Stellaris

Stellaris

WH40k Planets Renewed
166 Comments
Zeizei Pumpum 20 May @ 9:33pm 
wow a wh40k planet mod?!¡
Bedivere  [author] 2 May @ 8:02am 
@berkayozturk353 - I know a lot less about the chaos factions but I think I need to take a look at adding the other factions back in. Just spit-balling right now but maybe a menu at the start where you select which faction's planets you get access to so you don't see craftworld construction as an option for an imperium player ect. I will be taking a look at 4.0 to see what is possible. So far it looks great and has a ton of potential.
Bedivere  [author] 2 May @ 7:57am 
@ Primarch sarge

I think they do spam the base tier of planet but I don't remember them upgrading the planets.

For 4.0 I think I need to take another look at what is possible. I commented out the worlds from the other factions in the code but I think they are all still in there in their original form. Any upgrade to 4.0 is going to take some time. I wont have access the the computer that has the mod files until late July or August due to traveling.
Primarch sarge 20 Apr @ 11:02am 
tho in my current save every single planet that had planets from this mod just randomly disappeared
Primarch sarge 20 Apr @ 10:58am 
nvm I´m an idiot
Primarch sarge 20 Apr @ 10:48am 
it seems that using the extra ship components mod breaks the planets
Primarch sarge 19 Apr @ 4:58am 
@Bedivere when 4.0 releases are you considering adding more worlds like daemon, pleasure and knight worlds?
berkayozturk353 14 Apr @ 12:27pm 
It does still work together with the original mod, loved the unique-districts stuff, thank you.
deamon world with also unique districts would be great, maybe with the symbols of chaos gods (such as "garden disctrict", "change(research etc.) district", "pleasure district" and "battle (fortress) district".
Sorry if daemon worlds do not belong here.
Primarch sarge 7 Apr @ 5:42pm 
also does the AI spam the planets?
Primarch sarge 7 Apr @ 5:23pm 
@Bedivere ok thanks for the info, can´t wait to try this
Bedivere  [author] 6 Apr @ 11:08pm 
@Primarch sarge, Mod still works and works with Gigastructures, I will be freezing the mod at game version 3.14.15 though. 4.0 will break it completely based on what I have been reading.
Primarch sarge 6 Apr @ 9:06am 
is this still working and does it work with gigas?
Numb 9 Jan @ 11:10pm 
cant make forge world even tho i have a generator disctrict
Jxncc 22 Sep, 2024 @ 2:06pm 
Still work?
Finlay 12 Mar, 2024 @ 1:37pm 
great mod thought but id suggest maybe adjusting weights for the ai or a tech
Finlay 12 Mar, 2024 @ 1:36pm 
it does work but beware ai use it and spam it
Bedivere  [author] 10 Mar, 2024 @ 9:10pm 
Still works, have a game right now with it.
Finlay 17 Feb, 2024 @ 11:15am 
ima try if it works
Bedivere  [author] 26 Dec, 2023 @ 3:03pm 
Playing a game with it right now, seems to be working fine so far.
Lord rattus 18 Dec, 2023 @ 11:55am 
will this be getting an update?
The Emperor 3 Oct, 2023 @ 11:32pm 
Just curious to know if you're planning on updating the mod as I enjoyed it very much and the last update seems to have bugged out forge worlds so you can no longer designate a planet as them and for the life of me I cannot remember the name of other types of worlds but they too seem to have disappeared. I know this should go in the bug report channel but I figured it fit well with my statement and on a personal note

I hope you are well as I enjoyed you're reinstatement of these old mods and play them again from time to time hope to hear from you
the 15th dalai lama kreanosaurus 3 Oct, 2023 @ 3:20am 
@Gmonkey666 the mod makes districts not work on normal planets, but with 5k minerals makes them god tier

