Stellaris

Stellaris

Guilli's Planet Modifiers for 1.9
74 Comments
Guilliman  [author] 28 Feb, 2018 @ 11:27pm 
The 2.0+ version can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=865040033

I made this 1.9 versions so people could finish their 1.9 games :)
Mobius 28 Feb, 2018 @ 11:10pm 
will you update this to 2.0? this mod is awesome :D
Guilliman  [author] 28 Feb, 2018 @ 10:20pm 
Should be. Not sure if PD is still 1.9 compatible
Mobius 28 Feb, 2018 @ 8:46pm 
is it compatible with planetary diversity??
Gray Death 25 Feb, 2018 @ 6:59am 
Nice, I am still unsure if I can swallow the changes of Stellaris 2.0
Guilliman  [author] 23 Feb, 2018 @ 12:55pm 
This mod is now a dedicated version for the 1.9 version of the game.
Guilliman  [author] 19 Sep, 2017 @ 3:25am 
Last update for this beta test.
* Increased colony event spawn chances
* Rewrote localisation files so they are easier to add stuff in the future.
* A ton of text/descriptions/reward names/events have been updated. As a result the spanish and german translations of some of these are lost duo to being severly outdated. Will need new translations (as well as any new stuff).
* Fixed some bugs with modifier spawning requirements
* Implemented machine world modifiers; they spawn on machine worlds, borg worlds (for star trek mod), and the computer planet (from that mod)
* Some improved icons for modifiers
ranma100 18 Sep, 2017 @ 6:26pm 
You might want to adjust the colony events frequency. I have only had one with about 100 colonies.
WitchAlice 17 Sep, 2017 @ 1:54pm 
Something interesting I noticed, is that the galaxy view does account for the -1 energy on some asteroids:
https://i.imgur.com/ayjV52I.png
https://i.imgur.com/AOZ2960.png
Catapultam Habeo 14 Sep, 2017 @ 6:00pm 
Terraforming candidate modifier should cap planet at size 25.

while = {
limit = {
planet_size < 25
}
change_planet_size = 1
}
Guilliman  [author] 14 Sep, 2017 @ 9:44am 
This beta test version of the mod for 1.8 will be deleted september 21th after updating the main mod to the next version of the game. Just letting everyone know!
Guilliman  [author] 11 Sep, 2017 @ 10:22pm 
Thanks, fixing it :)
THE RIDE NEVER ENDS 11 Sep, 2017 @ 3:07pm 
I think you forgot to add the end tag for your color: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1133363487

It continues to effect any text after the name
THE RIDE NEVER ENDS 11 Sep, 2017 @ 8:56am 
It is, maybe some quirks with terraforming but that's all, it works great.
gasoline huffing enjoyer 11 Sep, 2017 @ 8:54am 
Sorry for my last comment, did not read the Real Space compatbility change part. Do you know if it is compatible with Reworked Planetary Diversity?
Guilliman  [author] 9 Sep, 2017 @ 10:22pm 
Yeah using the observer command or any commands to look at planets that have not been surveyed won't show coloured names or icons. The planets get a coloured name and icon after a science ship surveys the planet. This is done through a hidden event. Since the coloured name shows up for everyone it is done this way to make exploring more exciting (otherwise you could instantly see which planet has wonders or precursor modifiers when you start the game).

So either you or the AI needs to sent a science ship to survey the world for it to change colour and get an icon
THE RIDE NEVER ENDS 9 Sep, 2017 @ 6:58pm 
(maybe they are reserved for non colonizable planets ?)
THE RIDE NEVER ENDS 9 Sep, 2017 @ 6:51pm 
Weird, when i start a new game i try to use the "sensor" and "survey" commands to look at the expansion planner (could do observe too, same-ish results) but there is no wonder icon, no blue text for any worlds.

Is that normal? Do they generate after a while?
Guilliman  [author] 9 Sep, 2017 @ 12:28am 
some more changes:
- All base game precursor event chains have been incorporated into the mod: When you complete the event chain and you get a homeworld/ringworld they will all spawn with precursor modifiers and have a blue name and icon
- precursor world name colour changed from teal to blue
- added more debug events (see list in discussions) - use with the console command "event pm_debug.#"
- added in the compatibility for real space (but real space needs to update their file first so it wont work yet)



