Stellaris

Stellaris

Legendary Worlds 3.10
88 Comments
mare bear (she) 3 Mar @ 8:12pm 
now the og is back

thank you for being a part of so many of my playthoughs
wancar 2 Mar, 2024 @ 12:46pm 
Thx @thx1134games for taking care of the legacy of the original mod for all this years! :Hire:
thx1134games  [author] 16 Feb, 2024 @ 5:14pm 
Added link to the Original Mod to the description.
༒Wanheda༒ 1 Feb, 2024 @ 8:54am 
doctornull 22 Jan, 2024 @ 7:55pm 
Love this mod.

1 - Any examples of adding Legendary Districts to a custom system initializer?

2 - Any examples of adding Legendary Districts from the console (for testing)?

Thanks!
thx1134games  [author] 17 Jan, 2024 @ 5:19pm 
Hello @Luthean The mod has a descriptor file. I am not sure why it is not being placed in your home directory "..\Documents\Paradox Interactive\Stellaris\mod"

The issue is not with the mod, but with the steam local files.

The current file is: ugc_2892968900.mod in the folder "..\Documents\Paradox Interactive\Stellaris\mod"

with the contents:

version="3.10"
tags={
"Technologies"
"Events"
"Buildings"
"Galaxy Generation"
"Gameplay"
}
name="Legendary Worlds 3.10"
supported_version="3.10.*"
path="C:/Program Files (x86)/Steam/steamapps/workshop/content/281990/2892968900"
remote_file_id="2892968900"
Luthean 3 Jan, 2024 @ 1:25am 
"This mod is missing a descriptor file" I have subscribed and unsubscribed this mod, I have cleared my mod cache twice. Can't seem to get this newer mod to work.
thx1134games  [author] 15 Nov, 2023 @ 12:16pm 
Yes, terraforming resets the planet.
Maschinenmensch 11 Nov, 2023 @ 12:51pm 
Very good mod, though im pretty sure since the legendary districts are tied to planetary features the dissapear if you terraform the planet. Is this intentional?
Ishmael Tibbs 6 Nov, 2023 @ 1:12pm 
@thx1134games Sorry to hear that, and best of luck to you! If there's anything I can do to help with any part of updating, let me know! I'm not the best modder around, by a long shot, but I'm halfway decent, and I use the mod enough to be invested.
MaulMachine 2 Nov, 2023 @ 3:49pm 
Best of luck.
thx1134games  [author] 2 Nov, 2023 @ 2:47pm 
@Ishmael Tibbs. I am in chemo so will not be doing updates above the minimum to keep the mod alive
Ishmael Tibbs 18 Oct, 2023 @ 3:15pm 
Awesome to see someone maintaining this. I'll be looking to move to this from the original on my next playthrough.

A couple of things.
1. any idea how the primitive "Legendary Space Ship Ruins" legw_prim_ships_mod is supposed to work? I can't figure out how/where it's supposed to add the ship engineer jobs, and looking at the original code it's hard to see how it was supposed to function.

2. If you would like any assistance with mod maintenance or updating LegE, drop me a message. I love to see people pick up the torch on abandoned mods and would be happy to help.
thx1134games  [author] 18 Oct, 2023 @ 7:48am 
你的队友 Worth giving it a try
你的队友 9 Oct, 2023 @ 11:41pm 
Could I just delete the local file of this mod then re-download it?
thx1134games  [author] 2 Oct, 2023 @ 10:35pm 
@你的队友 That is a bug from version 3.5 that was resolved in 3.6.
Are you running the latest version of the game and Mod?
If yes, then your local cache is likely corrupted, and you will need to clear out the local config database.
https://stellaris.paradoxwikis.com/Modding#Purging_all_mods
Do the steps in bullet 5 to delete the local database files and reload.
你的队友 1 Oct, 2023 @ 7:08pm 
How to fix the problem of all legendary worlds named "NAME_legw_color_planet"?
Falsatious 17 Sep, 2023 @ 3:33pm 
Will Legendary Worlds Extended be added too eventually? I looked at the discussion, and it haven't seen much added on from a while...Curious to see if there was works for it? Also does this work with Gigastructual constructs and mods of the sort?
thx1134games  [author] 12 Sep, 2023 @ 8:43pm 
Works as is with 3.8. I will push the 3.9 update Wednesday.
[JdG] Pejman 27 Jul, 2023 @ 5:45am 
TBH I use both APSR and legw to add an exploration side to the game.

