Stellaris

Stellaris

Master of Nature Updated
25 Comments
Cross Dimensional Joke 1 Sep @ 12:03am 
Pretty good mod, but the cloud replicators are way too overpowered for how easy they are to get.
PaddyGameTV 31 Jul @ 10:20am 
@kaito from the filesize i guess u can only use this mod
Thanks
Kaito Gillscale 10 Jun @ 5:35pm 
should this be active AS WELL as the original MoN, or as a replacement?
Punch 3 Jun @ 9:59pm 
Finally! I can make my Reploid Earth have some Sky Lagoons!
Snuggy 2 Jun @ 3:45am 
I think ill use this with my fiends too
Sandermatt 31 May @ 11:07pm 
It seems to me that for the final sky cities expansion it is sufficient just to queue districts until no spots are left and they can be started, even if the queed districts are not yet built.
For underground cities this does not work.
Lewis  [author] 25 May @ 10:46am 
Ill take a look during the week.
卡尔文迪斯梅特 25 May @ 3:01am 
I made a new Chinese localization translation, but there is a conflict in overwriting it. Could you please delete the Chinese localization and help me add a link?The translation is here.
https://steamproxy.net/sharedfiles/filedetails/?id=3108330591
卡尔文迪斯梅特 25 May @ 2:57am 
£mod_ruler_happiness£ → £ruler_happiness£
£mod_worker_unhappiness£ → £worker_unhappiness£
It‘s two wrong.
Lewis  [author] 22 May @ 12:15pm 
Phoenixblood, if u want find me on the stellaris modding den discord and send me ur save game.
Phoenixblood 21 May @ 7:16am 
I also tested, and weirdly enough it only seems to affect my capital deposits
Lewis  [author] 20 May @ 4:22pm 
Phoenix, Took a look mod already has a check/re-add system. Tested in a SP game with no other mods and kept modifier/deposits when terraforming to machine world. Even if I remove them all they will be re-added at start of next month. Likely conflict issue.
Lewis  [author] 19 May @ 12:18pm 
Netherland, Ill keep it in mind. Right now there is no plan to do more than fixes/balance changes. Starchitec is still interested in coming back to the mod. Any expansion would be on the main page even if I helped.
Lewis  [author] 19 May @ 12:02pm 
Phoenix, let me take a look in the next couple days. I code for work and try to stay away from it on the weekends. Appreciate u letting me know. U can try these two console commands while selecting ur planet and replacing the #### with the modifier/deposit u had before:

effect add_deposit = ###
effect add_modifier = { modifier = ### days = -1 }
Phoenixblood 19 May @ 3:54am 
I like this mod a lot, but right now if you Terraform to Machine Worlds with any of the improvements on them, it removes them all, which is very frustrating if you dont know about that
James Workshop (and Co.) 16 May @ 7:38am 
Thanks for this. If you ever consider adding to the mod I've got some suggestions! Otherwise just keeping it alive was already a great help, thank you!
Lewis  [author] 11 May @ 2:30pm 
xXxFireman15xXx works for our game with no perceptible errors.
xXxFireman15xXx 11 May @ 1:40pm 
Hello there my good sir I have a question to ask, is this compatible with planetary diversity by any chance.
Lewis  [author] 10 May @ 11:40pm 
イムカ went ahead and made the change u should be good after update. Won't cause issues with old saves.
Lewis  [author] 10 May @ 10:07pm 
イムカ can do, I will update once our current MP game finishes. Have a small list of conditions to change. Let me know if there are any more issues.
Tea Earl the Grey 10 May @ 7:54pm 
Thank you Sir for keep this alive.
イムカ 10 May @ 2:10pm 
I hate to ask, but could you add a a conditional check for individual machines to the flying robot factory, they don't get the artificial workforce technology.... and thus loose out on one of the ones that would be super useful to them.

or = { has_technology = tech_robotic_workers is_individual_machine = yes}

should work

Beyond that, it works great and I greatly apreciate the update.
tzverg 9 May @ 8:19pm 
мужик!
Them8 9 May @ 7:07pm 
thank you