Stellaris

Stellaris

Planetary Wonders
397 Comments
Derelict Dawn 13 hours ago 
Just wanted to leave a comment letting you know how awesome the work you do is. Really, outstanding mod.
hydra 27 Jun @ 6:01pm 
Pavillion of Wonders gives culture worker jobs which no longer exist
stoferb 25 Jun @ 4:40am 
I always like this mod so it's great to see it keep being updated. But for this latest game update you really need to greatly increase the number of jobs from the planetary wonders to fit in with the rest of 4.0. As it is now some wonders provide hardly any benefit at all compared to regular buildings and districs. An ordinary rural district provides 300 jobs, a single beginner building provides 100-200 jobs. But some of the plantary wonders are still giving around a dozen new jobs, which used to a huge deal but is now insignificant. So for example my fully worked Abyssal crater now gives me less science than some random space station. That's not really worth it, except for the possiblity to unlock techs with the associated events.
Oliveira 23 Jun @ 1:15pm 
Namfoodle, criei um mod de tradução PT-br para vários mods da oficina, teu mod ta na lista de traduzidos. Mas tem um problema: O arquivo que ta dentro da pasta braz_por, ta sobrescrevendo a tradução (puxei os arquivos da pasta english). Consegue replicar os arquivos da pasta english pra braz_par para que eu possa substituir via estrutura de pasta (usando a pasta replace)?

Link do pack de tradução - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498553777
kibitz! 22 Jun @ 3:39pm 
I have also seen the jobs that pops can't work with Lubrication Terminals when playing as a gestalt robot with HLB. Likewise, the Nostalgia Paradise wonder does not properly swap all of its jobs for Rogue Servitors, and some tooltips still reference 1 job instead of 100, such as the decision focus for Mantle Crucibles or the 1 Coordinator per 25 Pops effect for the Astronomy building.

Thank you for updating, I love your mod!
samsockeater 21 Jun @ 9:08am 
some of the jobs are doing the thing where they can't be worked - thus far it seems to be artificers added by the mantel crucible, and i forget the source but stewards and prosperity preachers (both being added when i think stewards are replaced by the preachers?)

first time poking this mod and thus far it's been cool and made my eccumenopoli more interesting
Valtiel_The_First 20 Jun @ 10:48am 
PRAISED BE!!
hydra 20 Jun @ 8:37am 
Lets go!!!
FebHare 20 Jun @ 4:29am 
Thank you for Update!
DaViper 20 Jun @ 4:17am 
I'm fairly new to the 'scene', but I wanted to let you know what tipped me into subscribing. Your change notes. You actually HAVE some. :steamhappy::steamthumbsup: (Well, that and save compatible. Heh.)
Devidose 20 Jun @ 2:55am 
Woo, just in time for another play :D
doctornull 20 Jun @ 2:04am 
Ooo nice
Namfoodle  [author] 19 Jun @ 8:23pm 
Updated to 4.0 thanks to AdmirableOstrich !
Working with no issues and updated values for 4.0 from what I can tell

