Stellaris

Stellaris

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WP's Planetary Features Expanded (3.14)
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41.818 MB
5 Nov, 2023 @ 12:36am
16 Apr @ 6:54am
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WP's Planetary Features Expanded (3.14)

In 1 collection by WP 🥔
🥔Load Order For My Mods & Compatibility
7 items
Description
Background:
When Stellaris moved away from the tile system with 2.2 the studio was pretty hasty about how they translated deposits and blockers into "Planetary Features", and there aren't many varieties of new deposits. They provided such a small collection that, despite the fact they are weighted in a variety of ways, all planets end up feeling very similar. You'll find hot springs (which look icy) in tropical environments, mote deserts (which look hot) on arctic planets and so on. See if you can guess the planet classes in these two screenshots of vanilla game-play:


The answers are Tomb Worldand then Tropical World. Pretty rubbish, right?

Overview:
In Planetary Features Expanded you'll find 407 new deposits to discover, each with it's own custom art and descriptions. 11 of the planet classes (the 9 standard + tomb + gaia) all now have their own totally unique list of 37 deposits they might roll. This will hopefully mean all the planets feel distinct while making colony game-play feel fresh again, too.

Things aren't too different as far as balance is concerned. My deposits provide roughly the same benefits as vanilla, such as +1/2/4 agriculture districts or +1/+3 rare crystals. They are weighted like vanilla also, so for example wet worlds have a bias towards food while cold worlds have a bias towards minerals. The key difference is that every feature has it's own name, art, and description to make sense on the planet it's on.

Establish farms and grow all kinds of food in new lush, verdant environments.
No longer are all crystal deposits in caves, but they can be found on cacti and trees and webbing...
Generate power from charged eels, exposed lava, radioactive lakes and more.
You get the idea.




Technologies:
There is also a collection of new on-theme blockers. This means new techs to clear them! In general, you'll mostly interact with just 2: A tech for simple planetary "obstacles" which are common and easily cleared, and a tech for planetary "challenges" which are rarer and more difficult.

There are also 3 techs for removing other rarer blockers you may find.

Just as in vanilla, these techs only show up if you have a colony that needs them. And just like in Vanilla, the AI will research and clear their own blockers - so the reality is you won't see most techs unless you do other play-through's with new starting habitable planets.

Other Notes:
  • All deposits display their associated resource with an icon in their name, to improve readability of what's doing what at a glance.
  • Rare planetary deposits are written in purple text, to make them easier to identify.
  • Especially rare (and therefore troublesome) planetary blockers are marked in red text.
  • All vanilla features/deposits still exist - they are filtered into their "correct" categories now (and nowhere else.) I.e teeming reef on ocean worlds, arid landscape on arid worlds, searing deserts on desert worlds. It's basically what I think should have been done back at 2.2.

Full details:
Just as with my other mods, I'm hosting a public google sheet[docs.google.com] with complete information on art/name/descriptions and balance. If you right-click any cell you can drop a comment which I'll see if you want to provide feedback on any part of this.

The Future and Feedback:
I'm open to changing almost anything about the art/name/descriptions of these tiles! If you have a better idea please do tell me. Thinking up over 400 features was really difficult, and I'll take any inspired ideas you may have. Even better, if you actually provide/generate your own art for the feature and I'll implement it in a heartbeat.

Check the dedicated thread below for my further thoughts on this mod. I consider it basically 100% done for now but obviously all things can be improved and I do want to list my ideas while they are fresh.

Compatibility / Technical:
  • I've used scripted triggers when calling planet classes so other people can build compatibility with me if they like.
  • I run two events to handle the distribution of all the deposits, both at game start, and they only trigger the once, so there is essentially 0 performance hit.
  • There is sadly one overwrite - the alien zoo building.
  • This is 100% compatible with Planetary Diversity. All the new planets will be filtered with my deposits too! Magic.
  • Same situation for All These Worlds.
  • GPM is is also compatible but I need feedback on how they interact.

Recommendations:

Special Thanks:
I just want to take a second to give a massive thank you to PancakeLord whose EasyDiffusion guide for making Stellaris-like artwork on the Stellaris forums[forum.paradoxplaza.com] was the genesis for this entire thing. Then - earlier in the year he collaborated directly on this mod! He brainstormed several deposit concepts, wrote flavour text, and generated the art for several of them (...which I think is best art in the pack). The guy is fantastic and if you like this mod you should check out his workshop as he has great stuff when it comes to making the planet UI flavourful.
[discord.gg]
Popular Discussions View All (1)
23
21 Mar @ 11:51am
The Future and feedback.
WP 🥔
280 Comments
Staren 4 Jun @ 5:00pm 
@mijhil
effect remove_deposit=whatever_deposit_identifier #planetIDnum
effect add_deposit=whatever_deposit_identifier #planetIDnum

This requires looking up the relevant names in the localization files. 😔
TY 3 Jun @ 9:38pm 
I'm updating my mods to make to make this one compatible with them and the latest version of the game. Thanks again for allowing me to borrow your planetary features for my suite of mods.
WP 🥔  [author] 28 May @ 7:33am 
@Choosingzero
Yeah, I assume most of them outside of the SR ones work fine!
Choosingzero 27 May @ 1:54pm 
This mod actually fully functions when i use it, some of the special deposits dont work but most work normally.
Defence of the patience 2 27 May @ 10:11am 
Eagerly anticipating the return - planets are just so repetitive with vanilla features!
WP 🥔  [author] 24 May @ 6:20am 
@Tuerk
Overall with inline scripts I'm hoping it shouldn't be too bad!
Tuerk 24 May @ 6:17am 
I can only imagine how much work it takes to edit ~400 planetary features for the new workforce system!
mijhil 24 May @ 4:40am 
How do you add them manualy?
Staren 12 May @ 9:37pm 
SCRATCH THAT. 4.0 will run with the mod *seemingly* normally, until you realize that none of the rare deposits give their resources properly. Guess I'm adding them manually for this run...
Staren 12 May @ 12:23pm 
Works on 4.0 for me