Stellaris

Stellaris

Ecofuturistic Cityscape
75 Comments
[D]Mit. 29 Nov, 2024 @ 1:18am 
works just fine with 3.14
Beast-Storm 22 Oct, 2023 @ 3:45pm 
Never mind it still works in my downgraded version 3.6.1

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
Beast-Storm 19 Jun, 2022 @ 2:17pm 
Has anyone checked to see if this mod works for 3.4.4???

Just curious
Doctor Verum  [author] 10 Oct, 2020 @ 4:38pm 
@Eldrinn Yes of course, but this only works on your PC. You have essentially modified the mod files you downloaded. This file on this page is stored on Steam's servers - the one people subscribe. I could also easily change the version type in the mod file, but the problem is that I have no easy way to upload it to Steam's servers without creating a whole new mod. The workshop upload is done through the launcher, and because the launcher has changed since I last uploaded this mod, I have no easy way to update it via the launcher - only upload it again.
Eldrinn 10 Oct, 2020 @ 2:22pm 
@Doctor Verum I indicated version 2.7.2 in the descriptor and the launcher does not swear at the mod
Doctor Verum  [author] 10 Oct, 2020 @ 2:08pm 
@Eldrinn the problem is that Paradox changed the launcher of Stellaris. Because mods on Steam are updated through the launcher by simply uploading the same mod again - that way it just changes the files of the mod that is uploaded. Because the launcher doesn't recognise old mod files as being uploaded already, it will just upload the mod as a new one.

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.
Eldrinn 10 Oct, 2020 @ 1:57pm 
Isn't it enough just to specify the new version in the descriptor?
Doctor Verum  [author] 3 Aug, 2020 @ 8:46pm 
@Corey.young I figure that is a problem, yes. I think this is because the textures for the city-planets are treated as ship textures. Although I can't do much about that, someone with a bit of skills could easily replace the textures of a copy of the shipset they want. Ex. if you want fungoid ships, you could replace the textures (or perhaps easier to copy the entire set into a separate mod) and then replace the textures. I don't have the skill required to bypass this system to make the textures apply universally regardless of shipset, though, sorry about that.

I'm glad you appreciate the mod! It's fairly simple and shouldn't be much affected by updates.
Corey.young 3 Aug, 2020 @ 4:16pm 
This mod still works well with the new updates! :) But for some reason the eco-ecumenopolis texture seems to only work if you select the eco-futuristic mammalian shipset? I know the ship-set can be ignored as its more a by-product of when the cityscape was made, but its a shame the ecumenopolis skin is somehow linked- and is exclusive to- the ship set. This seems to be the case for me even if its the only mod running.
Still; fantastic mod I don't want to play the game without it, thank you!!
PokeMageTech - ProNetNeutrality 5 Jun, 2020 @ 3:15pm 
Okay, fair enough. Though many packs seem to recommend 4GB of RAM.

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.))
Autumn 4 Jun, 2020 @ 4:24pm 
@PokeMageTech -ProNetNeutrality Minecraft working isn't the bar. The mods working is what modpacks have to make certain of. Mods use up incredibly large amounts of RAM, and most modpacks try to stay below 3 or 4 GB of ram. Obviously, a personal modpack for Minecraft can get a lot closer to what a Stellaris one can, but big public modpacks on Feed The Beast and Technic can't if they want to hit a higher number of people.
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.
PokeMageTech - ProNetNeutrality 4 Jun, 2020 @ 2:32pm 
1) on the differences: okay, fair point. Though there's also that Minecraft for PC is a Java program, meaning that if it works on one (reasonably modern) machine, it'll work on any (reasonably modern) machine. (Assuming sufficient CPU speed, RAM, and disk space.)

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
Autumn 31 May, 2020 @ 12:17pm 
@PokeMageTech - ProNetNeutrality Sounds like you haven't played the right Minecraft modpacks.
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.
CaptainKampfkeks 29 Apr, 2020 @ 8:09am 
@MechaShadow Yea, same here. Ever since I discovered the greatness that is mods, I can't play this game vanilla anymore. It just seems too limited.
MechaShadowV2 29 Apr, 2020 @ 1:36am 
@CaptainKampfkeks I know what you mean, I'm a mod addict. I always have been.
PokeMageTech - ProNetNeutrality 11 Apr, 2020 @ 1:18pm 
...but even on MINECRAFT, nearly all modpacks have less than 200 mods, and I think most have under 150, if not under 100.
CaptainKampfkeks 11 Apr, 2020 @ 1:08pm 
I mean, there are so many great mods out there, I just can't resist them. :p
PokeMageTech - ProNetNeutrality 11 Apr, 2020 @ 1:05pm 
Oh JFC, y'all have a lot of mods. I have only a small handful, and they're all ironman-compatible - better laser graphics, and the tech tooltips are the two I remember. The building level graphics one from pre-2.0 was another. Was.
CaptainKampfkeks 11 Apr, 2020 @ 11:16am 
Yeah, same here. I'm even closer to 300, and am currently going through the process of checking each one independently if they're updated or confirmed to work.
So, no rush. We're here.
Doctor Verum  [author] 11 Apr, 2020 @ 11:05am 
It's good to hear! I'm getting some time off now soon and I might bother with actually fixing my Stellaris build. I have like 200 mods as always and if one of them breaks I have to go through the process of finding what is broken and fixing or removing it.

