Stellaris

Stellaris

Relytor's Planetary Overhaul 3.2.*
38 Comments
relytor  [author] 29 Nov, 2021 @ 12:03pm 
** UPDATED ** Oceanic worlds (Inundated Varied - Ocean, Arctic, Atoll - and Inundated Mountainous - Glacial, Crag, Tepui) are all treated like Ocean worlds for Aquatics. All planets with oceans (Most of the wet and all of the inundated) are treated as wet worlds. Planets with no oceans are treated as dry. With Angler civic, farming districts are uncapped on all oceanic worlds. Updated support for all the latest exotic/rare planets added by Planetary Diversity.
relytor  [author] 18 Oct, 2021 @ 1:20pm 
If anyone is interested in a mod that has taken this to the next level, check out my new mod: Master of Stellaris - Planets: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2631414131
Big Sneezy 14 Oct, 2021 @ 6:17pm 
Woo! Now to reconcile some 1k mod issues and get back into Stellaris. Thanks Relytor!
relytor  [author] 7 Oct, 2021 @ 12:29pm 
** FINALLY UPDATED ** !!!
Big Sneezy 13 Aug, 2021 @ 11:30pm 
I would love to see this mod updated. It is my favorite of the PD habitability mods. In general I hope Relytor returns to Stellaris modding as their mods are among my favorites, but I do understand the burnout.
davidsen324 28 Nov, 2020 @ 9:07am 
So is this instead of Reworked Habitability or on top of it?
esheyw (Thallius) 21 Aug, 2020 @ 4:43pm 
In case you do get around to updating this at some point, because I'd like to try it: I assume this supercedes PD - Reworked Habitability, and that I should *not* have that mod if using this one?
Challenger 21 Aug, 2020 @ 10:03am 
@relytor: Are you still working on it?
Morzan 1 Jul, 2020 @ 9:08am 
You mention that you removed the forest planets (megaflora worlds) but you still get them with the tree of life origin (I think that was the origin anyway). While this world isn't bugged in any way it seems strange for it to still be used given your reasons for removing it. Are you going to do anything special with it?
TalVerd 29 Jun, 2020 @ 6:02am 
love the mod, seems to not be working with latest update. specifically all the districts on the capital disappear after 1 in-game month. have tried it with only this mod and its requirements installed. deposits are still all there, just the districts disappear, even if you do nothing at all for that month.
Morzan 21 Jun, 2020 @ 12:22am 
I assume this mod is at least partially incompatible with district overhaul 2? If so do you personally plan on adding compatibility?
Big Sneezy 16 Apr, 2020 @ 6:49pm 
Sounds good, thanks!
relytor  [author] 16 Apr, 2020 @ 3:43pm 
I don't touch any of the code for the rare and exotic planets, so that will be a PD thing. I'm working on how to work the new planets into the mod.
Big Sneezy 16 Apr, 2020 @ 1:58pm 
@Relytor, it looks like PD has added some planets, just calling it out.

Also noticed that when I made a devouring swarm on a Radiotrophic world and found the AI playing that empire deleted the Rad Bloom building. I mentioned this in the Exotic Worlds mod, but got no response.
♫ Tadpole ♫ 29 Mar, 2020 @ 8:19pm 
Ah, setting it at the bottom of my load order list did solve it. Apparently the mod list is no longer read bottom-up, unlike what I read.
♫ Tadpole ♫ 29 Mar, 2020 @ 7:39pm 
This mod doesn't appear to work for me, but I'm unsure if it's due to an incorrect mod load order. I see a lot of people saying that the new mod launcher loads mods from the bottom up, and that's how I organized my mod load order, but I'm not getting the new planet menu this mod adds, nor the reworked habitability for that matter.
relytor  [author] 18 Mar, 2020 @ 8:27pm 
** UPDATED TO 2.6 **
Kentumatsu 18 Mar, 2020 @ 3:57am 
So... can we expect an update soon? I cannot live without this mod...
relytor  [author] 17 Feb, 2020 @ 2:26pm 
* LATEST PD RARE SALT PLANET NOT YET ADDED TO THE START SCREEN, BUT SHOULD SPAWN CORRECTLY * It's just not yet available to select as a starting planet.
Melor Seltic 14 Feb, 2020 @ 9:27pm 
@relytor Excellent! And thanks for the interesting alternate take on planets.
relytor  [author] 14 Feb, 2020 @ 4:51pm 
Yes, it works with the latest version of Planetary Diversity. I haven't checked with the new Shroud World sub-mod, but believe it should work for that as well.
Melor Seltic 14 Feb, 2020 @ 11:29am 
@relytor Excellent mod!

