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1. This mod is no longer playable, it's for Stellaris 2.0, I find it hard to believe you can actually start the game unless you disabled automatic updates since 2020!
2. It doesn't add events, whatever happened with your capital is not my mod doing it!
So go find the right mod to be pissed off at, good luck!
This mod here is dead. A new one is coming.
There's an updated version that works with Planetary Diversity.
maybe you're looking for this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1616934635
with this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1629352664
If you're still using this 2.0 mod with current version of Real Space, you're brave :P
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1418548545
Is there another version avilable?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1389588383
I may keep both this and the Star Trek standalone version as 2.0 mods, with no further updating. While the Beta will either be renamed (to remove the Beta) or be taken down and a new version published. Im more inclined in just renaming the Beta as I will be publishing an Add-on mod once I consider the beta-test over.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1389588383
Make sure you disable the old version before trying the new, should work with existing saves but report any issues.
anyway the new beta version of Planetary Diversity has been published, except mine very soon!
in the new version it doesnt actually spawn the new planets at game start, a script converts vanilla planets to both more "logical" vanilla as well as New Worlds and Planetary Diversity planets. By "logical" I mean it checks the star type and other conditions like, does it have a moon? is it a gas giant moon? etc So if you increase the habitable slider when starting a new game to get more habitable worlds, then there's more worlds to convert. Meaning you just use the slider and no tweaking should be necessary.
Time frame for beta release is by the end of the month, likely the last weekend (25,26th) I hope.
In my last update I think I reduced each planet's odds by half, I dont know if there are any limits that might crash the game. What I do know is right now you'll probably be wasting your time as my new version is just around the corner and it will work in a different way ;)
This question is going to drive you nuts, but I've been playing around with your RS (New Worlds) mod and have been trying to generate a map with *more* habitable worlds. Adjusting the slider in game seems to have little effect, as does altering the values in planet_classes.txt. I was reading the comments here, got the bright idea to try tweaking 00_star_classes.txt, and have been enjoying excellent success on crashing my game when trying to generate maps.
I think I just have no idea what kind of numbers the game is expecting in those spawn_odds fields in star_classes. Do you have any recommendations on how I could/should go about tweaking things to increase the number of worlds about? I'm guessing any changes I make to spawn_odds in star_classes.txt have to be very conservative.
I have to say that RS New Worlds is way better than Planetary Diversity, because of larger chances of several planets spawn in one system especialy small one. And because, it doesn't metter the amount of types of starting palnets, 9 vanila types is enough. But more important is the diversity of discovered planets through the game.
@xnadu: Expedition yes, but im not sure yet if there's any converting that still needs to be done, its one of the things that may need to be tweaked after the mod is published, or it may delay release. Havent looked into Astrogeology much, not sure if anything is required. Guilli's, yes! He's in the team ;)