Stellaris

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Celestial Expansion v1.2.1 | Gigastructural Engineering Compatability
   
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26 Feb, 2022 @ 11:02am
21 May, 2022 @ 11:10am
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Celestial Expansion v1.2.1 | Gigastructural Engineering Compatability

Description
Gigastructural Engineering for Celestial Expansion
Celestial Expansion is a mod that allows for you to expand the size of your planets, while also discovering treasures and more resources from within your planet! This mod enables compatibility with Gigastructural Engineering resources and presently is a fully optional mod to play!

CE is fully updated to v1.2
and game version v3.4


Planetary Expansion
Expanding your planets can be a pain, but eventually well worth the effort! The more spacious a planet, the more valuable the land becomes. Expanding planets comes with significant risks, some in which can cause the destruction of the planet! It is important to make certain that the planet continues to be stable, otherwise all that you've worked for could be in serious trouble! Expect to spend a substantial amount of minerals and energy with every turn to stabilise your world.


Here is a list of what you can expect within the mod:
  • All Decisions to fill planets and expand them now require Planetary Mass instead of Minerals

WARNING: Make sure the load order has Gigastructural Engineering and Celestial Expansion load before this mod, otherwise the mod will not work!

Credits
Huge thanks to:
TBA




Disclaimer
This is (technically) my first major sub-mod, I fully expect there to be issues. Presently I am not fully confident about merging this mod into the base mod itself. This is a fully optional mod to have as either way, you're required to expend lots of materials to expand and fill planets!
Popular Discussions View All (1)
0
26 Feb, 2022 @ 11:35am
PINNED: Bug Reports
Kxawzìtan
12 Comments
Kxawzìtan  [author] 11 Feb, 2023 @ 3:20am 
Hi Arkenor!
No, everything within the submod essentially changes the recipes for uplifting planets. Instead of using Minerals, you'll use Planetary Mass instead. If you run the game without this mod but with Gigastructures enabled, you'll only be spending minerals like in the main mod.
Nothing bad should happen as far as I know, so you should be all good.

Though, even though I haven't been able to update the mod to the current game version, nothing has changed to the mod since it's last update. Theoretically it should still work normally.
Arkenor 10 Feb, 2023 @ 4:18pm 
I see this isn't currently working? Will anything awful happen if I use Gigastructurs and Celestial Engineering together without this submod?
Kxawzìtan  [author] 2 Feb, 2023 @ 10:54am 
WARNING
I'm experiencing some issues trying to update this mod I'm not sure what the crack is, as it is trying to pull information from the mod, in a place that doesn't exist. There will be a delay for now, however the mod should still work normally.
Kxawzìtan  [author] 15 Jul, 2022 @ 6:41am 
Hey Paladin One
I appreciate that you've created a submod of my submod. There are aspects to my submod that still require some attention including what is underlined in your submod. I think we definitely should have a decent chat about what could be done to enhance the mod and/or fix these issues. At this moment I'm unable to work on them due to real life taking priority, however when I do get back to work, I can ping you a message.

Let me know of a way for us to work when ready
Paladin One 12 Jul, 2022 @ 11:03am 
Heya
So I'm also playing with both Celestial Expansion and Gigastructures, and I noticed two subtle compatibility issues between CE and Gigas:
(1) Gigastructures reworks how Habitats pick up resources from the planets they're built around, and it makes Habitats inherit SR deposits from planets. However, it doesn't inherit from CE's Underground deposits.
(2) Frameworld Outposts can produce resources from planets, but they also don't inherit from CE's Underground deposits.

So I wrote my own small (unlisted) add-on compatch mod for these two functions. If you'd like to use any of my work, or discuss other ways of resolving these issues, I'm open to talking with you.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2811583149
Kxawzìtan  [author] 13 May, 2022 @ 10:19am 
Also, as I ran my trial runs for updating the mod to 3.4, I note that a change with PM costs will take place. PE1 takes us all the way to Very Small planets right away. In the interest of cost effectiveness I think I will when I make the next update, make it so that all costs from and above Small will start to cost Planetary Mass. I know it'll be limiting until unlocking PM from GE, and I am considering the option to bump up to Average or Large, however I don't want to make it too easy to farm the matter.
Though now that i consider it, could you guys imagine a galaxy of only size 75 planets? might be slightly OP but that would still take a long time even with the limited generation from my mod
Kxawzìtan  [author] 13 May, 2022 @ 10:12am 
Update uploaded!
As far as I could tell, there were no issues with compatibility with this mod and GE. If there are any issues as a result of the game update, this mod or GE, please let me know so I can fix it right away.
Thanks for playing with CE+GE!
DecentNameHere 9 May, 2022 @ 11:09am 
yeah i just think there should be some cheaper cost for small expansions but PM is needed for anything above planetary expansion 3 tech
Kxawzìtan  [author] 8 May, 2022 @ 5:30pm 
Hello DecentNameHere
Thank you for your comment and suggestion :)
I like the idea of cutting the cost of PM from lower level decisions, however if I remove/replace the costs from everything before Planetary Expansion 3, it'll make it a lot easier to farm for PM. Especially considering when it comes to removing mass from planets via the Gigastructures way, it'll remove the mass all the way to size 1 or Small Asteroid-scale.
I could, in theory, implement it so the PM costs start as early as Small or Average planets while minerals are the general requirement from everything at and before (Very) Small, giving some room for PM farming but at the same time, I'm not sure how I feel about it*. I don't want to make it easy or too hard to generate the mass
* - If anyone else think this is an excellent or is a preferred idea, please let me know and I'll make a change as soon as I can.
DecentNameHere 8 May, 2022 @ 5:00pm 
thanks for the compatibility mod, i think it would probably be a good idea to remove the planetary mass cost ,at least at early level (e.g before planetary expansion 3) as mass is locked behind 3 other ascenscion perks and takes very long to unlock while i could very supply minerals to it.