Sorry for the delay, but I do hope everyone can keep enjoying the mod on the new update still
Misterwheatley #Maintaintf2 16 Jun @ 11:34pm 
Dude can you upload the fork?
AdmirableOstrich 16 Jun @ 8:07pm 
@FebHare I also have a PR open for my fork that I've been playing with for the past couple weeks without issue. I put a bunch of effort into compatibility, and quality of life changes for future modding work. Taking a look at your patch I see we caught much of the same stuff but you're missing a bunch of jobs and modifier updates. If you're going to do more work, it might make sense to work off my branch.
FebHare 13 Jun @ 6:04am 
Hello, I created and uploaded an update patch. It works on Stellaris 4.0 (at least 4.0.16).
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3498221753
Misterwheatley #Maintaintf2 7 Jun @ 10:24pm 
@COG 4.0 rebuilt jobs, buildings and districts from the ground up.
COGunXSword 7 Jun @ 9:24pm 
Yes, its says 3.14, but has anyone checked if it's still functional anyways? Or did 4.0 completely break it?
Mage of Fables 4 Jun @ 8:10am 
Any chance on updating this mod?
Hawkatana 3 Jun @ 6:32pm 
Please update this.
Misterwheatley #Maintaintf2 1 Jun @ 11:26pm 
I can't lose another amazing mod... I'm not strong enough
帕尔帕廷 21 May @ 9:23pm 
update,please
super human 18 May @ 5:39am 
will this get updated?
de Grizz 8 May @ 12:20pm 
maybe make planetary wonder buildings as planetary deposits
Grzesio 8 May @ 7:57am 
This mod is so good I cannot play without it.
Naraxa 7 May @ 9:11pm 
@Namfoodle Very much love this mod, has so much fun flavor and does a good job balancing rp with worthwhile boosts to your empire. No matter what you decide to do with the new 4.0 update, you should be proud of the work you've done
hydra 6 May @ 11:17am 
new planet system is so bad, hope you can find a workaround
And now we wait
FebHare 15 Mar @ 9:32pm 
@Namfoodle
Thank you for accept the pull request!
I_Link_I 27 Jan @ 3:07am 
same problem as Jeor before me.
One of the Grand Archive special projects broke/dissapeared and i cant fisnish it.
Jeor Mormont "the old bear" 27 Dec, 2024 @ 8:15am 
yeah, the event chains of the grand archive can bug easily, either if u finish_research or if they fall onto a lag spike (an auto save for example). reloading an earlier save is the easiest but iirc ive solved my issues with the console before too
Baba is OMNIPOTENT 17 Dec, 2024 @ 5:46pm 
If anyone else is having issues with the grand archive event chains, I have the solution. Use the event command with pw_grand_archive.X10 with the X being the event chain selection from top to bottom with the ARK project being 1.
xDanilor 30 Nov, 2024 @ 1:53am 
Hello, thanks for making this awesome mod and maintaining it throigh the years! I'd like to make an italian translation for it as thanks, but i'm not sure: should i translate the "localisation" file, the "localisation_to_export" file, or both?
Edorathino 16 Nov, 2024 @ 8:01am 
will the Social Construction Fabrication tech get updated to work with the new leader mechanics? Leader level has a hard cap of 10 now, so it basically does nothing nowadays.
Maskman 11 Nov, 2024 @ 6:48pm 
Thanks for the update:steamthumbsup:
Noire 11 Nov, 2024 @ 1:59am 
holy shit thanks for update
doctornull 8 Nov, 2024 @ 1:26pm 
Yay update
Tal'Raziid 8 Nov, 2024 @ 9:31am 
Thanks! Was worried this was actually dying when it was hidden last night haha
Namfoodle  [author] 7 Nov, 2024 @ 5:58pm 
Update!

Small changes for 3.14 now live

Thanks to FebHare for the changes and update!
Jorgin™ 6 Nov, 2024 @ 2:35pm 
update?
Valtiel_The_First 6 Nov, 2024 @ 11:49am 
does it works on the new update?
Angel 6 Oct, 2024 @ 11:14pm 
loved this mod
Valargent 5 Oct, 2024 @ 8:29pm 
Any hope for an update .o.?
Laurin 6 Aug, 2024 @ 1:23pm 
I do not know why but for some reason the game explicitely disallows me from building wonders on penal colonies, including the panopticon. Now, I did run the game with only planetary wonders and console commands to test and it did work then so there's probably a conflict in my mod cocktail somewhere that the merger of rules doesn't account for.

The part that vexes me though is that I can't find it and don't understand what the conflict could even be, it even causes the Psi Corps building to no longer be allowed, something that is insane on its face.

Interestingly enough however, it doesn't actually destroy any of the buildings if I add them via console so whatever it is seems to only screw with the designation or modifier perhaps?
Tal'Raziid 5 Aug, 2024 @ 7:49am 
Anyone know if this has issues with Stellaris Evolved right now?
doctornull 17 Jul, 2024 @ 11:52am 
> And thanks to all who still enjoy the mod!

Busted, you're welcome.
FebHare 17 Jul, 2024 @ 7:08am 
@Namfoodle
Thank you for the update!
Namfoodle  [author] 15 Jul, 2024 @ 7:27pm 
Updated to 3.12 and fixed some small issues, mostly from comments.
I haven't tested extensively, but most thing should be functional on the new version. Lat me know if you find anything odd.
Thanks again to FebHare for the PR with most fixes!
And thanks to all who still enjoy the mod! I'll try and keep it up to date like this while I can.

@Bisharpthegamer
On Scripted triggers folder, you can comment out everything on pw_can_build_planetary_wonder and replace it with always=yes to build as many wonders on a planet as you like.

@manmuel
Wonders do tend to break their event chains if demolished, but you can trigger them again by firing the following events on the country scope:
pw_research.1999 → Fallen Empire Event
pw_research.2100 → Event chain for the upgrade

@Ratspace
It’s a tier 4 tech that requires: Weather Control Systems, Star Fortress and Galactic Administration. It should appear by the midgame, but before Mega-engineering ( should )
Ratspace 14 Jul, 2024 @ 8:09am 
Quick question when are the research options supposed to appear
BasileusofRhomania 3 Jul, 2024 @ 3:14pm 
Update please?