Stellaris

Stellaris

!!Planet Development Overhaul - See Stellaris Realism instead
294 Comments
ButtJunkie  [author] 12 Sep, 2018 @ 12:11am 
mefistofeus 14 Aug, 2018 @ 4:50am 
So hyped about planet/system development connected with corresponding events. Just hope you will use some cool art from Star Citizen or Endless Space 2 for them.
ButtJunkie  [author] 10 Aug, 2018 @ 10:31pm 
Also regarding the message - I heard that there is an issue with events that are set to fire once, ignoring that rule. If you really want to keep playing you could delete this event, but I'd recommend waiting for the new version. I stopped developing this so there may still be some bugs and incompatibility with any game changes.
shexplorer 10 Aug, 2018 @ 1:32pm 
Thanks for the quick response! I am looking forward to the next version.
ButtJunkie  [author] 10 Aug, 2018 @ 7:42am 
I didn't experience that problem back when the mod was released. It's possible it's an unusual bug, or that something after 2.0 changed. Either way, I've moved onto developing the next version which I think is a lot better :)
shexplorer 10 Aug, 2018 @ 5:14am 
I just tried out this mod and am getting a blank event message every day. I changed the event message settings to not pause each day but I still have to click through the blanks for every day. Is there something I might m be missing - (I disabled any other mod that modifies buildings just in case). I also rolled the game back to 2.0.5.
ButtJunkie  [author] 7 Aug, 2018 @ 9:37pm 
Der Shredder 29 Jul, 2018 @ 5:36am 
@Valkyr The mod is not compatible with 2.1.1. Try a new game with 2.1 that should fix the slum world bug
Valkyr 29 Jul, 2018 @ 3:54am 
Can someone explain infrastrucure development?
My industry just instantly gos to slum from good direcly after a couple of days.
How tro develop or why is this happening?
Barracuda 26 Jul, 2018 @ 7:06pm 
Im honestly more excited for the Realism mod then the offical update. Looking forward to you series!
etiwanda18196 26 Jul, 2018 @ 6:35pm 
@ ButtJunkie Damn i was hoping to speed up my stellaris game lol ! Great work man this is the game always wanted.
ButtJunkie  [author] 26 Jul, 2018 @ 5:29pm 
@etiwanda18196 - pops are being added back in after the upcoming Stellaris update and will be adapted to work with the population system.

@Der Shredder - tech added by other mods will still appear, although they may cause balance issues or not be useful at all. All vanilla tech is technically in the game but locked, and a fair amount of it is still researchable or unlocked via other tech.
ButtJunkie  [author] 26 Jul, 2018 @ 5:16pm 
Updated preview from yesterday: https://www.youtube.com/watch?v=rGhvtj921fw&lc=z233djxp5z2vfvvgx04t1aokgzsdn3iqn4avxjy55sgcbk0h00410.1532598036979493

It covers more features than the previous one (several things got added in this week), but it's just supposed to be a quick rundown of changes. I'm doing a series of videos that discuss parts of the mod separately. It's easier to make and watch a handful of 5min videos that trying to fit it all in one video (which may be too long for some!).