Most of this will only start showing up in new games though unless you use the debug commands to respawn some stuff (like shield graphics)
Guilliman  [author] 9 Sep, 2017 @ 12:28am 
I patched:
- Fallen empire worlds will now spawn with more fallen empire modifiers
- Fallen empire planet shield graphics have received a new colour to make them stand out from other planetary shield graphics
- Changed and fixed some issues with Wondrous worlds name colour and icon not being removed when the world gets destroyed (I think this was the issue you were having @alexanderyou)
- Wondrous worlds that get destroyed (turned into barren/molten/frozen/nuked) will be renamed to star name + "ruined world" in order to correctly clear the planet name colour and icon (no other way to do it :< )
- Adjusted some planet modifier rarities
- adjusted some colony event script numbers so I have room to expand them into event chains later



alexanderyou 8 Sep, 2017 @ 10:55pm 
I found a wonderous world modifier on a molten planet, but terraforming removes planetary wonders. Is that intentional or a bug?
Guilliman  [author] 8 Sep, 2017 @ 9:42pm 
Yeah the terraform options for the valuable world give vanilla options only, that isn't going to change. As for what planets barren worlds terraform into with the PD mod I'm not sure how to fix. You can't have multiple "terraform" mod files as they don't work well (you get multiple of the same options).
It's probable that my mod will support vanilla planets in the tarraform menu and if people need other mod planets someone's going to have to make a patch. But we'll see first if 1.8 of the game brings any back-end changes to the scripts/mod files for terraforming. Who knows they might have fixed that particular issue
THE RIDE NEVER ENDS 5 Sep, 2017 @ 2:56am 
Just tested on mars, it works like you but no options for mangrove, arroyo worlds (new planet types).
THE RIDE NEVER ENDS 5 Sep, 2017 @ 2:46am 
The other thing i noticed is i usually CAN terraform barren planets but only when i didn't discovered them with the event "terraforming candidade find", even if the modifier is the same (?).
THE RIDE NEVER ENDS 5 Sep, 2017 @ 2:41am 
On the list of issues i noticed i cannot terraform to reworked planetary diversity new planet types on barren planets and for a reason i still can't grasp, barren planets are "sometimes" terraformable. This is driving me a little bit mad ^^'

But seriously i think if reworked planetary diversity says his mod have an inbuilt compatbility patch in it, the fixes should be on his side.
Guilliman  [author] 5 Sep, 2017 @ 1:26am 
@Identitools I'm testing with reworked planetary diversity and terraforming seems to work fine for me.
Does the terraforming tooltip look different to you than this:?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1128463336
Are you sure you are not running any other mods that change terraforming, or add planets?
THE RIDE NEVER ENDS 4 Sep, 2017 @ 2:18pm 
From what i've seen the bug occur when i have the "terraforming candidate discovered". I have only reworked planetary diversity that touches that.
Guilliman  [author] 4 Sep, 2017 @ 1:53pm 
Wonders do get destroyed with terraforming.
Are you running any mod that add terraforming? I can run some tests and see if something weird is going on between that mod and mine
THE RIDE NEVER ENDS 4 Sep, 2017 @ 1:11pm 
Ok, this is becoming weird, i started i new game and now i can't terraform any barren planet, even with the "terraforming candidate" modifier
THE RIDE NEVER ENDS 4 Sep, 2017 @ 12:29pm 
Are wonders destroyed after terraforming?
Alferner 4 Sep, 2017 @ 10:27am 
Thx man. Ringworlds engineers no longer throw around seeds randomly causing forest tile blockers to appear.
THE RIDE NEVER ENDS 4 Sep, 2017 @ 10:11am 
Ok, thanks :)
Guilliman  [author] 4 Sep, 2017 @ 10:10am 
For now a temporary fix yeah. They both do functionally the same, allow terraforming. Everything that happens with terraforming (bad modifiers go away, random ones are rolled) happen for both valuable world as terraforming candidate (and all other terraforming)
THE RIDE NEVER ENDS 4 Sep, 2017 @ 10:03am 
Hi, quick question, in your recent fix about terraformation you made barren planets generate a "terraforming candidate" instead of the valuable world because of incompatbilites with other mods like reworked planetary diversity.

