Stellaris

Stellaris

Better Terraforming Candidates
144 Comments
mzilli  [author] 4 Mar, 2024 @ 4:02pm 
@Beast-Storm Prior to 3.5, terraforming candidates were only spawned by anomalies (and a few special circumstances); this mod would make them randomly-generated from the beginning. In 3.5, this was changed, so this mod is now redundant.
Beast-Storm 3 Mar, 2024 @ 7:59pm 
Just out of curiosity, why was this mod made obsolete by 3.5? is something to do with the coding the devs changed?
mzilli  [author] 19 Jun, 2023 @ 7:25pm 
For those interested, the Artificial Panspermia tech/decision has been spun off into its own mod .
tilarium 29 Sep, 2022 @ 4:38pm 
Wow... yeah, I'll say they fixed this. 2500 star galaxy, not sure how many planets but 700 of them have a terraforming_candidate modifier on them!
tilarium 27 Sep, 2022 @ 1:38am 
Oh neat, hadn't read that they actually made terraforming candidates spawn at game start now. Then again, haven't fired up 3.5 or Toxoids yet as i'm still working a CKIII game I want to finish first. Is there a slider that controls how prevalent they are? If not, perhaps that could be the new version of this mod.
Rezdatt 26 Sep, 2022 @ 8:39pm 
@mzilli Oh, I didn't know, thanks for maintaining this mod for the past updates, it was a top notch mod, Hope you have a nice day!
Peter34 26 Sep, 2022 @ 3:39pm 
Thanks for having maintained this mod while it was needed!
mzilli  [author] 26 Sep, 2022 @ 6:20am 
@Resdat Pre-3.4, terraforming candidates were only discovered through anomalies (and the occasional prescripted one like Mars) which led to them being discovered an at uneven rate, usually far from your own borders. This mod's main feature was that they would be generated at the start of the game instead so that they'd be more evenly distributed. As of 3.5, this has made it into vanilla, so the core feature of this mod is obsolete.
Rezdatt 26 Sep, 2022 @ 2:53am 
Sorry, but what happened to make this mod obsolete? I don't recall hearing the new uopdate made to spawn less Terraforming Candidates
mzilli  [author] 24 Sep, 2022 @ 11:21am 
@Deviant Haha, thanks! I might spin this off into a general "more terraforming candidates" mod along with Artificial Panspermia. If so, I'll link it in the description above. In the meantime, yeah, the main feature of this mod is now obsolete so it likely won't be updated further.
Deviant 24 Sep, 2022 @ 7:23am 
F
Deviant 24 Sep, 2022 @ 7:23am 
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mzilli  [author] 18 Sep, 2022 @ 11:20pm 
@T145 I have no idea how Planetary Diversity handles TCs so I don't know. The Artificial Panspermia tech and decision is just an extra feature for those who want it, it doesn't have any bearing on the natural rate of TC discoveries.
T145 18 Sep, 2022 @ 10:56pm 
Is this something Planetary Diversity handles? Could there be compatibility with it if not? Is it possible to just have the TC feature rather than adding a whole new tech and decision option?
Valtaya 29 Aug, 2022 @ 11:07pm 
aye the description on the button says "4x as common", I just used "all" because its on the button and easier to understand :)
point being... 4x as much is a lot, but it never happens. from my understanding, in the beginning of the game, the game triggers prom its anomalies pool and by the mid game its all used up and then starts triggering the TCs... in which case 4x as much would be reeeeeealy a lot. I wonder if there is a way to bypass this? by the time the TC anomalies trigger, there are just few systems left.
mzilli  [author] 29 Aug, 2022 @ 4:26pm 
@Valtaya The "all" option is misleading, it just means TCs will be four times as common as on the lowest setting. I'll change it to reflect this in the next update.
Valtaya 29 Aug, 2022 @ 3:15am 
so how is this mod supposed to work? surveyed 50 systems with a ton of barren worlds and not one can be terraformed, despite selecting "all".
Uber 10 Jul, 2022 @ 9:44pm 
hey, don't pre sapients work the same as this? it'd be cool to see a mod on them if so!
MewDragon 23 Feb, 2022 @ 2:09pm 
Really appreciate your hardwork on this mod! I do not know if anything needs to be updated for 3.3 but just wanted to say I really enjoy using this mod. Haven't tried it out in 3.3 yet, but thanks!
Shepard 9 Jan, 2022 @ 9:10am 
I wonder if it is possible to solve the problem of too much Terraforming Candidates from the other point of view ?
Instead of blocking removing the Ancient sign of life event, is it possible to mod other simple repeatable anomalies you can discover any number of times through the entire game ?
Jibbles 16 Dec, 2021 @ 5:56pm 
I would also suggest that the Artificial Panspermia decision cost far less energy (the energy cost will come later if it turns out to be a candidate!), but far more influence. Perhaps 1000e and 100i instead of 5000e and 25i. This seems more rational, as well as more in line with the way the game is balanced: influence must be spent in order to expand, whether that be outwards or upwards.
Jibbles 16 Dec, 2021 @ 5:49pm 
I always thought terraforming could have been a lot more interesting in this game, and this mod is just what I was looking for! (Especially together with Settled Solar Systems)
Suggestion for Artificial Panspermia: If possible, the success or failure of this decision should be decided at the start of the game, to avoid the temptation of save-spamming :-)
Botroas 24 Nov, 2021 @ 2:47pm 
@8vantor8 You can try other mods together with this one, that allows game-balanced terraforming through other means, like gigastructural engineering.
You can then tf non-candidate planets, without getting too overpowered.
DANONE 19 Sep, 2021 @ 2:01am 
