Stellaris

Stellaris

WP's Planetary Features Expanded (3.14)
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Update: 16 Apr @ 6:54am

Woops! All 11 of the ultra rare blockers were assigned to the "Arid" tech... which made them pretty challenging to clear! Fixed now. Thanks to generalisator for the report.

Update: 3 Apr @ 9:53am

Okay, fixed the critical errors (and reduced loading times massively!) by implementing optimize_memory at many low level scripted effects [rather than just a couple of very high level ones in the original experiment]. Continued to use inlines around the middle of the chain.

Should be all good now! Looking forward to reports.

Update: 3 Apr @ 8:54am

Reverted to previous version, undoing the scripted effect change.


The update sadly caused a fatal error with mysterious worlds (Went over the 5 max of scripted effects!)

Update: 3 Apr @ 1:13am

Minor update today. Shifted two unecessary inlines into scripted_effects where they fit better and started using optimize_memory!

This should mean things are just that bit more efficient/cleaner. Let me know if you guys spot any unintended behaviour!

Update: 30 Mar @ 5:28am

Updated! The mod should now have full support for the new Cosmic Storms "Planetscapers" civic. I'd missed this, thanks to "RK" for the report.

It continues to be the case that this mod doesn't affect your starting capital planet (for simplicity and to prevent a lot of weirdness). So if you run this civic - which adds extra blockers to your homeworld - be aware that's all vanilla behaviour and you might get e.g a massive glacier on a continental world. It's expected.

Update: 19 Feb @ 1:57pm

Updated!
Fixed the terraforming bug. I introduced it in the last patches when I streamlined and simplified everything with inlines. Turns out there is a weird quirk of the vanilla engine: I MUST define a non-zero drop weight for the new deposits (even if they don't spawn naturally, I add them via events) in order for the "terraforming_swap_types" block to properly check for potential conditions and add things. Super weird - you can see PDX themselves messing with this in the Vanilla buzzing plains deposit.

So anyway, weird situation but easy fix. Terraforming works again! Sorry about those of you affected the past couple of days!

Update: 14 Feb @ 1:11am

Lots of changes in the backend, including some key swaps (sorry).

More playing with inlines to make everything much cleaner (I learned that you can brace basically anything and only change a section of a key!).
Removed most of the scripted_variables controls as in all reality it doesn't feel like anyone was using them.
Main reason for this update is getting compatibility ready for my new mod "Mysterious Worlds" which adds planetary exploration.

Update: 1 Feb @ 9:00pm

Updated a bunch of backend to use inline scripts.
Sadly things like terraforming swaps seem a bit annoying to inline so with my current knowledge I can only really do so much. The gains here werent as awesome as over on todays "Dangerous Wildlife Expanded" update. Nonetheless I've de-bloated enough script now that CWTools doesn't freak out anymore, so I'll take it as a win.

Update: 31 Jan @ 1:41pm

Paradox enacted a bunch of changes to the way strategic resource planetary deposits work in recent updates. Most notably, they now give the SR directly instead of requiring a building. There was actually a fun mod doing this on the workshop with a good discussion on the suggestions section of the official forums for a couple of years now, and I was tempted to implement into PFE for original release! I didn't because it would have been inconsistent with Vanilla, but now that Vanilla itself has changed I'm happy to do it!

Changed special resource category from "deposit_cat_rare" to "deposit_cat_rare_resource"
Strategic resource deposits no longer give mining buildings and instead give +0.2/+0.4 of the resource to mining activities on the planets
All strategic resource deposits now give +3 mining districts
Mastery of Nature / Cultivated Worldscaping code updated to the new script value (paradox changed this, so it was broken)

This update isn't extensively tested. If I forgot something or there are bugs drop me a message, I'll be quick with updates for the next few days.

Update: 31 Jul, 2024 @ 12:47am

A collection of rare deposits (the rare ones NOT associated with rare resources) and blockers have been updated to correctly display as rare on the main planet view ui.
Agnostic blocker weights were shaved slightly as I felt they were somewhat too common.
Standard production feature weights were reduced slightly as small worlds were exhibiting 1 or 2 more features than they should.