Stellaris

Stellaris

Frameworld Extra Goodies
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Update: 11 Mar @ 3:22pm

Update
```
Fixed typo in Orbital ring site loc
Fixed PD Unique ddecision appearing even if PD unique wasnt loaded
Added Orbital ring build site to outliner
```

Update: 19 Feb @ 5:10pm

Update 3p14ux2

# New Stuff
- Integration of the galactic archives museum buildings
- This also disallows the building to be built on the frame, just use the decision.
- This is to save on critical building slots.

# Bugfix
- Fixed some Planetary Diversity integration decisions appearing even when PD Uniques was not loaded

Update: 12 Feb @ 3:53pm

Bugfixes:

Fixed issue with selecting incorrect frameworld angler civic with bug branch

Update: 8 Feb @ 2:11pm

# New Stuff
- Working Frameworld Anglers
- You need to take the special civics on game creation (they are very fuckin obvious)
- This will add the Frameworld aquatic trait as well
- 2 DAYS AFTER GAME START: Your species will lose the Frameworld Aquatic Trait and gain the Normal Aquatic trait. Robots also do this with Waterproof. Your Frameworld Angler civic will be removed and replaced with its normal version (This works with megacorp versions as well) (This WILL force you to remake your council)

Update: 8 Feb @ 9:01am

# New Things:
Added a orbital ring building that doubles the number of eludium, acean, and iodizium jobs (thx dodo)

# Bugfix:
Put triggers restricting the ring to overlord dlc owners whoops

Update: 7 Feb @ 4:36pm

lol steam butchers my formatting, a cleaner version is on the gigas discord

# New Stuff
- A psuedo-orbital ring around the frame
- for balance purposes it does not accept most buildings / modules, only custom made ones
- and some vanilla ones that I dont want to override: Resource Silos, Hydroponic Bays, Crew Quarters, Storm stuff
- Modules:
- Shipyards: worth 3 normal shipyards
- Hatchery: worth 3 normal hatcherys
- if the vivarium upgrade is on the frame, gives +10 hatcheries
- has a beastport variation
- Modders Note: The large number of hatcheries is so you can make a psuedo-mega-hatchery
- buildings:
- Detection array: +4 detection, +1 sensor range
- short range means its only good at protecting the frame and adjacent systems
- hatchery / shipyard booster: increases build / clone speed by 30%

Update: 2 Feb @ 7:40pm

# Bugfixes:
- Added Living Metal tech as an added requirement to living metal districts (still also needs either modularity tradition 2 or master builders)

Update: 1 Feb @ 10:15pm

# New Stuff
- Added Iodizium deposit moving
- Use the decision on a owned celestial body that has an iodizium deposit
- Will remove the resource, and add 1 iodizium miner job to the frame
- Added living metal district
- living metal districts are locked behind (Modularity tradition 2 OR Master Builders ascension perk) AND the frame industrial building upgrade
- If the refinery district is upgraded to at least delta, these districts will be blocked, and will be converted to ACOT refinery districts

# Changes
- Planetary Diversity Eludium / Acean district is removed
- Instead the deposits will provide 4 special miner jobs for that strategic resource
- this was done to lower district bloat

# Bugfixes
- Fixed missing loc on Frame System NDB

Update: 24 Jan @ 4:20pm

# New Stuff
Added Kugelblitz integration:
Decision adds a deposit, which upgrades storage about of storage district
Can be upgraded twice, to match the kugelblitz mega
+50% storage, +100% with megastructural engineering, +200% with terastructural engineering
Also applies to voidframe versions

# Changes

# Bugfixes

Update: 15 Jan @ 2:16am

Added scripted variable for merger compat:

@xhk_frame_mod = 1