Thanks for the update! It is the best TC mod that i find so far):steamthumbsup:
kgptzac 15 Jul, 2021 @ 11:40pm 
There's a submod for Planetary Diversity that supposedly allow building habitats on some dead planets. Otherwise it indeed is unfortunate that the AI put terraforming near bottom of their priority list.
8vantor8 2 Jul, 2021 @ 9:38am 
tbf you could make it very costly, i just had the game tell me i can teraform the moon but not Venus. so being able to say I absolutly want this planet right here to be habitable, price be dammed would be nice.
Bronson 6 May, 2021 @ 6:18pm 
fair enough. Thanks for the mod.
mzilli  [author] 6 May, 2021 @ 6:11pm 
@Bronson I probably won't add those for balance reasons -- the AI almost never terraforms, so the player would have a huge advantage if they could terraform almost every planet. Still, thank you for the feedback!
Bronson 6 May, 2021 @ 11:13am 
Great mod! I was wondering if you would consider adding a few higher tier techs. A late game follow up to your 'Artificial Panspermia' tech that would allow you to assess barren and toxic planets of any size. Also a third tier that would allow you to always assess barren and toxic planets as terraforming candidates even if you had already assessed them and failed (maybe require a separate decision that you would have to do that would cost more resources to make the planet habitable). Finally my last idea would be to add a tech locked behind an Ascension Perk that would allow you to terraform the remaining planet types (frozen, molten and gas giant) into habitable planets. Maybe have it so that the first step would be to turn these planet types into barren or toxic worlds first, and then you would go through the above processes with the previous techs to make them habitable. Hope you will consider what I wrote and thanks for the mod!
mzilli  [author] 3 May, 2021 @ 8:44am 
@ilnur TCs won't show up on those planet classes so there'll be fewer overall, but otherwise they should be fully compatible.
Nurr 2 May, 2021 @ 11:34pm 
Is this compatitible with Real Space New Frontiers, which adds many more planets, including barren ones?
tilarium 21 Apr, 2021 @ 4:08pm 
Can confirm it is working for me. I selected the second lowest setting and checking the save file I have 109 planets listed as terraforming candidates. Out of a 2000 start galaxy it seems a bit low, but certainly better then the 2 I had before the mod kicked in and added the modifiers.
[☆] AresOfThrace 16 Apr, 2021 @ 12:50pm 
"Quite a few".
mzilli  [author] 16 Apr, 2021 @ 9:28am 
@*AngryAresNoises* Which option did you choose for the number of TCs at the start of the game?
[☆] AresOfThrace 16 Apr, 2021 @ 2:19am 
Uhh qzuestion, does anybody else have like almost no TCs in their game? on a 800 Stars map I only found 2 in one of four arms of the galaxy.
wonn 15 Apr, 2021 @ 3:01pm 
@mzilli Wow, that was fast! Thank you!
[☆] AresOfThrace 15 Apr, 2021 @ 12:57pm 
Ha, knew that popup problem came from this mod! Thanks for the quick fix, this si one of my favorite mods!
mzilli  [author] 15 Apr, 2021 @ 12:19pm 
@Sjiveru Yeah, 3.0 changed some of the scripting language. Fixed now. Glad you like the mod!
wonn 15 Apr, 2021 @ 12:15pm 
Looks like 3.0 broke this mod - it's giving me the once-a-day empty popup problem. I'd love to have it updated - this is the only sensible way to do terraforming.
Drago Duval 14 Mar, 2021 @ 8:42pm 
Nice to see that this mod is still active. Did not play in a year and this mod was on my must have list.
mzilli  [author] 9 Aug, 2020 @ 8:48am 
@Leux-tl Yes, it is fully compatible with 2.7 and just about every version of the game.
Leux-tl 9 Aug, 2020 @ 8:00am 
2.7?
tilarium 18 May, 2020 @ 2:27pm 
You don't have to terraform every candidate....... just saying.
shimmer 18 May, 2020 @ 1:50pm 
Feels like candidates are too many, almost as many as habitable planets.
tilarium 2 May, 2020 @ 3:44pm 
So edit the save file then. It’s not hard.
mcduke313 2 May, 2020 @ 3:23pm 
@mzilli I always play on Ironman so I'm not tempted
mzilli  [author] 2 May, 2020 @ 12:08pm 
@mcduke313 You can always use console commands. Click on Venus, open the console (`) and enter the following:

effect add_modifier = { modifier = terraforming_candidate days = -1 }
mcduke313 2 May, 2020 @ 9:09am 
can there be a version of this that guarantees Venus as a candidate, I don't want to restart 10 times until it happens.
tilarium 21 Apr, 2020 @ 1:24pm 
@Mzilli it does indeed still work fine that I can tell. I actually use this in my vanilla achievement runs. But since I disable the mod right after galaxy generation, I have no idea if this mod has any lasting issues later in the game. All I know is, using during galaxy generation, this mod works fine and adds plenty of new terraforming candidates to the galaxy. Now if only Paradox would make the AI terraform more frequently in vanilla.
Flash2 21 Apr, 2020 @ 7:41am 
Just to let you know, this mod conflicts with Expanded Events:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1641807098

Expanded Events is doing something similar, but the chance for a terraforming candidate is higher. Both mods have a startup Event to generate terraforming candidates. On one hand, Expanded Events has a lot new Events and supports Planetary Diversity. I am not sure if your mod does the same or if it is necessary. On the other hand, your Mod has this handy function to disable all further notifications for terraforming candidates and the chance is lower (what I personally like a bit more).

I am not sure what I will do now, maybe I can merge both mods. But as I said before, I just wanted to let you know.