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Can't say for sure if it work for 3.9 or 3.11 but as long as the devs leave the graphics alone for the Ecumenopolis this mod should still work no matter what version the game is
Just curious
That being said it might be possible to bypass by modifying the descriptor to make the launcher think the mod is this one, but it just seems like a lot of work for no real purpose to me.
I'm glad you appreciate the mod! It's fairly simple and shouldn't be much affected by updates.
Still; fantastic mod I don't want to play the game without it, thank you!!
But when I was talking about stuff working, I was simply talking about how Minecraft, as a Java program (with Java-written extensions being loaded, injected, and whatever else as appropriate), doesn't have to worry about Mac, Windows, Linux, or one of the huge variety of non-Mac non-Linux systems which are Unix systems, and so neither do you. You just need to worry about having enough resources to run the stuff, and an appropriate version of Java.
TL;DR - the abstraction that Java has means that the platform you're on doesn't matter. It, largely, doesn't care.
(Whereas a C, C++, C#, Obj-C, etc. program would need to be compiled differently (or again, for the platform in question) for Windows vs Unix vs (possibly) Unix-like vs Other, and possibly would need to be compiled differently for some different Unix systems. (Note: macOS has been a Unix OS for a long while now; OS X is also Unix-certified.))
If public modpacks were more common for Stellaris, it would actually probably be similar. You'd see it mainly built around large mods like AlphaMod and such, with a lower count overall and a very limited number of lag-inducing mods. Smaller mods like this one would probably be cut out to make space for "real" content with a larger impact on gameplay.
2) Really? Not the right modpacks?
Desolate Wasteland, ATLauncher: 181 mods
Ferret Business, FeedTheBeast: 209 mods, +4 I added to the pack
BoBuddyBunkers, ATLauncher: 156 mods
Sky Factory 4, ATLauncher: 220 mods
Space Astronomy, FeedTheBeast: 190 mods (and I may have added a handful)
Sky Factory 3, FeedTheBeast, 3.0.5 not the current 3.0.16: 191 mods
...and it seems the authentication servers are down, so I can't get a quick tally from more. Ah well, anyway...
Sure, I guess more of them are over 200 than I realized, but still - those are all under 250
On a serious note, though, there's a big difference between a fairly well-known Minecraft modpack and someone's Stellaris modlist. Minecraft mods tend to be less compatible, they tend to be larger, and the modpacks tend to be designed to work on a wider range of PCs. Meanwhile, the Steam Workshop has plenty of small mods and your modlist only has to work on your computer and maybe a friend's.
So, no rush. We're here.
I hope the cities themselves work. I haven't quite managed to deduce why the city-planets refuse to show up properly but hopefully I shall be able to figure out what's wrong.
You should be able to, when you create a civilisation, change the type of ships they use. I think since this does not include ship models and has a mammalian 'fallback', it will show regular mammalian ships if you select "Ecofuturistic ships" from the civilisation creation menu.
Note that this mod does not include ship models, textures or materials. Selecting "Ecofuturistic" for the ship design will just use vanilla mammalian ships. I would recommend that you pick any other ship style (such as plantoid if that is what you want) rather than "ecofuturistic" for the ships since it does not add any new ones.
@mario0244: hey, another programmer! And I'm pretty sure most of us aren't great for aesthetics. Ask us to make a GUI, we'll make a functional one, but it'll be rather bland.
Got a "bad" habit of wanting to help. Though the game is very much new to me I took the time right now to study the actual asset config and have determined that to change the lighting issues you've got you have to change the shader. Note that all vanilla ecumenopolis use PdxMeshPlanetEmissive shader (which is the config I used for your set as well). I played around with a few and these are the results:
https://prnt.sc/osp9bk PdxMeshPlanet
https://prnt.sc/osp9mh PdxMeshPlanetEmissive
https://prnt.sc/osp9rj PdxMeshTerra
In the end I'm not much for aesthetics (we programmers are not really good with aesthetics -- at least not me). I wrote a program which exctracted all of these for you. These are all shaders being used in vanilla game files (Not all are used for planets though). So you could experiment and decide which one seems best to you (you could get some "weird" behaviors though).
AlphaBlendNoDepth
AlphaBlendNoDepth_00
PdxMeshAlphaAdditive
PdxMeshAlphaAdditiveAnimateUV
PdxMeshAlphaAdditiveAnimateUVAlphaOverride
PdxMeshAlphaAdditiveAnimateUVNoDissolve
PdxMeshAlphaBlend
PdxMeshAtmosphereStar
PdxMeshBlackHole
PdxMeshBlackHoleBillboard
PdxMeshCircleGradient
PdxMeshDimensionalPortal
PdxMeshExtraDimensionalShip
PdxMeshFrontendBackground
PdxMeshPlanet
PdxMeshPlanetEmissive
PdxMeshPortrait
PdxMeshPortraitClothes
PdxMeshPortraitHair
PdxMeshShip
PdxMeshTerra
PdxMeshTerraAlphaBlend
To change a shader in the file I sent you just change:
shader = "PdxMeshPlanetEmissive"
To (for example):
shader = "PdxMeshPlanet"
And so on. Hope this helps you. To be quite honest I initially assumed that these were indeed lights :D
Wish I could help you with that as well but that is beyond my expertise. I appreciate the sentiment I didn't expect anything out of it to be honest. Just being a good Samaritan.