Stellaris

Stellaris

Landmass
149 Comments
Merellien 9 Apr @ 12:18pm 
Does it still work in 3.14?
Kashy 16 Nov, 2024 @ 1:28am 
This mod beats everything with the scaling and love playing it together with ''Landmass - Asteroids rescale''.
I hope you still find time in your full-time job to update this mega super mod. It would be a shame if not.
Apart from a few graphical errors, the mod still works well.
English is not my language, sorry
Emmanuel DH 23 Jul, 2024 @ 12:38pm 
I have the low quality planet textures problem too. Please is there a way to fix it?
Rahl81 12 Sep, 2023 @ 6:17am 
update to 3.9.1?
Joan 16 Jul, 2023 @ 1:40pm 
what bluetail said happens to me aswell
Bluetail 29 Jun, 2023 @ 9:25am 
Is it normal for planets to look very... Low quality and have their textures stretched so badly that they leave black marks and twisting of textures on planets?
colorlessness 8 Jun, 2023 @ 6:48am 
For anyone else who wants this kind of solution to the slow ship speed issue, I updated the 5x Sublight Speed mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2986490083

Combined with Landmass/Miniatures you get an overall speed that's ~20% slower than vanilla in terms of times to survey a system. I think this also helps the AI somewhat because it makes vanilla-ish assumptions about how long things take be broadly accurate.
//Inspired_Name_Here 19 Apr, 2023 @ 8:03am 
if the ships could be sped up or have range increased by 30% I think it would work well. it would still be a significant slowdown, but not quite as arduous, and would still look sensible.
I have no idea how to do this, and no idea how it would affect other mods like ESC, but if anyone else does it would be great if we had an addon like that.
Grendain 16 Apr, 2023 @ 9:57am 
Big W mod.... But the Slow Ships Speed is very sad :(
//Inspired_Name_Here 16 Apr, 2023 @ 7:12am 
I like this one, its a very good scale and doesn't crash my game, however I cant really use it until there are more compatibility patches for things like Extra Ship Components, or different patches for speed and engagement range like real space ship scaling. ~ having my fleet chase another fleet around the same system for 400 days sometimes is a bit much.
Legiondorf 7 Apr, 2023 @ 1:19am 
This looks great very nice can finally get rid of a certain space mod.
Makk 4 Apr, 2023 @ 10:06pm 
I think increase the system scale to 300 will look more sensible. But the camera shakes when I zoom in or out. That's wierd, any solutions?
Makk 4 Apr, 2023 @ 3:32am 
Okay I change PITCH back to vanilla and that's right.
Makk 4 Apr, 2023 @ 3:06am 
Sometime the camera view may instantly reverse when I adjust view inside sol systems.
Icen  [author] 15 Mar, 2023 @ 3:27pm 
@Lord_benji It should still work for 3.6 as the latest vanilla changes weren't too far off from the 3.6 ones
BenFD 15 Mar, 2023 @ 1:09pm 
hello, i dont want to update my game at the point (lots of mods are not updated), your update still works with 3.6 ?thx !
Icen  [author] 14 Mar, 2023 @ 4:48pm 
Updated to 3.7! Nothing much new just some tiny code changes based on latest vanilla code changes
Icen  [author] 7 Feb, 2023 @ 4:27pm 
@Lord_Benji Unfortunately no. Real Space coverage overlaps with this mod and scaling things with Real Space causes oversized objects
BenFD 7 Feb, 2023 @ 10:11am 
is this compatible with real space ?
LoiteringAround 22 Jan, 2023 @ 7:43pm 
Happy to help :Gifting: Thank you the scale focused mods, it always bothered me how ships were almost the size of planets and moons in the base game
Icen  [author] 22 Jan, 2023 @ 10:22am 
@LoiteringAround Thanks for mentioning that! Didn't know that was an issue with the new balance/behavior changes from latest game patch. I also reverted the artillery and carrier combat ranges and behaviors to vanilla now so it should be more closer to vanilla how it should be.
LoiteringAround 22 Jan, 2023 @ 4:36am 
I think its the artillery ship behavior. Using Irony, I patched the default artillery ship behavior over the landmass one, and things are working again.
LoiteringAround 22 Jan, 2023 @ 4:18am 
L slot battleships will fire once and then just sit in a stand off. No other mods are active. Other ships seems to be functioning properly. Any ideas ?
mad-rooky 14 Jan, 2023 @ 11:04am 
Ok awesome, thank you.
I like that you kept the vanilla values as reference. Its obviously a great help.
I`ll start tinkering asap. Thanks for the inspiration. :)
Icen  [author] 14 Jan, 2023 @ 1:46am 
@mad-rooky

1. SYSTEM_SPACE_SCALE_MULT controls the system scaling. Its set to 100 but the default is 10
2. SHIP_SPEED_SCALE controls the travel speed. Its set to 0.0075 and the default is 0.045
3. Feel free to use my mod as a stepping stone for yours! I merely edited vanilla values so anyone should be freely able to do what I did
mad-rooky 13 Jan, 2023 @ 6:23pm 
Hi there,
i got a few questions. First i little context though. I would like to revert the upscaling to an extend that orbits as they are look a little more realistic. Not too extreme, real distances out there are simply mindboggling. There are other mods doing stuff like that, but unfortunately those i have found do other things that make them less compatible to my favored mods. Your mod seem to be a good template for my idea.

