Stellaris

Stellaris

!(Patch): Starnet AI - Planetary Diversity - Guilli's Planet Modifiers Patch (3.0 CAPABLE, BUT SUBOPTIMIAL)
73 Comments
Cúchulainn 28 Nov, 2023 @ 6:05pm 
i hope you get the chance to come back to this and update it again fwend :3
TechSY730  [author] 21 Aug, 2022 @ 9:32am 
Maybe. This is one of the less "invasive" mods; the changes it makes are quite targeted. The hardest part will be to determine which modifiers are "new" since the last time I updated.

Though I should note again, the lack of this patch will not leave anything in a broken conflict state, and this patch being outdated will not cause anything to be broken.

The worst that will happen is the AI making decisions that will not take into account beneficial or detrimental, resource impacting planet modifiers.

I should really add this to the mod description.
sommio 20 Aug, 2022 @ 6:05pm 
Would you update it again?
Watchman 21 May, 2022 @ 9:55am 
Hmm... I feel that it will be better not to use it. I mean, it won't make the game worse, yeah?
TechSY730  [author] 21 May, 2022 @ 8:58am 
It might make it worse if vanilla has added a bunch of planet modifiers since 3.0.
Or if there have been any major backwards incompatible changes to the scripting language since then.

Unless it is the latter reason, it won't break star net. Just might make its decision capabilities worse with planet specialization
Watchman 21 May, 2022 @ 3:07am 
Ok, got it!
Btw, should I use them now, or it will have no effect/will make situation even worse?
TechSY730  [author] 20 May, 2022 @ 3:08pm 
I'm still around, but still burnt out on Stellaris. (BTW, consider all my mods open source; all I ask for is attribution)

The mod was just updating Starnet AI to know what modifiers should trigger the "this is a good planet for resource X?" checks.

Highly optional, but let's Starnet exploit the new bonuses a bit smarter.

And I am sure all the mods in question, not to mention the base game, have gone under significant changes over the course of 3.0 to 3.4 that would need to be reviewed.
Watchman 20 May, 2022 @ 10:22am 
Is author even working on mods anymore? Damn, wish we knew if this mod is even needed anymore
Rogueone 13 May, 2022 @ 5:06pm 
3.4?
NCTribit 16 Apr, 2022 @ 5:31pm 
Uuuuupdate?
Rogueone 4 Apr, 2022 @ 10:36pm 
Update?
Sjru 🐲 4 Mar, 2022 @ 1:43pm 
up for 3.3?
Student76 4 Mar, 2022 @ 5:02am 
up for 3.3?
knon_20 26 Feb, 2022 @ 8:26pm 
up for 3.3?
knon_20 5 Jan, 2022 @ 7:44pm 
up for 3.2?
М'аiq thе Lаzу 10 Dec, 2021 @ 10:44am 
Suggested loadorder?
knon_20 2 Dec, 2021 @ 1:03am 
update for 3.2?
TechSY730  [author] 30 Sep, 2021 @ 4:28pm 
I should be ready to look early October
TechSY730  [author] 30 Sep, 2021 @ 4:28pm 
Very busy with work.
And it should still work fine with 3.1, just again suboptimal.

Unless Paradox changed the syntax in 3.1 for some reason
knon_20 27 Sep, 2021 @ 5:33am 
Update for 3.1?
Megatronus V 22 Sep, 2021 @ 11:12pm 
Will this be updated for 3.1? The other mods won't change for a while now
Rogueone 20 Sep, 2021 @ 6:19pm 
Update for 3.1?
TechSY730  [author] 19 Jun, 2021 @ 4:01pm 
Yeah, I really need to look into what planet modifiers have changed. Just that is pretty tedious and all 😅
Rogueone 8 Jun, 2021 @ 9:02pm 
Please update it to 3.03
TechSY730  [author] 17 Apr, 2021 @ 11:27am 
I'll need to look at what new modifiers are in Vanilla and what GPM is planning on doing.
Mod compatibility patches tend to take more time to update to a new Stellaris version as I first need to see how the other mods update, whenever they do, as well as understand the changes in vanilla.
Batniel 16 Apr, 2021 @ 1:02pm 
Has any brave person tested it with 3.0? I don't know what I should look for... or better, HOW to be sure if the AI uses it or not.
Sjru 🐲 15 Apr, 2021 @ 7:49pm 
Is this still needed?
seven 1 Jan, 2021 @ 8:26pm 
thank you for your job, it helps.
TechSY730  [author] 1 Jan, 2021 @ 11:35am 
And for the jobless pops and overcrowding, this doesn't do anything of those lines. This merely updates some checks Starnet does for "good" planets for which resources.