I've got a colonisation, population and migration vid coming out later today.
Der Shredder 26 Jul, 2018 @ 3:31am 
the new video shows an tech overhaul, so how is it with the compatibility with other mods?
etiwanda18196 25 Jul, 2018 @ 10:13am 
@ ButtJunkie Dude i saw your youtube video and loved it ! How would unrest and rebellions work under this system ?
Kase 25 Jul, 2018 @ 4:19am 
New vid TODAY?? YES
ButtJunkie  [author] 24 Jul, 2018 @ 6:55pm 
The new mod is far more extensive than this one and uses almost no code from this. Here's a preview - https://www.youtube.com/watch?v=SQcnC7Dakzc&lc=z22cwhq43zumhfngz04t1aokgye1gahdbauuel450231bk0h00410 .
It's out of date despite only being a week old as I've done a lot of work since. I'm doing another preview vid today that's up-to-date and covers much more (the vid in the link doesn't really explain how the player can interact with the population or economy).
ButtJunkie  [author] 24 Jul, 2018 @ 6:52pm 
Actually, the features for the new update fit in very well with what I'm working on - nothing I've written so far needs to be changed, and the things the new update would invalidate I haven't written yet! Example, population and pops actually work well together, as pops can just represent socio-economic groups. I had planned to implement welfare and a market, but now I can just adapt vanilla's.
Twitchy McNutz 24 Jul, 2018 @ 3:19pm 
With the new version that Paradox is working on you'll probably have to do a complete re-write of everything you've done so far. The new version is doing a complete overhaul of this aspect of the game.
ButtJunkie  [author] 21 Jul, 2018 @ 6:05pm 
Also, this mod was for 2.0, and I can't confirm compatibility with the current version of the game, nor with other mods.
ButtJunkie  [author] 21 Jul, 2018 @ 6:04pm 
Yes, work on this mod stopped a while ago as I'm working on a much larger mod, which incorporates population as well (the infrastructure system has been dumped though in favour of a more detailed economy). I'll have another preview vid (I made one a few days ago, but it's now a bit out of date) out in a day or two and post the link here so people can get an idea of the extent of the changes - it's definitely not going to be to everyone's taste.
Kase 21 Jul, 2018 @ 9:12am 
its outdated. Wait for the massive update
Ki.5.0 21 Jul, 2018 @ 8:58am 
a good mod but unfortunatly at the beginning, the capital city despornt and i get negative capacity.
pls fix that.
CoalCart123 17 Jul, 2018 @ 1:05am 
Love what you're trying to do with the game, keep up the good work!
Tia 3 Jul, 2018 @ 2:07am 
I only found this recently.

Love the premise.

It doesn't even bloody work properly and I *still* love the premise.

Wait, that's too positive for Steam right?

༼ つ ◕_◕ ༽つGib 2.1 ༼ つ ◕_◕ ༽つ
ButtJunkie  [author] 29 Jun, 2018 @ 1:18am 
Yes, this mod is for 2.0. Can't vouch for it working perfectly on 2.1.
Der Shredder 28 Jun, 2018 @ 7:28am 
i guess this bug is caused by the last stellaris patch, so i recommend to jump back to the old version while using this mod, until the new version is released
ButtJunkie  [author] 27 Jun, 2018 @ 7:56pm 
@Mr. Miyagi - not sure, but I'm focused on developing the next version. It uses very little of the code from this version. Infrastructure will be done in a completely different way (which sucks given the time I spent on this version!).
Cranky 27 Jun, 2018 @ 2:01pm 
@Mr. Miyagi We all wait for the big update to come :D
Mr. Miyagi 27 Jun, 2018 @ 1:34am 
My planet jumps to maxed infrastructure development, then the capital reverts to the basic one, and it turns into a slum world. All before 2210. What is happening?
ButtJunkie  [author] 18 Jun, 2018 @ 7:58pm 
@feledain - can't really do a light version as the main version is enough work in itself (the next version of the mod is pretty extensive).

@mefistofeus - no idea, but it's definitely not going to be just days, so I'd start a new game with whatever other mods you want to try out. I'll release another preview of the mod soon so people can see the direction it's taking - it's evolved pretty significantly over the last month, and the current preview vid is very out of date.
mefistofeus 18 Jun, 2018 @ 11:48am 
I don't want to start a new game without your glorious mod! How much time it will take?
Oka 9 Jun, 2018 @ 7:31am 
Can we please get a version with only the logistical capacity mechanic and the megastructures?
I tried changing it myself, but i don't understand enought about modding to get it right.

Kinda a light version
Beautiful Bloodlust 6 Jun, 2018 @ 9:33am 
would this make species traits irrelevant too? (growth rate, food consumption, tile production?)
ButtJunkie  [author] 6 Jun, 2018 @ 8:21am 
@Mr. Miyagi - Well the next version of the mod doesn't have pops at all well, technically it has 1 per planet, and the homeworld have 7 despite no tiles for them (lol).