1. What values need to bechanged without changing the size of the systems, if possible?
2. How did you increase travel speed? Is it due to the upscale of the entire system by keeping the speeds?
3. Are you ok with me doing that to your mod? :D
Icen  [author] 29 Dec, 2022 @ 12:42pm 
@barkingnoise Landmass doesn't tamper with weapon/component balancing. It only scales up the space. This just means ships may take longer to exit and arrive at destinations due to the added extra space in every system to accommodate the new scaled up celestial bodies

It also keeps most of the projectile gfx from vanilla so there should be no issues with using tech/weapon mods
barkingnoise 29 Dec, 2022 @ 12:14pm 
Hi!
Thanks so much for updating these mods

I have a question on the value of scale since I'm using tech mods which adds new weapons and such + compatability mods that increase the values by x3 or x6
Which scales does Landmass use? Closer to x3 or x6?
Icen  [author] 26 Dec, 2022 @ 5:03am 
Update to fix a phase of the Ringworld constructions displaying a too big of a hologram during construction phase
Icen  [author] 25 Dec, 2022 @ 2:53pm 
Icen  [author] 24 Dec, 2022 @ 1:09pm 
Mod updated to latest version of the game and added the Toxoid shipset and new event ships to scaling. Sorry for the long delay and I will try to also update the compatibility patches as I go through the motion. Happy holidays!
samuariman225 22 Sep, 2022 @ 3:16am 
Damn, sorry to hear that your going to take it offline. Though I think you should keep it up for those who want to finish up their games. Love this mod and hope to see this up again in the future.
Icen  [author] 20 Sep, 2022 @ 7:27pm 
Just a heads up that I will be unlisting this mod along with its other official plugins as I have been taking a time off Stellaris modding and will not provide updates for awhile. I have not gotten the new DLC yet and plan to in the future once my passion returns for the game.
Alderon Tyran 20 Sep, 2022 @ 12:57pm 
I am sad to report but with the new Toxoids update, this now crashes on startup :steamsad:
Icen  [author] 8 Sep, 2022 @ 10:41am 
@singleton That means you have another mod causing the scaling to revert back. Check what mods might be modifying Orbital Rings and Ringworlds for you. It could also be an unsupported shipset that has its own Ringworld and Orbital Ring models.
singleton30 8 Sep, 2022 @ 1:00am 
I tried to build the ringworld while using the "instant_build" console command, is that what's causing the bug?
singleton30 8 Sep, 2022 @ 12:32am 
So I tried to build an orbital ring but it didn't upscale, it's still small, I'm confident I put the load order for the rest of the landmass mods correctly so I'm not sure what's causing problems...
budist 5 Sep, 2022 @ 2:26am 
Is it possible for the incoming asteroids to be properly scaled ? Also it might impact their travelling speed as well, not possible to be reached by ships.
EchoBlue 1 Sep, 2022 @ 3:02pm 
i agree with the guy below me
PieMuncher 21 Aug, 2022 @ 4:28am 
I've commented on the Real space mod but these two are so close to being compatible! It looks like gas giant rings don't quite scale correctly, hopefully this can get fixed so they can both work together!
Icen  [author] 13 Aug, 2022 @ 1:08pm 
@TheBlack2007 This mod scales up the orbital rings with the planet to match the scale changes implemented. There are no remodels on this mod if that's what your asking
TheBlack2007 13 Aug, 2022 @ 3:34am 
Small question: When building Orbital Rings they are depicted much closer to their planet than in Vanilla but once construction is finished they are at normal game distance?

Are they supposed to be changed with this mod?
Puddin 3 Aug, 2022 @ 9:54am 
Wow thank you very much!! Dont know a lot about editing the files but you gave a good walk though! got it changed to slower than default but faster than moded. TYVM!
Icen  [author] 29 Jul, 2022 @ 6:48am 
@Puddin You can edit that yourself by going to your Steam Workshop folders and finding the following folder path: steamapps\workshop\content\281990\2804121274\common\defines. Open up the only txt file there and edit the SHIP_SPEED_SCALE value to what you desire. The value commented out on the right is the default Stellaris value for your reference.
Puddin 29 Jul, 2022 @ 5:46am 
Love the mod, is there anyway to get a version where ships are a little faster?
Icen  [author] 28 Jul, 2022 @ 9:04am 
@Sound Only All patches can be found at the Landmass Collection which is also linked above. Heres the direct link
Tauri 28 Jul, 2022 @ 9:00am 
Not exactly, I narrowed it down to an incompatibility between Landmass and Planetary Diversity. Is there an update to the patch for the two?
Icen  [author] 28 Jul, 2022 @ 8:55am 
@Sound Only The only reason this mod will crash is if you are using a heavily incompatible mod. It could also be a game cache error so I recommend you unsub to all current mods and verify your game files then resub and see if that fixes the crash.
Outside of that, I can't guess what your issue would be as it would probably be a system related issue at your side.
Tauri 28 Jul, 2022 @ 8:46am 
It worked before, but now it crashes every time I try to use your mod. nothing else.
It was fine yesterday, and I did nothing different.
Icen  [author] 20 Jul, 2022 @ 12:43pm 
@SciMan Most likely a compatibility issue. You might want to check if you have mods that alter or add machine world models. If they do then let me know and I might consider patches for those mods.