Stellaris

Stellaris

WP's New Worlds (3.14)
Showing 1-7 of 7 entries
Update: 3 Feb @ 1:15am

Change Notes:
Small-ish patch today but should have fixed various bugs!

  • This is now updated to v3.14! Any new civics/etc added by PDX since last year should now be working when you select a rare/new homeworld class.
  • I've added "generate_start_buildings_and_districts" to my Vanilla overwrites, allowing me to add the new ocean worlds and therefore should make anglers work on any water world now!
  • Fixed the bug where some guaranteed habitable worlds weren't hosting the correct districts. Added a simple script to reroll their deposits and it all works now! This bug had been reported by a few of you guys and I initially (foolishly) mistook it for the old districts bug and that people simply hadn't updated. But it was a legit report! Fixed now. Sorry about the wait.

    Anyway I'm modding for the next few days so please do drop any reports if/when you find more issues!

Update: 29 Jul, 2024 @ 12:23pm

Added checks for my new planet classes to a game_start scripted effect so that their deposits will spawn correctly.

Update: 29 Jul, 2024 @ 8:47am

Minor fix to the "Riven World" description (I had assigned a dynamic loc key to the static description used in empire creator, which can only be static.)

Update: 29 Jul, 2024 @ 6:46am

- All the cold planet descriptions have been implemented! MANY thanks to that_guy who worked with me on these!
- Fixed a bug for the top line description of all worlds, which were mistakenly reading as Arid before (even when Deserts or Savannahs)

Update: 27 Jul, 2024 @ 8:53pm

Added "reroll_deposits = yes" to the gamestart event for home-worlds. I'd forgotten to add this initially and it was causing mining/farming districts to be missing!

Update: 26 Jul, 2024 @ 3:06am

Added the workshop thumbnail (so easy to forget doing this...)

Update: 26 Jul, 2024 @ 2:49am

Iniitial release. Probably buggy!