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.
CaptainKampfkeks 11 Apr, 2020 @ 7:21am 
Just know that there are still some peeps interested, Doc..
Doctor Verum  [author] 2 Apr, 2020 @ 11:58am 
I think it's rather just not me knowing how to do shaders and shit in Stellaris. It's a lot harder to make the planet cities than the regular graphics. They are there and "should" work, but this mod is a bit outdated. I might fix it eventually, but that would mean getting the rest of my Stellaris to work, which I don't have time with right now so I wish you luck with what you do.
MisterOrrie 2 Apr, 2020 @ 5:25am 
So last night I had tried using an empire with the eco-city and then using console codes to give me resources to quickly turn my relic world into an ecumenopolis. I was using plantoid ships and it created an ecumenopolis using the vanilla planet skin rather than the eco skin. The city-scape remained as the the eco-one selected. When I tried again using the eco-mammalian ship set it used the eco-ecumenopolis planet skin (ecumenopolis type is ultimately linked to ship type not cityscape choice). A shame as the mammalian/eco-futuristic ship types are my least favourite :-(

Doctor Verum  [author] 2 Apr, 2020 @ 3:16am 
This does not change the appearence of ships, as ship appearence is selected separately from city appearence. You should be able to use any ship type with this.

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.
MisterOrrie 1 Apr, 2020 @ 10:58am 
Hey thanks for the reply - is there any chance you could do the same mod just using plantoid ships instead of mammalian ships? That would be my dream!
Doctor Verum  [author] 1 Apr, 2020 @ 8:28am 
@MisterOrrie This will only modify the state of planets to any civilisation set to use this graphical style. If you select this graphical style for your own cities yours will display like such, but NPC factions will use models for whichever style that civ is set to use. Of course, if you create an NPC faction/race and set them to use this graphical style, they will also use these graphics and textures.
MisterOrrie 1 Apr, 2020 @ 7:26am 
Hi, does the mod change the appearance of all ecumenical is planets to the one shown? I’ll definitely be using this mod if that’s the case!
Stormhand 16 Jan, 2020 @ 12:21pm 
Would you be willing to do one by changing the green for Red please
gunney456 21 Oct, 2019 @ 4:34pm 
Looks great! Reminds me of Anno 2070!
Doctor Verum  [author] 26 Sep, 2019 @ 2:14am 
That's a shame @Corey.young, I should fix it but I've been occupied by some real life issues recently. That surprises me as this should work properly and did so for me last time Stellaris worked. I need to fix my game, issue with having 200+ mods I suppose.
Corey.young 25 Sep, 2019 @ 4:34am 
Hello this is a great mod, one of my favourites!! Unfortunately it seems the ecumenopolis texture doesn't seem to be working for me, it just turns into the base game version. Otherwise thank you for this mod it looks amazing in the game!
themasternija12 21 Aug, 2019 @ 12:04am 
Ah Thanks for responding and for the info such a shame I would love to have my city look good and be able to get achievements at the same time.
Doctor Verum  [author] 20 Aug, 2019 @ 6:04pm 
@themasternija12 Sorry, this probably doesn't work with achievements as it does not work with Iron-Man mode.
themasternija12 17 Aug, 2019 @ 9:29pm 
Is this achievement compatible?
PokeMageTech - ProNetNeutrality 14 Aug, 2019 @ 4:15pm 
@Doctor Verum: Aw, that's not good!
@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.
Doctor Verum  [author] 14 Aug, 2019 @ 3:23pm 
@mario0244 Thank you! I shall look into it, though for the moment Stellaris does not seem to want to work well for me so as soon as I get everything working I shall see what can be done.
mario0244 14 Aug, 2019 @ 10:55am 
Hey Doctor Verum,

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).
mario0244 14 Aug, 2019 @ 10:54am 
AlphaBlend_00
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
Doctor Verum  [author] 13 Aug, 2019 @ 6:35pm 
@mario0244 Ah, that is understandable. Have a good one anyway mate!
mario0244 13 Aug, 2019 @ 4:02pm 
@Doctor Verum
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.
Doctor Verum  [author] 13 Aug, 2019 @ 3:18pm 
@mario0244 Thanks for telling me, I had no idea this was needed. I have fixed a .asset now and confirmed that it works. The only thing is that currently the blue parts display as lights rather than as any form of rivers. Currently I am unsure if there is any way for me to actually change this, but perhaps people prefer it that way. I have added special thanks to you in the description which I hope you appreciate!
mario0244 12 Aug, 2019 @ 6:01pm 
Love, it small contribution if you want it or not. You've got included gfx\models\planets textures which don't seem to kick in for Ecunemopolis planets. To make it work you need something like this: https://gist.github.com/bcssov/d8b3e65a4c65caf0e94018a1e8d72612 place it in the gfx\models\planets directory as well. Make sure to give it unique file name though.
Mr. FatShekel$$$$ 7 Aug, 2019 @ 12:21am 
NICE
Doctor Verum  [author] 6 Aug, 2019 @ 3:49pm 
@PokeMageTech from what I can tell these files are direct replacement for graphics. My mod doesn't seem to be iron-man compatible because it adds a new game element; a new graphical style. The only way to make this iron-man compatible would be to replace the default graphics with these.
xDanilor 6 Aug, 2019 @ 3:41pm 
very cool
Doctor Verum  [author] 5 Aug, 2019 @ 8:24am 
@PokeMageTech it says "link removed" unfortunately.
PokeMageTech - ProNetNeutrality 5 Aug, 2019 @ 6:06am 
Okay. I do still recommend looking at the two mods I linked and seeing how THEY go about changing graphics WITHOUT ruining ironman compatibility.
Doctor Verum  [author] 4 Aug, 2019 @ 8:27pm 
@PokeMageTech I'm afraid that doesn't tell me much, since I don't know how to counter that. I've never as much as played the game in vanilla mode outside of debugging and know nothing of "iron man". I've asked a couple of other modders for information but I've gotten no leads so far. Will update if I get any info.