Stellaris

Stellaris

HW: Mod - Wasteland World (Deprecated)
18 Comments
Hereward  [author] 19 Nov, 2021 @ 7:20am 
Industrial Wasteland origin is complete and is a part of my species mod, Pharaonic Malignity, including the Industrial city set.
Hereward  [author] 25 Oct, 2021 @ 4:06pm 
I'm back! Currently working on an Industrial Wasteland origin. Thanks for the nice comments folks, shame I've been away so long. Watch this space. :-)
Oleander 22 Jan, 2019 @ 11:10pm 
Don't suppose we'll ever see an updated version to this? Really love the cityset, environment, and start of this.
_ H U N T E R _ 22 Aug, 2018 @ 2:03pm 
I agree, a standalone Heavy Industrial City would be very nice.
Twink315 11 May, 2018 @ 7:28pm 
Nice mod. I am sure some people would be also interested in the City-set you made. Perhaps you should consider to upload an standalone with only the cityscapre contained
Fieke 4 May, 2018 @ 4:32pm 
Yay! Thanks for the update — you are the best!
Hereward  [author] 4 May, 2018 @ 2:34pm 
New screenshots coming soon . . .
Hereward  [author] 4 May, 2018 @ 2:14pm 
v1.3
Terraforming using Climate Transformation now possible.
Wasteland World now has ambient sound effect.
Night lights can now be seen on the planet.
Added Toxic Dump tile blocker.
Added Abandoned Strip Mine tile blocker.
Hereward  [author] 2 May, 2018 @ 1:37am 
@Purple Pixie

Thanks for your input, I will indeed have a look at implementing the terraforming and city lights.

I'm new to Stellaris and stuff I've learn't from this mod I want to go over my other mods and improve them first.
Fieke 2 May, 2018 @ 12:36am 
Thank you so much for the update! It does works nicely now without any conflicts.

It’s a bit sad it still missing sound when selected but there is no rush for that (original tundra sounds would fit just fine – if I might suggest anything)… Also it seems I found another issue – not sure if it intended (I guess it isn’t) but said planets cannot be terraformed at all. Which seems a bit odd considering you could after all turn Tomb Worlds into Gaia, and to my logic Toxic Wasteland would be in perhaps slightly better condition then Tomb World.

Speaking about suggestions if I may: it would be also rather nice to have city lights on the planet when it is in fact have population… I think it’s just a matter of applying “city lights” texture to the planet?

Ugh but look at me it almost seems like I am ungrateful – sorry if it looks like that – just want to see your mod improved even further since idea is rather nice indeed!
Hereward  [author] 1 May, 2018 @ 9:13pm 
Finally uploaded the latest update, phew.
Hereward  [author] 1 May, 2018 @ 11:55am 
@Purple Pixie

I've looked under the hood of Homeworlds mod and found we share naming conventions for some files. I've updated my conventions and renamed a couple of files.

I've added the missing tooltip description. I didn't know that one was there, still new to Stellaris.

In initial tests with the Homeworld mod running, all seams well.

I'm trying to upload the update but I keep getting an error message. I'll keep trying . . .
Hereward  [author] 1 May, 2018 @ 10:44am 
@Purple Pixie

Thanks for all the details. Just got home from work, I'll look at it all soon.
Fieke 1 May, 2018 @ 8:33am 
I am sorry it seems we reached some misunderstanding here but let me be more descriptive than.
The mod which yours conflict with is this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1269713288

When your mod is active those ship-sets become unavailable.
Example with your mod active:
https://i.imgur.com/Mg5L9mV.png

And with it disabled:
https://i.imgur.com/WRKdIL7.png

If I have to guess you mod just loads last in the order and coincidentally have similar name with one of mentioned ship-sets which in turn makes them unavailable.

About missing planet description:
https://i.imgur.com/jObQoQE.png

The idea about ships/cities/species categories is well-known from the beginning of the Stellaris modding (the fact when you cannot add just cities without creating the other two or other way around). So no I did not wanted Heavy Industrial Ship set (yet the idea sounds rather amazing on its own) so my sincerest apologies if my initial message made that confusion.
Hereward  [author] 1 May, 2018 @ 7:26am 
@Purple Pixie

What is 'homeworld ship-set mod'?

There are no ship sets with this mod.
This mod applies an effect to a planet, it is not my intention to add a new planet type.
This mod does not harm any vanilla files.

I'm assuming the mod I'm conflicting with is because you want Heavy Industrial City ships. There arn'y any. Stellaris uses category's for cityscape and ship sets alike. There is no way around this. If you create a ship set Stellaris will think there is a corresponding cityscape, and the same if you create a cityscape, Stellaris thinks there is a ship set to match.

This mod is designed to keep the intial planet type as is. This allows Stellaris to spawn the same planet types in neighbouring systems. So if you start as Human, the neighbouring systems will have a continental planet or two, and not more wastland worlds.
Fieke 1 May, 2018 @ 5:41am 
Greetings Hereward.
Thank you for the mod! Cityscape alone worth using it not to say to the new planet type and system generation. However there is certain issues I encountered with it:
* for reasons unknown to me it does conflict with homeworld ship-set mod making all of said ship-sets unavailable if your mod is enabled (it especially odd considering it’s just a ship-set so only new models added).
* pc_industrial_wasteland (your planet type) missing:
*description
*sound when selected

Would be nice if you could check what and why actually conflicts are happens and certainly fix it. Sorry if I sounded a bit negative or demanding or for that matter if my english is cringe-worthy to read. Regardless thank you once again for sharing the mod!
Hereward  [author] 30 Apr, 2018 @ 2:20am 
@OverlordMGC

No vanilla files are overwritten. I forgot to add that bit to the description thanks.
OverlordMGC 29 Apr, 2018 @ 11:10pm 
Are there any overwritten vanilla files?