Spaceport Modules Extended Stellaris
Spaceport Modules Extended Stellaris
For version 1.6.2
Version 2.4
Adds 13 Spaceport Levels
Adds 35 additional spaceport modules
KNOWN CONFLICTS
– AlphaModPlus (Note: PLUS, not his others): Plus modifies the port ui, so this will conflict.
– Any mod that will alter the 00_ships.txt or 00_spaceport_module.txt
Artwork:
Main Artwork by Raul Mamoru[www.deviantart.com]
Puffin Studios[puffinstudios.deviantart.com]
Vanilla Files modified
– planet_view.gui
– planet_view.gfx
Updates:
v2.4:
– Removed Scientist Strategic Resource
v2.3:
– Added an additional 15 modules
– Added Scientist Strategic Resource
– Ministry of war module
v2.2:
– Re-added old mod’s spaceport modules (nothing to do with vanilla)
v2.1:
– Updated to Adams
v2.0:
– Updated to Banks
– Removed modules (Use AlphaMod for now. AlphaMod+ will conflict)
v1.4.2:
– Fixed stats of MK 2 Defense
v1.4.1:
– Updated for 1.4.1
v1.4:
– Updated for 1.4
v1.3:
– Corrected Localisation.
– Nerf’d most all module bonuses
v1.2:
– Fixed port reverting to level on past upgrade 6 because of changing how the event triggered in 1.1.
v1.1:
– Cleaned up error logs. The mod should run faster now since its not continuous crapping out errors.
11/1/16: Removed smugglers for now. The buildings can stay in your save if you already have them. They can be replaced if you wish in game. Fixed solar_panel_4/5
v1.0:
Added the ability to just remove a module.
Added 19 Port Levels.
Fixed spaceports not giving you naval capacity
Spaceport is no longer “designable”
10/28/16: Added additional research for Hydroponics, Solar Panels, Crew Quarters, Synchronized Defense and Media modules to eliminate confusion on when modules are available.
10/27/16: Updated for 1.3.1. Corrected Orbital Hydroponics and Solar Panel Tech to unlock appropriate modules.
10/27/16: Updated for 1.3.1. Corrected Orbital Hydroponics and Solar Panel Tech to unlock appropriate modules.