Stellaris

Stellaris

Subterranean Planets
43 Comments
ZacharyBuilder 1 Jul @ 6:07am 
Mod still works in 4.0 to anyone who is interested in playing it.
ZacharyBuilder 6 Nov, 2024 @ 12:02am 
thanks for the reply.
mzilli  [author] 5 Nov, 2024 @ 1:33pm 
@ZacharyBuilder It still works in 3.14, but I no longer plan to update it since its basic premise is already covered by the Subterranean origin. Perhaps I'll do a reboot someday if I can find a new spin for it.
ZacharyBuilder 4 Nov, 2024 @ 11:18pm 
update to 3.14?
Mr. Shadow | Folfie 15 Mar, 2023 @ 11:40pm 
Thank you, it's very kind of you
mzilli  [author] 15 Mar, 2023 @ 3:50pm 
@Mr. Shadow | Folfie I added them back as civics. :)
Mr. Shadow | Folfie 14 Mar, 2023 @ 1:40am 
Re-enabling those origins would be very sweet of you :)
OG Thug Profile 13 Oct, 2022 @ 6:11pm 
@mzilli can you please re-enable the origins please. They arent similar at all to the Subterranean origin because that origin is only for habitable normal worlds. I truly do miss my Frozen and Toxic origins. I had awesome RP for them and theres no reason for them to not be enabled still.
Zero-G Morals 2 Jun, 2022 @ 5:54pm 
@mzilli I didn't have the new dlc yet so the origin wasn't select-able. I also have another origin which I wanted to use (necro or a mod one) so could we possible get it as a trait/starting system? Or maybe a civic?
mzilli  [author] 2 Jun, 2022 @ 2:42pm 
@Thijmen2017 I'll whip up a submod to fix this, thanks for reporting!

@Zero-G Morals I disabled the new origins for 3.4 because the new "Subterranean" origin makes them kinda redundant. I will add them back in once I find a niche for them.
Zero-G Morals 2 Jun, 2022 @ 8:56am 
Can't find them in the Origin section of the race creation. I have the trait added by the mod and the Uninhabitable system start but still can't see 'em.
SireOfTheQuags 27 Apr, 2022 @ 4:05am 
The planets this mod adds can't be targeted by the colossus
FelixLynx13 5 Jan, 2022 @ 12:41pm 
oh thats aweseom! Thank you! Also I rally enjoy your mod. :)
mzilli  [author] 28 Dec, 2021 @ 10:55am 
@FelixLynx13 They are a midgame tech that anyone can research, though you're less likely to draw them if you don't have one of those planets inside your borders.
FelixLynx13 28 Dec, 2021 @ 7:44am 
If i understand it correctly you made the mod compatable with Planetary Diversity by making the habitability of the Subteranian worlds tied to technology. Can you also research those technologies like "Molten/Frozen/Toxic Wolrd Adaptation" or can you only have them if you start on a subteranien world?
Alexander Isak 2 Nov, 2020 @ 9:24am 
cool mod
jtexasboyz 2 Oct, 2020 @ 11:28am 
Just a heads up I used this mode as a bases to redo the warhammer planets in my mode. Will give full credit when they are redone.:lunar2019grinningpig:
mzilli  [author] 8 Jun, 2020 @ 12:39pm 
@Chumcicle Yes, it is updated. :)
Chumcicle 8 Jun, 2020 @ 11:41am 
has this been updated for 2.7?
mzilli  [author] 10 Mar, 2020 @ 6:15am 
@Triggered Elite Weird, can you send a screenshot? What kind of planet is it?
TheGaminODST 9 Mar, 2020 @ 10:53pm 
I have all the tech, but the Terraform option is greyed out, saying there is no valid world to terraform to
mzilli  [author] 9 Mar, 2020 @ 7:26pm 
@Triggered Elite Those are Paraterraforming Candidates. You have to terraform them once you have Climate Restoration.
TheGaminODST 9 Mar, 2020 @ 7:18pm 
How do I inhabit the subterranian worlds? The feature is researched, and i found a couple worlds that has the trait, but i cant do anything with them
mzilli  [author] 21 Feb, 2020 @ 11:33am 
Hi all, just a heads-up: for 2.6, these planets will be re-worked into origins rather than a conventional starting planet. The result is that these planets will be rarer, but the mod will become compatible with Planetary Diversity and everything else.
NerdCuddles 29 Oct, 2019 @ 12:48am 
oof, maybe contact the PD dev
mzilli  [author] 28 Oct, 2019 @ 4:46pm 
@DinoNuggets Most likely not, sorry. This mod adds and edits habitability traits that will likely clash with those of PD.
NerdCuddles 28 Oct, 2019 @ 1:53pm 
Compatible with planet diversity?
Void Dragon 16 May, 2019 @ 2:45pm 
@Waswar
I don't really see how having some small additional planets to colonize is suffering. Especially with Mastery of Districts and so on.
Waswar 16 May, 2019 @ 11:20am 
Void Dragon, I believe that is a bad idea because people wish to play the game with this mod, not suffer with the benefit of a cool-ass aesthetic.
mzilli  [author] 16 May, 2019 @ 8:32am 
@Alexthe666 The issue with making this compatible with Planetary Diversity is that PD has such an enormous number of planet types that editing all the habitability traits to make them compatible, and maintaining them for any significant length of time, would be a gargantuan effort. As much as I'd love these to play nice together, I don't think I can do it. Sorry.