@risaot - Works with CGM, though building mods unbalance it. Next version won't allow buildings at all - it'll have it's own system (with a self-developing private sector, and state facilities).

Coming to a theatre near you soon.
Cranky 5 Jun, 2018 @ 5:43pm 
a) Should be working with Planets enhanced, no use for tile exploitation or tile blockers tho
b) well you dont need buildings :D
Beautiful Bloodlust 5 Jun, 2018 @ 4:20pm 
i can assume this mod is utterly incompatible with CGM mods? like CGM planets enhanced Beta or CGM buildings.
Cranky 4 Jun, 2018 @ 12:02pm 
ETA: 2130 xD
Kase 4 Jun, 2018 @ 7:49am 
I need this mod in my life.
How is it going?
Mr. Miyagi 4 Jun, 2018 @ 12:41am 
Is it possible to change how many pops are allowed per planet? Would that mess with the mod's function in any significant way?
liefone 4 Jun, 2018 @ 12:35am 
might want to look at cornicopia planets (found one and it had 4 tiles with 3 food each) also starbase hydroponics might need some looking at.
ButtJunkie  [author] 2 Jun, 2018 @ 2:00am 
@risaot - additional planets are fine with this mod.
ButtJunkie  [author] 2 Jun, 2018 @ 1:59am 
If you want regular info about the next version, check the discord channel: https://discord.gg/xmxnFbm
The forum overall hosts most of Stellaris' major mods, and I release a lot of work-in-progress, thoughts, suggestions etc there.

The next version is a massive overall that goes far beyond the scope of this mod - they don't have much in common apart from the population and infrastructure systems, and empire policies.
Jentleman 1 Jun, 2018 @ 7:18pm 
Me checking this mod daily https://www.livememe.com/3e4gmyp
Beautiful Bloodlust 31 May, 2018 @ 10:55am 
how does this mod behaves with mods that add planets like new worlds and planetary diversity?
Tyrantosaurex 31 May, 2018 @ 3:13am 
So, I don't play Stellaris anymore without this mod, while I'm sad to see the other mods I used go - I was always one of those people that wasn't a big fan of the overall tile functionality in base to begin with, so the added better running games is a big bonus. That being said, I've been coming here twice a day since the 22nd excited for your mods new update :spazwinky:

Sidenote, I find AI spamming habitats somewhat negates the fewer pop/tiles setup in this version, it probably doesn't help that I've been playing with the difficulty turned up a bit.
ButtJunkie  [author] 23 May, 2018 @ 5:22am 
Assuming you enjoy the mod, I'm happy for you to upload compatibility patches. The way it's build it should work with most mods. Building mods will be ignored, trait/tradition etc mods that affect pop growth and building speed/cost/upkeep need to be manually added, and there may be some mods which use pops/buildings for various things that won't function (should be harmless).
Calor 22 May, 2018 @ 11:42pm 
How much work do you expect comp Patches would take as I'd like to try my hand at making some for my personal use (and perhaps upload them IF (thas a bif if) they funtion properly (and only with permission ofc)) if your mod plays as amazing as it looks (and my schedule allows it) :)
ButtJunkie  [author] 22 May, 2018 @ 7:06am 
Preview of next version, apologies if I ramble on a bit!
https://www.youtube.com/watch?v=F6dgT_MF698&
ButtJunkie  [author] 22 May, 2018 @ 6:35am 
@ForFun - are you asking for this version or the next? I'll answer for the next, since that's what I'm focused on (and where any changes will be made).
- Armies function normally.
- There is technically one pop per planet, so one faction per planet. Factions play out normally, just with less groups for smaller empires, and each 'conversion' is more significant. If and when Paradox introduces the new pop & development system, I'll allow more pops again. The reason I won't now is to disable buildings.
- Immigration affects population. Yes, attracting migrants can significantly boost growth.