Stellaris

Stellaris

More Terraforming Candidates
14 Comments
a.nony 2 Dec, 2021 @ 5:53pm 
There is a similar mod Better Terraforming Candidates that has been recently updated for 3.2. Hope this helps!
Scyobi_Empire 7 Jul, 2021 @ 9:56am 
3.x?
tinwiz 8 Sep, 2019 @ 8:20am 
I've tested this in 2.3 and it works fine.
tinwiz 1 Sep, 2019 @ 2:52am 
I was looking for a mod exactly like this. Is it still being updated?
Victor_D 11 Jul, 2019 @ 2:25am 
Will there be an update for 2.3? I completely approve the point of this mod, the game needs more terraforming candidates for the feature to make any sense.
DanteLorel  [author] 19 Dec, 2018 @ 9:56am 
Ah, sorry for the delayed response - yes, it's working fine. I honestly thought I had updated it for 2.2 already, but I guess maybe it didn't upload correctly.
BingBadaCOOM 8 Dec, 2018 @ 6:58pm 
This working in 2.2?
Rampage 2 Jun, 2018 @ 2:47am 
No, I changed my mind. if there is a way to target the uninhabitable planets that are at 3-4-5 rings away from the sun/s. That will be good.

Obviously it's not really practical to set custom ring distances per star type. So in a more pragmatic world, I'll settle for 1-2 rings away from sun are only ever molten/barren worlds, and all planets at rings 5+ are always frozen/barren worlds.

Getting further into the realm of impracticality and exponential difficulty. If you really wanted to get technical and account for different planet types and species habitat preferences. You'd say for terraforming something like rings 1 can only ever be molten worlds. planets at ring 2 can only be desert. Ring 5+ can only be cold planets- and allow for arctic habitability.
Rampage 2 Jun, 2018 @ 1:01am 
Agreed. Don't need menu item for customising data.
Really, From purely a technological standpoint I don't understand why all barren plants cannot be terraformed- especially if you have the terraforming technology.
The biggest issue might be modding in 'removes all other asteroids" / "removes some or all other uninhabitable planets"
GwenBlanketSpecter 29 May, 2018 @ 8:58am 
eh menu systems aren't that amazing. they can get in the way for some folks. I think the mod is fine as is.
DanteLorel  [author] 29 May, 2018 @ 8:47am 
That's definitely fair and it makes sense to check. This makes use of the normal planet modifier generation system, but I could definitely have used events instead if I wanted a menu system at game start, like many mods do. That might actually be a good idea....
GwenBlanketSpecter 28 May, 2018 @ 3:52am 
given their changes to the if/else commands in events, its hard to know what still works and what does not.
DanteLorel  [author] 28 May, 2018 @ 3:41am 
Thanks for your comment!

It's an extremely simple mod that doesn't overwrite anything vanilla, so I can pretty much guarantee it'll still work fine, even if the launcher says the version number is wrong. However, I will update it as soon as I can, probably later today.
GwenBlanketSpecter 27 May, 2018 @ 5:08pm 
are you going to be updating this? I think ti is a really neat idea