Stellaris

Stellaris

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Compatibility - Guilli's Techs & Planetary Diversity
   
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9 May, 2020 @ 5:04pm
20 Jun, 2021 @ 12:31am
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Compatibility - Guilli's Techs & Planetary Diversity

Description
steam link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2091161991

This version of the mod is compatible with 3.0.*+. It should ALWAYS remain compatible - the only updates it needs are to account for any added normal planet classes in Planetary Diversity updates (but only 'normal' planet classes, not special ones). If you know of any unaccounted-for classes, leave a comment!

(This version of the mod was originally made for 2.6.*.)
(If you're using the 2.5.1 version of Planetary Diversity, use my other compatibility patch instead: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2091163293 )


Compatibility patch for Guilli's Technologies and Planetary Diversity

Guilli's Technologies (GT) adds several planet-classes specific habitability research options, but only for the base 9 planet classes -- whereas Planetary Diversity (PD) introduces many more.

Guilli's Technologies: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1793768254
Planetary Diversity: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=819148835

To use: load this AFTER (lower than) GT. It overwrites some techs from gt_soc_tech.txt via the file gt_technology_pd_compat_techs.txt, and adds gt_technology_pd_compat_addition_l_english.yml


In this patch, the main PD planet classes get sorted into 10 groups for the purpose of GT habitability technologies -- one for each of the 9 original planet classes, with a 10th one for the Mycelium and Bog worlds, which didn't seem particularly well with the flavors of the GT technologies, but did fit well together. (EDIT: Added Mud worlds to this category)

To accommodate Mycelium+Bog, I've added a 10th habitability tech to GT's list, "Atmospheric Deodorizers" ("Massive decomposition of organic matter produces a variety of compounds that, while ultimately beneficial, are typically highly unpleasant to the senses. Synthetic additives can mask the presence of these compounds without disrupting their ecological role.").
(English-only for now, sorry.)


The groupings are:

Desert tech: Desert, Dune, Oasis
Arid tech: Arid, Mesa, Atacama, Outback
Savannah tech: Savannah, Prairie, Steppe, Mediterranean, Veld, Semi-Arid
Tropical tech: Tropical, Tepui, Atoll
Continental tech: Continental, Cascadian, Retinal, Forest, Lake, Tepid
Ocean tech: Ocean, Crag, Mangrove, Swamp
Tundra tech: Tundra, Antarctic, Frigid
Arctic tech: Arctic, Glacial, Snow, Aeolian
Alpine tech: Alpine, Boreal, Highland, Dune Forest
+new tech: Mycelium, Bog, Mud

All technologies should match well flavorwise with their associated planet classes. But if you have better suggestions, let me know. (Although note that the planet classes' actual descriptions often give a better explanation that their class names do.)

===

(As a note to compare to the other version, PD 2.6 introduces the Outback, Highland, and Swamp classes (although Swamp is kind of misleading, as Bog is technically called "swamp" in the files, and in PD 2.5.1 Mangrove displays as "Swamp" in-game...).)

(As a note, in my personal version of this patch, I don't use the vanilla stop-appearing-after-50-years and can't-get-techs-for-your-homeworld weightings that GT techs normally have. But this uploaded version uses all of the standard GT weightings -- it is JUST a patch to make sure the PD classes get equal attention, nothing more.)

==

Update 1 - 2020-05-10 - Added icon for the new technology.

Update 2 - 2020-05-23 - Changed how the edited techs are handled in-code. Now they should overwrite the appropriate GT techs without needing to overwrite the entire gt_soc_tech.txt file like this mod did before. Thus, updates to GT should generally no longer negatively impact this mod.

Update 3 - 2020-11-08 -
1) Added Mud/Lake/Veld from latest PD version -- Mud uses the new Atmospheric Deodorizers tech (no longer smell the H2S being produced by microorganisms within the mud volcanos!), Lake uses Continental tech, and Veld uses Savannah tech.
2) Bugfix'd thanks to Animus Yosho. (There was a missing bracket on line 156, probably from when I added in Outback, causing a massive error in the code.)

Update 4 - 2021-05-11 - Thanks to Virstag for adding Tepid, Aeolian, Dune Forest, and Semi-Arid from latest PD version.

Update 5 - 2021-06-20 - Added Cenote to Tropical and Badlands to Arid, from latest PD version.
27 Comments
kwendish 7 Dec, 2022 @ 4:41am 
Assuming this mod isn't updated anymore, cause there are planet types missing, I made a new patch for 3.6: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2898623879&searchtext=Planetary+Diversity+%2B+Guilli%27s+Technologies+Compatibility+Patch
Meaty Ogre 3 Dec, 2022 @ 9:07am 
Does this need an update after the latest PD update?
Bari 26 Oct, 2022 @ 5:05pm 
I'm going to assume this is still good to use.
Virstag 21 Jul, 2022 @ 10:28pm 
Read the description people, seriously.
Aegis 26 Jun, 2022 @ 12:50pm 
needed?
Argo753 17 May, 2022 @ 6:42am 
Is this mod still needed? hard to understand
Rogueone 13 May, 2022 @ 4:49pm 
Update 3.4
Rogueone 4 Apr, 2022 @ 10:08pm 
Update?
knon_20 26 Feb, 2022 @ 8:35pm 
up to 3.3?
knon_20 27 Dec, 2021 @ 9:07pm 
up to 3.2?