although not sure if the ai works with it
Sculptyre 8 Jul, 2023 @ 4:53pm 
W mod, Works on 3.8 too
Gmonkey666 17 Jun, 2023 @ 12:53am 
I don't know what your deposits file is for. I deleted it to prevent all planets from having only 3 energy and 3 food districts. And I suggest you write a separate set of districts for 40k planets instead of copying the original version and overwriting them. The current version of districts has already diverged from your code
The Emperor 26 May, 2023 @ 10:41pm 
@Bedivere, No worries the whole mod still works just need to build two districts which is not that much of a problem either way thank you for replying have a good one
Bedivere  [author] 25 May, 2023 @ 6:48pm 
@Marbo, ah, I might have to take a look at that, it's only supposed to be one but at least it still works.
The Emperor 22 May, 2023 @ 10:07pm 
Just figured it out you need two generator or mining districts to convert to an industrial world just thought id correct my previous error
The Emperor 21 May, 2023 @ 11:39pm 
Thanks for rereleasing this mod its a ton of fun and adds some much needed flavor to the game not to mention pretty darn balenced too and for those asking in the comments below it seems to work fine on the latest patch just be aware that to covert a world to an industrial world requires maxed out mining or generator districts not the one required in the text tool tip at least thats how it was for me
Invictus 19 May, 2023 @ 3:23pm 
3.8 update please?
成祖 12 May, 2023 @ 7:54am 
Does this work on 3.8.x ?
Bedivere  [author] 15 Apr, 2023 @ 9:23am 
@ Inny, I haven't really messed much with scripting triggers at least not lately. I will take a look.
Inny 3 Apr, 2023 @ 4:58pm 
Hi Bedivere, can you please add a scripted trigger that lists all your planet_classes?
Like is_wh40k_planet = { OR = { ... } }
This would help a lot for other mods to take account of yours while avoiding bloating the error log when your mod is not present.
Ave Imperator 30 Mar, 2023 @ 11:21pm 
Hey is there a reason why this mod needs to change deposits?
Bedivere  [author] 21 Mar, 2023 @ 2:28pm 
@mec354 Yeah, that sounds like a mod conflict, not sure what would cause that.
Bedivere  [author] 21 Mar, 2023 @ 2:27pm 
I haven't tested it with that mod but it looks like it should. This mod doesn't overwrite any vanilla files but there could be some dependencies that Grimdark overwrites. I would try it and play with the load order if you run into issues.
thegradyfiles 20 Mar, 2023 @ 1:22pm 
Does it work with All things Grimdark mod?
mec354 13 Mar, 2023 @ 5:51pm 
some of the worlds will have like 11-20 isolated vallys its kinda crazy
mec354 13 Mar, 2023 @ 5:50pm 
I love this mod. However I have in countered quite the bug. I assume its a mod conflict (because im using like 30 mods) but im not sure. every habitual world im my galaxy only have 1 type of planetary features.(which is always isolated valleys) So i can only build housing and industrial districts on planets because non of the other features spawn.
7th Fleet 12 Mar, 2023 @ 9:45pm 
Wow, just wow. Just roleplayed a Death Korps of Krieg Run with this mod and it was absolutely amazing! Thank you so much for continuing this mod!!! I never commentate and most people don't either, but please know how much we appreciate the time and effort you put into this mod.
saltcityJKJ 24 Feb, 2023 @ 1:18pm 
Ok, I've done both of these and it did not seem to work. I also am able to role back to 3.5.* and it works fine, so I think your right that it is a mismatched version. Thank you for the tips though, much appreciated.
Bedivere  [author] 23 Feb, 2023 @ 8:47pm 
Sounds like a corrupted file or mismatch in the version of the game. Verifying the game cache is the least intrusive thing you can do. If that doesn't work, delete the mod file and let the workshop redownload it. You could also try throwing this mod into its own playlist just to make sure its actually the only thing running.
saltcityJKJ 22 Feb, 2023 @ 6:14pm 
I am not sure what is causing the incompatibility, but no matter what I do the game will never load beyond 80% without crashing. I try putting first and last and disabling all other mods but it still won't work. Any help is very much appreciated, thank you.
Bedivere  [author] 14 Feb, 2023 @ 6:33pm 
Assuming it's not the mod I listed, try changing the load order by swapping places with the Universal Resource patch mod. Sometimes that works.
Bedivere  [author] 14 Feb, 2023 @ 6:29pm 
@Schulladeus This one !!Universal Modifier Patch (3.6.*) ? I usually run this plus the 2.4 version with no issues.
Schülladeus 14 Feb, 2023 @ 2:42pm 
Could it be that there are hidden requirements for certain worlds? because sometimes i cant run worlds into Industrial worlds because the game tells me that i dont meet requirement wich i actually meet
Schülladeus 14 Feb, 2023 @ 11:37am 
Nice Continuation of a great mod mate. i have the feeling that it is incompatible with the Universal resource patch mod. Most of my planets have no Mining districts plus they create like 140 Nanites each without a single building. just so you know
Bedivere  [author] 13 Feb, 2023 @ 2:07pm 
Only works on vanilla worlds, you would have to terraform mod worlds to vanilla worlds to get it to work. It shouldn't cause crashes though.
Jedipony1 13 Feb, 2023 @ 11:06am 
Does this work with planet diversity?
Bedivere  [author] 6 Feb, 2023 @ 12:58am 
@ Delta606 That is good to know, thanks. I haven't run with that mod for a while so I am not sure what they have changed.
Bedivere  [author] 6 Feb, 2023 @ 12:56am 
@Xanthors to keep the planets from spawning, start a new game with the mod disabled. Save your game, restart with the mod reenabled. This keeps the code from running that spawns the planets but lets you enjoy the rest of the mod.