It suddenly becomes very interesting to try to scour the galaxy to find those very rare and powerful worlds
MaulMachine 23 May, 2023 @ 9:15pm 
I think a standalone mod would probably require less maintenance.
thx1134games  [author] 23 May, 2023 @ 3:45pm 
@All I have been playing with setting the Leader Cap at 50 on my non-published version of "The Galactic Expanse". With a 2K Galaxy I find the Leader Cap of 6 kneecaps the AI.
I would prefer to add the option with a menu like "More Events Mod" to allow the players to select the cap.
I can leave the change in Galactic Expanse, or make a standalone mod for leader cap.
Thoughts?
thx1134games  [author] 23 May, 2023 @ 3:42pm 
Thank you @Sandermatt.
Sandermatt 23 May, 2023 @ 1:44pm 
Ok, made local modifications to the origin, lets see how it goes.
Sandermatt 23 May, 2023 @ 12:47pm 
Thanks for this mod. I would probably prefer the ancient origin having more of an arch of being on a planet with huge potential that was devastatet and thus is currently very hard to live on.

For this it would be more interesting to me if the world was larger (size 30) and the species would NOT have tomb world habitability, making it very hard to live on that planet.

Even stronger nerf ideas: Gaia habitability and/or no guaranteed habitable worlds
these stronger nerfs could also be compensate by making the starting planet even stronger.
thx1134games  [author] 15 May, 2023 @ 8:19pm 
@Radenmar: Agree, I will look at adding some into LegW
Radenmar 15 May, 2023 @ 6:47am 
@thx1134games maybe some legendary world type like "lucky world" who was super fun and cool for more diversity , somes event to find outpost world for exemple, the hability to construct ancient building with an appropriate cost of minor artifacts and the prerequisite (find ancient build, the techs etc ), desposit like "time machine" and events. ^^ take what you can take, it's just a shame if mod with content like that disapear ^^
MaulMachine 13 May, 2023 @ 4:28pm 
Honestly, no, I'm good. Worlds in that mod were either A) Too rare, B) Broken, or C) Actually a liability.
thx1134games  [author] 13 May, 2023 @ 4:19pm 
LegWE is to broken. I tried.
Are there specific features of LegWE hat you would like to see in LegW
Radenmar 13 May, 2023 @ 9:02am 
Thanks you for update this great mod. Simple question, will you one day update Legendrary World extented or the mod is to broken for that ? if you can't update this mod, can you just scavenge what you can from it to add to this one if it's more simple ? ^^ Thanks again for your great job !
ranma100 13 May, 2023 @ 6:50am 
Good to see this must have mod get updated.
MaulMachine 28 Apr, 2023 @ 9:09pm 
Ouch.

Does viewing them with Observe in the console make it faster?
thx1134games  [author] 28 Apr, 2023 @ 9:02pm 
So far I have not been able to recreate this. The Legendary Artificial Worlds all give me +3 to all resource districts as designed.

For the Legendary Worlds, let me take a look at that one MaulMachine.
In my current game with a 2K galaxy, I managed to not get single legendary world.
with a "strange building" that I colonize. Random chance, but makes troubleshooting issues harder.
MaulMachine 27 Apr, 2023 @ 5:52pm 
I don't know quite why, but the Legendary Fallen Empire Planet modifier doesn't actually seem to add its extra districts.
kahvipensas 24 Apr, 2023 @ 10:52am 
Now I noticed, that the locked building slot tooltip says "restored city district" one EVERY planet. But on all the other planets, I can unlock building slots by building normal city districts.