Is this a temporary fix? Also do the modifiers "valuable world" and the "terraforming candidate" do the same after terraforming? (modifiers applied after, ressources...) thanks :)
christophe.poth 4 Sep, 2017 @ 6:02am 
ok thanks a lot !

regards.
Guilliman  [author] 4 Sep, 2017 @ 4:10am 
I'm looking into it, I didn't know yet which mod was causing that issue so far. I'll test with the mods you mentioned and work on a fix. Thanks for letting me know :)
christophe.poth 4 Sep, 2017 @ 1:55am 
Hi Guilliman, just found that the precursor planetary shield is placed above the planet in my game , Must confess i'm using ISB graphic / doomsday and MEM (more event mod) and i think the same issue occured for these mod users before a patch was made to ensure compatibility...(don't remember well but i think ISB could be the culprit... in fact if i remember well the same issue occured with MEM planetary shields for ISB mod users)
Do you think you can help with this matter ?
As always Thank you for your awesome work, it just make stellaris much more worth playing!

regards
Guilliman  [author] 3 Sep, 2017 @ 12:44pm 
Yeah that sounds very lucky!
The precursor spawn rates aren't final though, it's hard to balance before 1.8 as dead worlds don't show up on the expansion planner (as "observer mode" I can see all planets in the galaxy, but only the habitable ones. With 1.8 of the game I'll be able to see any planet I want, so I can finally count the precursor modifiers on dead worlds and see if there's too many ^^
Dodes 3 Sep, 2017 @ 12:16pm 
Ah, awesome, that's exactly what I'd go with. I guess I just got very lucky as I got a 22-tile gaia world right on my starting border with the bioluminsicnt tile and then I maybe got 5-6 precursers in my 1/5th of the galaxy.
Guilliman  [author] 3 Sep, 2017 @ 12:11pm 
Generated at the galaxy start, and AI can get the event rewards from their discovery as well. So it should be fairly balanced. The rewards are also fairly small for that reason. I don't think there is anyway for me to scale their bonuses on game difficulty. At least not from rewards like that.
I am keeping a close eye on balance :)
Dodes 3 Sep, 2017 @ 11:35am 
Seems to be working fine with AlphaMod. Loving it! Thanks so much. Hope to see more.

I have a question though: Are precourser discoveries and their resulting bonuses generated with the universe at game setup, or are they randomized for each survey? Can the AI get those bonuses? If I get bonuses from the precourser events, I'd just like it if the AI had some kind of equivalent so I don't have an unfair advantage. (Though I do realize it's never really fair between a human player and an AI - just that if I get a bonus I want the AI to be able to get an equivalent bonus or greater if on a higher difficulty). Just my thoughts. God forbid you actually were to do that word-for-word. What I would propose would definately need some refinement before actually implementing anything of substance.
Guilliman  [author] 3 Sep, 2017 @ 8:15am 
patched:
- barren/cold barren worlds should now always get a terraforming candidate modifier rather than a valuable modifier whenever they need one.
- fixed some debug scripts
- Atempted to solve a bug where the planet names weren't going back to white after a colony on a wondrous planet is destroyed by unbidden/swarm/other events. Bug still not fixed but it should show "ruins" behind the planet name for now. Still atempting to fix, it's a hard bug
Guilliman  [author] 3 Sep, 2017 @ 8:02am 
yeah something like that
THE RIDE NEVER ENDS 3 Sep, 2017 @ 8:01am 
I may not fully understand the mechanics behind it but can we instead use only the "terraforming candidate" modifier to do the valuable world one? It may solve the issue. Also if players don't see how "terraforming candidates" are now much more interesting we can modify the icon/flavor text but still use the vanilla modifier name.
Guilliman  [author] 3 Sep, 2017 @ 2:28am 
@indentitools I think I know why the terraforming thing happens. You cant overwrite terraform scripts with a different file name (and thus create priorities between mods), so everymod has to overwrite terraform scripts using the same file name, and the game decides which it uses based on the alpabetical order of mods.
I'm giving barren/cold_barren worlds the regular teraforming candidate modifiers instead of valuable world for now. So if a mod "overwrites" my terraforming code for barren/cold barren worlds you'll still be able to terraform them.

I might be able to "switch" the tooltips around using some script stuff so it shows as a valuable world modifier (but is actually the terraforming candidate one behind the scenes). That would fix the issue and make it more emersive as well. I'll need to see how much time I have to experiment/test with that before the patch
Guilliman  [author] 3 Sep, 2017 @ 2:19am 
Should be compatible with alpamod.
Dodes 2 Sep, 2017 @ 2:08pm 
This mod looks awesome and exactly what I want. How compatible is it with AlphaMod?
Guilliman  [author] 2 Sep, 2017 @ 8:33am 
Haven't had the time to look into it today, just done with some work I had to do. Looking into it later today and I have all day tomorrow planned to bug test a bit
THE RIDE NEVER ENDS 2 Sep, 2017 @ 8:20am 
Any update on that issue?
THE RIDE NEVER ENDS 1 Sep, 2017 @ 11:11pm 
If you have trouble to find the bug (about terraformation) i use Reworked Planetary Diversity, on the mod page it says the mod is compatible with yours but since you recently touched terraforming who knows.