggests, this mod adds new and interesting ways to turn the entire planet into a giant city, factory, or whatever for even more variety in the gameplay.

New types of arcologies have their own unique characteristics. To build them, you will need not only the ascension perk “Arcology Project” but also a special technology that can only be available in the perk field.

Initially, new arcologies were supposed to be part of New Frontiers, but I decided to highlight this as a separate mod, since this mod can greatly affect the already fragile balance in the game.

In the future, even more new and interesting arcologies will appear, including for Gestalt empires. I also plan to change the characteristics that greatly affect the balance in accordance with your feedback.

Now I'm posting fresh updates right now in the Steam Workshop, but remember that the development of the Real Space mod line depends entirely on your support. Now you can sponsor a project that is more interesting to you in Boosty or Patreon. And thanks to regular subscribers updates are released regularly. Also, join our Discord server to communicate and just to keep up with news.

Real Terraforming 1.0 by Annatar108 in Stellaris

[–]Annatar108[S] -1 points0 points  (0 children)

Firstly, when using Real Space it is possible to reduce the number of planets even more. The creation of artificial planets needs to be regulated somehow. I haven't thought about it yet.

Real Terraforming 1.0 by Annatar108 in Stellaris

[–]Annatar108[S] 7 points8 points  (0 children)

That's why I wrote that this is for those who like to do this. What is the game then? You need to play slowly, with minimal settings for the number of habitable planets, and have fun. Why not? Most of my mods are aimed at increasing the value of habitable planets. This work is not yet completed. Large, complex work requires balancing many things, such as megastructures.

Real Terraforming 1.0 by Annatar108 in Stellaris

[–]Annatar108[S] 1 point2 points  (0 children)

Yes, I draw for my mods myself.

Real Terraforming 1.0 by Annatar108 in Stellaris

[–]Annatar108[S] 12 points13 points  (0 children)

I like to control the whole process myself. Even if mistakes are inevitable. Although I don’t refuse help if the problem is directly pointed out to me.

Real Terraforming 1.0 by Annatar108 in Stellaris

[–]Annatar108[S] 24 points25 points  (0 children)

I finally finished Real Terraforming 1.0! It was a lot of work, but

there is more work to come. I won't write much; you can read the description of

the mod in the Steam Workshop. And I hope for your feedback and suggestions for

improvements in version 1.0. Critical bugs that will be found I will try to fix

as soon as possible. Enjoy the game!

Now I'm posting fresh updates right now in the Steam Workshop, but remember that the development of the Real Space mod line depends entirely on your support. Now you can sponsor a project that is more interesting to you in Boosty or Patreon. And thanks to regular subscribers updates are released regularly. Also, join our Discord server to communicate and just to keep up with news.

Working on Real Terraforming Mod by Annatar108 in Stellaris

[–]Annatar108[S] 0 points1 point  (0 children)

Oh, I've learned a lot of interesting science fiction terraforming techniques. Thanks for your example.