I'm not sure if other legendary worlds might have the same problem, I haven't colonized other legendaries yet in this game and this particular mod build.
thx1134games  [author] 24 Apr, 2023 @ 10:48am 
Good catch, I think that has been around a bit as I do not recall having any districts except the vanilla on the artificial worlds. I will take a look.
kahvipensas 24 Apr, 2023 @ 10:31am 
Found something that _might_ be a bug, or it might be a mod conflict. I colonized a planet with "Legendary Artificial World" modifier, and I can't construct buildings. The tooltip says "slots can be unlocked by building "restored city districts" but I can only build all normal district types, and normal city districts don't open building slots.

I have mods that add new district types, but I don't think they should be overriding any. I also have UI mods that allow extra districts. I use Irony Mod Manager to manage conflicts and can't recall running into any district-related conflicts that included this mod. Of course, it could be some other mod overriding things related to planet creation when starting a new game or something. But maybe it also could be a bug, I guess.
MaulMachine 18 Mar, 2023 @ 8:23am 
Thanks for doing this!
thx1134games  [author] 18 Mar, 2023 @ 7:25am 
After playing through a 2K galaxy with Guilles, more events, most of the Planetary diversity, and Legendary Guardians I have found no conflicts in the code.
The current 3.6 is compatible with 3.7.*

Some changes that will be made for 3.7.*
One observation of my own is the number of minor relics from the Legendary Worlds needs to be tweaked up due to the cost of pretty much anything that uses minor relics. Currently the monthly from Legendary Worlds is 1/10 (.1). I will bump this to a full 1 on all buildings and worlds.
@spider Good call. I will have to dig through the code on the primitives.
Archaeology jobs are named legw_arch.
Some of the underwhelming legendary worlds like the Deep Ocean will be revised.

My specific play-style may mean I miss some of the bugs or balance issues. Please post any of your observations.
Spider 15 Mar, 2023 @ 3:33am 
I would also love to see the Legendary Primitives modifier that this mod adds somehow tie into the new primitive mechanics. Admittedly I don't know how they would, but it would be awesome.
MaulMachine 14 Mar, 2023 @ 3:22pm 
Sure thing.

The issue is that this mod will have to work with people who have the DLC as well as those who don't, so... short of including the archaeologist job from the DLC in this mod, I don't know how you can keep Arcaheologists in the base mod at all. Maybe give the ones in this mod a new name, and otherwise keep them the same?
thx1134games  [author] 14 Mar, 2023 @ 2:51pm 
Yes, I did not spot the Archaeologist jobs change, thank you MaulMachine.
MaulMachine 14 Mar, 2023 @ 1:55pm 
It will more or less have to be, since the DLC adds Archaeologist jobs, which this DLC already had.
PolarisWasInDenial 14 Mar, 2023 @ 11:38am 
Do you plan to update this for 3.7 at some point?
//MX` 24 Feb, 2023 @ 9:00am 
Yeah for some reason, I have a save where I can't terraform a gaia into a legendary world, but in another save at the same time, I have it. All ascension perks and techs are aquired.
IceQ4 18 Feb, 2023 @ 3:18am 
i had it not loading sometimes but with it beeing after pd and guillies it works like a charm just wanted to make sure :P
thx1134games  [author] 17 Feb, 2023 @ 7:34pm 
@IceQ4 I have found no issues with either being first. Personally I load Guilles first.
IceQ4 13 Feb, 2023 @ 3:51am 
what is the load order for this with guillies and pd?
Zalpha 10 Feb, 2023 @ 3:43pm 
Super awesome mod, always thought it was incompatible with Guile's Planet mod but I was wrong. With Stellaris and all its DLC there is so much content to explore. I never touched Void Born until now and playing it with a Unique Habitat (living structure) is super cool. I hope to see more additions like this from this mod in the future. I wish I had played with this mod sooner. Thanks for the mod.
thx1134games  [author] 31 Jan, 2023 @ 11:08am 
@Blast. No, you will not be able to run 3.2 saved games with 3.6.
Paradox made changes to the "scope" and ship slots are very extensive between the versions.