If you are seeing this late game, it is a known issue. In late game the AI stops doing enough things to keep up with the macro requirements of late game.
The current theory is that Paradox implementing a cap on the number of actions an AI can do per (unknown unit of time). But the problem is that this cap is much too low, to the point it starves AI of development in the late game.
This is hardcoded in the executable; modders can't do anything about it.
TechSY730  [author] 1 Jan, 2021 @ 11:33am 
If you are using the vanilla launcher, put this lower then Starnet AI.

If you are using the third party launcher Paradox Mod Manager, put it above Starnet AI.
Spirit 31 Dec, 2020 @ 6:43pm 
additional question : where do i put this in the load order ?
Spirit 31 Dec, 2020 @ 6:41pm 
will it also activate the AI to properly develop their colonies ?
they are full of jobless pops and sometimes completely overcrowded
TechSY730  [author] 31 Dec, 2020 @ 4:33pm 
Yes, you can use both together and this mod will tell Starnet about the modifiers in both mods.
Spirit 31 Dec, 2020 @ 3:35pm 
i have both active (PD and GPM) , does this still work ?
TechSY730  [author] 31 Oct, 2020 @ 8:21am 
It should work fine in 2.8 (other then a bug in Stellaris' engine right now where the game will deadlock on loading if you have more then about 25 mods active).
They did add a few new modifiers in 2.8 I need to review and categorize for the AI, but this isn't going to cause compatibility problems.
bua 31 Oct, 2020 @ 7:08am 
Hey @TechSY730

Do you habe any time frame for when we can expect an update for 2.8?
PlayOnWords 29 Aug, 2020 @ 10:00am 
Thank you <3 :steamhappy:
TechSY730  [author] 29 Aug, 2020 @ 9:41am 
@PlayOnWords Ok, it's update now
PlayOnWords 26 Aug, 2020 @ 6:28pm 
That's okay, TechSY730. I just wanted to check up on whether you will be continuing to support this mod or not.

DO2's author is MIA, so someone made a "patch" mod that's mending the difference since PD's updates.
TechSY730  [author] 26 Aug, 2020 @ 6:22pm 
It probably does need an update. But I am not going to be able to get to it until this weekend
PlayOnWords 25 Aug, 2020 @ 3:17pm 
Does this need an update now that PD added a very new planets?
TechSY730  [author] 27 Jun, 2020 @ 9:17pm 
You should load this one below StarNet if using the official launcher, as lower mods have higher priority.

However, if using the unofficial Paradox Mod Manager, the order is reversed, and you should place then one above StarNet.

I thought this info was in the mod description but it must have gotten lost somewhere...
Json_Dll 27 Jun, 2020 @ 9:02pm 
Any recommended load order for these four?
TechSY730  [author] 27 Jun, 2020 @ 9:27am 
You can be missing one of PD or Guilli's and it will still work just fine. You will just get some warnings about missing modifiers in the log ;those are harmless, missing definitions the game will ignore.
herki 27 Jun, 2020 @ 3:51am 
@TechSY730 Is it ok to use this patch without Planetery Diversity? Or are both mods mandatory.
Thank you for your work
TechSY730  [author] 20 May, 2020 @ 7:25am 
@Balen BTW, I changed my self policy some. If the mod is a compatibility patch, and the base mod updated version number, so will I, even if there were no other changes. As such, I pushed an update here.
Balen 19 May, 2020 @ 9:10pm 
@TechSY730 awesome thanks for the response!
TechSY730  [author] 19 May, 2020 @ 6:09am 
@Balen No need to update. Looked through the new modifiers in 2.7 and none of them were planet modifiers Starnet needs to care about. You can ignore the compatibility warning; there will be no conflict.
I don't usually push an update just to bump the compatible version number and nothing else, but if this is causing enough people to avoid this mod maybe I will.
Balen 18 May, 2020 @ 6:57pm 
This going to be updated at all?
Maty83 22 Apr, 2020 @ 1:08pm 
Thanks for the info. o7 for making the AI even more difficult :)