As a point of curiosity do you expect this to still work correctly with the current version of the game and version of Planetary Diversity? I starting digging through the code last night to figure out, but figured I'd also try just asking.
NoDMoD 4 Sep, 2019 @ 8:41am 
@relytor

It was a new game, might be a mod conflict.
SoulDoubt 29 Aug, 2019 @ 1:33pm 
@relytor: I see your rationale. I just tend to think of Savannah as the tropical counterpart to temperate Prairie and colder Steppe. Both of which can also be quite high in elevation. "Alpine prairies" are a thing on earth, I'm quite fond of them. :)

Keep up the good work!
relytor  [author] 29 Aug, 2019 @ 12:23pm 
@SoulDoubt Thank you! I originally had it that way, with Savannah as the Hot Seasonal Level. I decided to make the Oasis the level instead. Africa's Savannah is broken up by many mountains. The Serengeti is quite high, with elevations ranging from 3000 feet to over 6000 feet. But Planetary Diversity's definition of Oasis, having one large sea surrounded by life, with the rest of the planet a desert, really only makes sense if the rest of the planet is level, otherwise there would inevitably be multiple seas between all the mountain ranges. If enough people agree with the switch, however, I'd not be against it!
SoulDoubt 29 Aug, 2019 @ 7:44am 
This is awesome!

I think Savannah worlds should sit in the Level terrain category, since savannah is a type of tropical plains. Maybe swap with Oasis? Oceans do require some variation in topography.
relytor  [author] 26 Aug, 2019 @ 6:31am 
@Tinyhare_Hydrogeniv You can switch to this mod, but everyone will have a base 0% for any Forest or Retinal planets. The planets districts will have already been assigned, so they'll have vanilla's planetary feature weights, rather than the new weightings this mod uses.
relytor  [author] 25 Aug, 2019 @ 11:09pm 
@NoDMoD Was this on a new game, or one from before the last update? I can't duplicate it.
@Tinyhare_Hydrogeniv The non-normal planets should now spawn deposits correctly.
新垣夜夏 24 Aug, 2019 @ 3:13pm 
I like how the planets are categorized, but there are many problems with this mod. Rare and exotic planets (except tomb world) and planets in PD Unique Worlds don't have any planetary features when this mod is activated. This cause all the districts have 0 as maximum.

I'm still using PD Reworked Habitability until issues are fixed. Is this mod save game compatible? In another word, if I started a game with PD Reworked Habitability, can I switch to your mod in the middle when you fix the issues? I wonder this because this mod deleted 3 planet types.
NoDMoD 22 Aug, 2019 @ 11:31pm 
Hey there relytor, the issue still persists. When I take the starbase of an AI and then try to invade the planet, it says I can't invade an uninhabitat planet. The planet shows 0 pops, yet there are pops on the planet. When I turn off your mod, it works again.
relytor  [author] 21 Aug, 2019 @ 9:41am 
I narrowed the problem down to a malformed mod definition file and undocumented behavior in redefining planet classes. All should now be well.
NoDMoD 20 Aug, 2019 @ 2:16am 
Now all AI planets have showing 0 pops, even tough there are pops on the planets. Somethign is seriously not working right here.
relytor  [author] 19 Aug, 2019 @ 3:31pm 
Also note that I originally said you do NOT need the UI Overhaul/Planetary Diversity patch, but it is now required.
relytor  [author] 19 Aug, 2019 @ 3:30pm 
@NoDMoD I was just working on that. I'm still not exactly sure why it was doing that, but I put in a quick fix for it until I can figure out what started causing it.
@Tinyhare_Hydrogeniv No, they do the same thing, just differently.
NoDMoD 19 Aug, 2019 @ 3:19pm 
For me it's not working, I start with 40% habitability no matter what I chose, I am not using any other planet mods besides the required ones. Any idea what could be the reason?
新垣夜夏 19 Aug, 2019 @ 2:59pm 
This one cannot run together with "Planetary Diversity - Reworked Habitability" right? (I guess so)
relytor  [author] 19 Aug, 2019 @ 11:49am 
Forest (Guilli's already has a modifier that can put a planet-wide forest on planets that have forests.), Retinal (I made it a modifier that will appear on a planets), and Mycelium wasn't removed, but 10% of Bog planets will spawn as a Mycelium instead. Bog and Mycelium planets have the same habitability and resources. I just kept Mycelium because Planetary Diversity has an event chain that can only occur on Mycelium planets.
新垣夜夏 18 Aug, 2019 @ 8:34pm 
Which 3 planet types are removed?