Stellaris

Stellaris

HW: Mod - Wilderness
28 Comments
perl 30 May, 2018 @ 2:39pm 
Thanks for the merge! :)
ZedD 27 May, 2018 @ 12:24pm 
GOOD
Hereward  [author] 27 May, 2018 @ 12:19pm 
~ IMPORTANT NOTICE ~

Wilderness is now part of !CGM: Planets Enhanced and will no longer be updated.

I am looking forward to maintaining Wilderness support within !CGM: Planets Enhanced and I hope all the current subscribers make the switch. I will leave this mod available to allow current games to be played out but in time this mod will be deleted.

Homeworlds with red tile blockers has yet to be implemented due to time constraints, and hopefully this feature will make an appearance within !CGM: Planets Enhanced in the future.
ZedD 22 May, 2018 @ 2:47am 
don't working, two planets of the same type appears regularly
Hereward  [author] 22 May, 2018 @ 2:24am 
@ZedD

No Starting Neighbour Systems edits a solar system initialiser. If No Starting Neighbour Systems included the init_effect that is described in the description above then no patch would be required and our two mods would would together perfectly.
ZedD 21 May, 2018 @ 8:09am 
Add "No Starting Neighbour Systems" patch pls
Lex Peregrine 21 May, 2018 @ 6:26am 
Hahaha I know what you mean, I havent played stellaris for more than 30 minutes sicne 2.0 update came out and we started working on the new mods :) And that 30 minute play was this weekend lol Yes we should talk later about this, im not on my PC yet anyway, should be in a few hours.
Hereward  [author] 21 May, 2018 @ 6:23am 
@Lex
Thanks for reaching out, my frustrations is hitting crittical. Been dying to have my first propper playthrough of Stellaris and with this mod I was almost there. I got to go drive my taxi for a few hours can I get back to you latter, it all sounds like a plan.
Lex Peregrine 21 May, 2018 @ 6:17am 
Since you pretty much use Planet Diversity as base, you could do the same Gatekeeper did, adapt your mod for ExNihil's engine, it would work both alone and together with our other mods, and that way you would keep it seperate and be responsible for your own mod. I would remove your new blockers from my mod's code if your mod were fully compatible, so your tile-blocker related files would overwrite mine. All that would be required is some team-work on discord, as Exnihil said its text only, and we could get you your own channel.
Lex Peregrine 21 May, 2018 @ 6:17am 
@Hereward: ok I understand your frustration and I'll think about a way for you to be able to tweak the blockers for the beta version of planet diversity and new worlds, meanwhile did you get to check that file I uploaded in the discord channel? If you were to figure out how that works, you would realise it allows you to tweak the blockers in a much better way than overwritting vanilla's file. You could edit it yourself, I would be more than happy to leave tile-blocker balancing to you.
Hereward  [author] 20 May, 2018 @ 9:34pm 
@Lex

This mod overhauls tile blockers. Your spawn table maitains the reason why I wrote this mod, swamps on tundra. Though swamps are possible on tundra due to the potential evapotranspiration being extremely low, a defining trait of tundra is permafrost that even tree roots can not penetrate.

Whereas some people need Real Space, I need real terrain. If I give controll of tile blockers to another mod then Wilderness becomes nothing more than an asset pack. Once again my immersion won't work and the reason for the existence of this mod is lost.

I would rather you skip the tile blockers if you spot my global flag and I will add my own support for New Worlds. That includes the new Planet Diversity as well.

The really frustrating part, this mod will have been live for less time than it took to write, before PD Beta comes along making it null and void. :-(
Lex Peregrine 20 May, 2018 @ 11:01am 
@Hereward: I've updated my New Worlds Beta mod with built-in compatibility for your blockers, please test using both New Worlds and Planetary Diversity, the later is not updated yet as Gatekeeper is away, but New Worlds' spawn table overwrites Planet Diversity's. Check the discord for more info :)
Hereward  [author] 20 May, 2018 @ 6:41am 
v1.1
Activated radioactive wasteland tile blockers on irradiated planets.
Hereward  [author] 17 May, 2018 @ 2:13pm 
Creating this mod was loads of fun and I've just checked my stats. After 5 days, out of all of you who have subscribed, 97% continue to use this mod. Thank you all for putting a smile on my face. :steamhappy:
Hereward  [author] 17 May, 2018 @ 1:09pm 
@marky612

I have had time to look under the hood of Guilli's Planet Modifiers and my assesment has been added to the above description. In short, no worries.
Hereward  [author] 14 May, 2018 @ 9:04pm 
@Aegyptus

Thanks :-)
Olympia 14 May, 2018 @ 5:28pm 
Nice job! The artwork fits seamlessly in with vanilla. I love these kinds of mods! It's the little things that can make such a difference in terms of immersion.
Hereward  [author] 14 May, 2018 @ 12:39pm 
@marky612

My initial assumption would be no.

This mod does not touch any planet modifiers. What it does is give tile blokers instructions about what to do if planet modifiers are present. So far I have enhanced vanilla and Stallar Expedition modifiers. I do intend to have a look under the hood of Gui's Planet Modifier mod to see if I can also enhance any of those modifiers, but meanwhile if you spot any paculiar behaviour from using Gui's mod I would appreciate some feedback.
marky612 14 May, 2018 @ 10:48am 
Does this interfer with Gui's Planet Modifier mod?
Pinenuts 13 May, 2018 @ 4:21am 
Which patch am I supposed to subs if I have planetary diversity, real space and stellar expedition?
Hereward  [author] 12 May, 2018 @ 9:02pm 
I did consider it. The impact craters are vanilla tile blockers and I'm not sure how else the game uses them. The grazing animals can appear in large quantities, especillay on Savanna worlds, and could cause balance issues. Meanwhile the Stellar Expedition tile blockers do give adjacent modifiers. The Natural Mines will not over spawn and the Fertile Plains are limited to planets that may actually have fertile soil like continental and gaia worlds.
tilarium 12 May, 2018 @ 6:37pm 
They look cool! Going to add this (with the appropriate compatches) for my next play through. Ever considered adding in adjacency modifiers to some of them? I could see the impact craters giving a mineral bonus and the wildlife one giving some food or even society research.
Chastity the Celibate 12 May, 2018 @ 12:34pm 
Eh, sure it will be fine. Can’t wait for Planetary Diversity and New Worlds to become compatible.
Hereward  [author] 12 May, 2018 @ 12:32pm 
I've not tested with New Worlds so I can't really say.
Chastity the Celibate 12 May, 2018 @ 12:25pm 
No conflict with Real Space New Worlds correct? Since that doesn’t add/change starting planets?
Hereward  [author] 12 May, 2018 @ 12:23pm 
:-)
Chastity the Celibate 12 May, 2018 @ 12:20pm 
Cool