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I'm moving house, and a lot of other real life things atm.
I do intend to update the mod, but the release of the Wilderness origin was a bit disheartening.
The support from people here has been genuinely surprising, thank you so much!
There's a lot of work to update to 4.0 though, especially since I was already halfway through updating the whole system to use Situations to make it more obvious how fast the planet is growing.
https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-381-time-to-get-wild.1737237/
You do already have the option to add effective "districts" for research/deviancy/defensive drones, through planetary decisions.
That being said, I'd definitely be up for adding district switching later in the game.
I agree that the "realism" of the mechanic isn't really fitting, but it's the easiest practical solution to be able to get progressive benefit.
I think there's probably a better middle line, but I want to update systems to the newer versions before I start doing any overhauling.
I will add your suggestion to my ideas board though, thank you!
The instant nature of the consume world decision is a bit strong.
Part of the reason for it is I don't have any modelling experience, so I can't make the models necessary to have progressive stages of building a planet devourer.
I've just pushed a fix out to make it up to date with the current version. This should be fine, but I've not yet made any of the updates to use more recent systems.
1) Different districts. There should be some Unity-generating districts and Research districts, and exotic resource refining districts. With the limited building slots and inability to colonize, another way needs to be so you're not capped on such resources.
2) Instead of having worlds shrink as biomass is consumed, they should stay the same size, and be transformed into barren worlds instead. You're consuming the biomass of a world to grow your own, not the actual mass. Otherwise any planet would do.
3) The decision to consume a world should be both slower to enact, and have some sort of cost associated with it. And also be slower to absorb the biomass.
As it stands if you get a lucky spawn with lots of nearby inhabitable worlds, you can grow to a large size far ahead of your rivals.
It's a unique idea and I'd love to see it refined a bit more.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1786095925&searchtext=%E5%88%AB%E5%85%B7%E4%B8%80%E6%A0%BC%E7%9A%84%E5%88%9D%E5%A7%8B%E6%98%9F%E7%B3%BB
I like the idear of endlessly being able to customize the planet. I usually use Legendary Worlds and of late Garries(?) Planet modifier. I would be amazing to be able to include their different districts and modifiers, though i would only do that by a decision(customization option =) ) I want those Legendary Districts but not the other once so to speak ... having maybeseveral Legendary Districts of different types.
Consuming Hiveworlds or Ecuminopolis would need to do give some special above the adding of special districts and features. Maybe have a visual que showing that the planet not only in size but also in form and composition changes.
cant wait to see how this mod develops, good luck
If I force spawn an AI empire to be one, does it handle the consume biomass well?
@tigerfeu The Free Spawning Drone is added as a result of the Planet being Classified as a Hive World, which adds a Spawning Drone.
@Lord Roscoford I have also noticed that there is indeed no Brain Drones being added with Population. And if possible, it would be useful to have about two, or three times the amount of buildings, with how limited the Origin is.
Also: The addition of more Production Features on the Planet doesn't actually make it produce more resources, which makes that particular feature somewhat useless, as cool of an idea as it is.
Anyway, i really like the idea of having just one planet, thank you
I really like you mod the idea of eating every plant is so much fun.
i use some of the core mechanics in my mod "Factory must grow "
Mostly event lp_planet.001. on handling plant size.
It's a machine empire version of your awesome mod. And i add more QOL feature on harvest UI.(mass harvesting. harvest inhabitable world.harvesting coless weapen etc....)
i been working on this project for a few month now. still work in progess
i will not publish it before you give green light for using these code .
it;s only been play between me and few friends for now.
have a nice day .
Latest verision will break savegames from before.
I accidentally left in one of my WIP features, which created the LP species type.
Me and my friends ran into a month start crash when that planet was consumed.
I did a lot of digging into the various mods I've got running at the same time, and I cannot for the life of me find what might be causing the problem.
If you're running singleplayer, you can run the following command to remove all the planet devourers, then rebuild them to find the offending planet.
effect = { every_country = { every_owned_megastructure = { limit = { is_megastructure_type = planet_devourer } remove_megastructure = this planet = { remove_modifier = living_planet_devoured } } }
(Although I did manage to get my game to crash on month start which is kind of a pisser, no idea what caused it but I run a bunch of mods so I probably just beefed something important)
If they can't do it, I don't stand a snowball's chance.
But the idea for trading districts for Hunter Seekers is the best thing honestly. For some dumb reason Hive Minds seem to have the worst time keeping high population planets compared to regular species. It's good that this seems more well designed than the base game stuff honestly lol
If you notice any problems, let me know, but it should be all working as originally made.
I will be looking at some updates to fit with the new Unity rework soon
I wouldn't have been able to complete this without other people figuring out how Stellaris (CWTools) handles some of the mechanics of gameplay, so if my work helps you, be my guest.
I love the idea of getting so large you consume systems, It's a great concept to add.
Probably should come with massive opinion penalties with civilised nations though!
I still play, and definitely intend to update this to be inline with the massive changes the Unity overhaul made.
As-is it still actually works, which I'm surprised by.
Thank you so much to the people who use and enjoy this.
It is a pet project because I liked the idea, but it got way more attraction than I expected.
I'll be working on it again soon, as I'm comfortable with how vanilla plays post-unity.
If anyone has any suggestions/ideas I'd be more than happy to take them onboard.
I'd also be interested to know if people might appreciate a different means of communication than this forum. It feels a bit clunky and hard to keep track of issues/suggestions.
Aside from this and the issue with empire sprawl (which can be solved adding new -1 max district +2 Synapse drones planetary feature) its really enjoyable and i hope new mechanics are added to make it even better.