@Void Dragon My intention is that these cave systems stretch through the entire crust of the planet, and contain a similar usable surface area to planets like Earth (minus the ocean). I'll update the descriptions to reflect this. Thanks for the feedback!
Void Dragon 16 May, 2019 @ 3:15am 
I like this mod idea in general, but I think that those planets should be really, really small, like size 4-7. Even the most wide and long caves, area can't compare to the the surface of entire planets.
mzilli  [author] 6 May, 2019 @ 9:25am 
Update! Instead of being able to turn any toxic/molten/frozen world to a subterranean world, you can only do this to specific "Paraterraforming Candidates" seeded across the map. The original version was simply too overpowered. I've also improved visual compatibility with the Prethoryn crisis: an infested subterranean world will keep its original texture (since the surface is still hostile to life), but still have all the functionality of an Infested World.
Waswar 5 May, 2019 @ 1:24pm 
This is an amazing concept, thank you!
Alex 17 Mar, 2019 @ 5:23pm 
has anyone made a Compatibility Patch for planetary diversity?
Blue North Star 1 Mar, 2019 @ 5:15pm 
Hm. Good enough i guess.
mzilli  [author] 1 Mar, 2019 @ 5:12pm 
@Celestial Shiv They do have +20% resistance to bombardment, but making them entirely immune would be a bit overpowered.
Blue North Star 1 Mar, 2019 @ 4:46pm 
Technically, since the civilization is subterranean, they SHOULD be safe from orbital bombardment, yes? (Excluding Colossus)
Cosmosis 28 Feb, 2019 @ 8:17pm 
Mabye instead of making players just get a planet you add buffs along with the planet like for a molten world you have better engineering and more habitility on a desert world just an idea though
mzilli  [author] 28 Feb, 2019 @ 7:09pm 
@Cosmosis Using civics was actually my first idea, but I dropped that because it didn't feel right to make players sacrifice a civic slot. Unlike traits, there's currently no way to make civics "free".
Cosmosis 28 Feb, 2019 @ 6:34pm 
there was this other mod that did this for like 1.9 and the way they got around it not working with PD they made them civics you could pick
mzilli  [author] 23 Feb, 2019 @ 12:03pm 
@∂ The current art will likely be replaced in the future.

@TurtleShroom The new planet classes should work fine, it's just the habitability traits and planet selection screen that will conflict. I'll try to get them to play nice, but I can't promise it'll happen soon. Sorry.
TurtleShroom 22 Feb, 2019 @ 11:56am 
Please consider creating Compatibility Patches to deal with those replacements.
𐩸 22 Feb, 2019 @ 7:50am 
When converting png files to DDS files you should use the RGBA compression type instead of DXT. DXT1-5 DDS files are DDS files that have been compressed in some way throughout the conversion where DXT1 has the most compression and DXT5 has the least. RGBA DDS files have zero compression and are identical to their corresponding png files that they have been converted from. If you reconvert the pictures in your mod using RGBA now instead of DXT1 the quality will go up a lot from the removal of compression artifacts and color desaturation from lossy compression. Other than that the mod is really nice.