Stellaris

Stellaris

Stellarian Seasons
69 Comments
smirkyshadow 17 May @ 10:58am 
Good to know, and dw I understand you have higher priorities with other mods XD
Cephalon Sithalo  [author] 15 May @ 3:36pm 
@smirkyshadow I have no idea. Its possible but its also possible paradox changed something.
I am working on another mod right now and cannot check apologies.

I would think so but with the changes to the pop system I dont think it would work as it should for the effect it needs.
smirkyshadow 15 May @ 3:33pm 
Does this work with the newest update?
Cephalon Sithalo  [author] 7 Jul, 2024 @ 10:52am 
As far as I am aware it works and is not broken in any way outside of maybe balance lol
yangtuoxiong 7 Jul, 2024 @ 4:27am 
Is it works now?
Cephalon Sithalo  [author] 23 Dec, 2023 @ 11:51am 
Thanks :LotusFlower:
Cephalon Sithalo  [author] 6 Dec, 2023 @ 4:57am 
Its alright, it worked out in the end. It makes those 2 harder to deal with but you also get bonuses too from other traits dont forget. Wouldnt be right to only give negatives so I tried to include things that make sense.

Adaptive/Extremely/Survivor/Durable gain bonuses at all times of the year.
If your species is Phototropic then they consume less energy during Spring/Summer and more energy during Autumn/Winter.

Finishing the Adaptable Tradition tree also gains you bonuses.

Nerve Stapled and Zombies gain no bonuses no matter the season with the exception of Zombies gaining a slight bonus on Necro worlds from Planetary Diversity.
Grey Star, The Rival Defender 5 Dec, 2023 @ 11:04pm 
I do apologize for not mentioning it. I did have non-adoptive. And yeah, that would explain the malus not being as bad as it should've been for perfect preference. Certainly makes it so some traits are a lot harder to deal with, duly noted.
Cephalon Sithalo  [author] 5 Dec, 2023 @ 2:28pm 
I know where the malus came from! At least I am pretty sure. See the trait doesnt just check for deposits entirely. I forgot about its vanilla trait interactions.

If you were having a malus listed as Perfection Preference then you either had a species with the High-Maintenance/Non-Adaptive traits

Those effects dont actually check for the deposits. Just if the species that has the modded trait has any of the specific other traits.

So that was actually working as intended I just completely forgot about it. But on the upside, if it wasnt for that its likely that neither of us would have noticed anything was wrong with Random 5 & 10 years so it worked out :LotusFlower:
Grey Star, The Rival Defender 5 Dec, 2023 @ 1:46pm 
Thanks, guess we may not get to the bottom of the unexplained malus for VD, but at least this way there's no issues.
Cephalon Sithalo  [author] 5 Dec, 2023 @ 10:56am 
Wish I knew about the event selection earlier lol.
I still dont know why you would get a malus because you shouldnt but I found the issue.
5 and 10 in random were missing an S (year instead of years)

Updated and fixed it :LotusFlower:
Grey Star, The Rival Defender 5 Dec, 2023 @ 12:49am 
Weird, but I'm just happy to have it working.
Cephalon Sithalo  [author] 4 Dec, 2023 @ 9:34pm 
Random should work as well but thats a better start than nothing. Again its still weird you were getting malus from something that shouldnt give any.
Grey Star, The Rival Defender 4 Dec, 2023 @ 8:08pm 
So, weird thing, I've been hitting random this entire time, and I hit linked just one, and now everything's spawning correctly.
Grey Star, The Rival Defender 4 Dec, 2023 @ 7:46pm 
Just got back from testing other mod features. I did do a run where there were no deposits and no modifiers from a lack of deposits despite having the preference trait. Making an ecu did create a city preference, and the technologies from the mod work, which is the weird thing.

Just checked without Guili's, no change.
Cephalon Sithalo  [author] 4 Dec, 2023 @ 10:27am 
I added all the mods you listed and tested it out and it worked as it should.
There's so much wrong with what is happening for you it makes no sense.

You are getting a negative production on habitats. But there are no seasonal deposits, so you should have no modifiers on your pops in either direction. Your pops should not be producing any more or less than a vanilla pop.

None of your habitats are getting deposits and none of the other empires worlds are getting deposits.

I would suggest you check to make sure the mod is properly downloaded and activated but your seeing the traits and the event on start so its downloaded.

The only thing that makes sense to me is that maybe steam didnt download all the files properly. Maybe its got the events and traits but not the deposits. That still would not cause a production malus however.

Have you tried unsubbing and resubbing?
Have you tried other settings for Random/Linked & Durations?
Cephalon Sithalo  [author] 3 Dec, 2023 @ 11:47pm 
This is very curious though. I dont know if I can look at it tomorrow but I'll try to see about looking at it in the next couple days.

Only thing I can recommend in the meantime is to remove one mod at a time until they show up as normal. Thankfully your mod list is mercifully small so it should not take too long.

But like I said, I'll try to add them and check it out myself in a few days if you dont find anything, I'm so sorry..
Cephalon Sithalo  [author] 3 Dec, 2023 @ 11:44pm 
Weird, I just tried with Guilli's Planet Modifiers and Features and I didnt have any issue at least not on game start. I didnt actually play. Sadly I dont have time to test the rest tonight sorry...
Cephalon Sithalo  [author] 3 Dec, 2023 @ 11:36pm 
You could try removing Planetary Modifiers and seeing if that would work.
Again the other weird thing is there should be no malus. The traits check for what deposit current exists. So if no deposit at all exists then there should be no negative production bonuses.

The trait specifically checks for either of the 4 natural seasons or the number of artificial ones.
I would understand the malus if the trait just checked for the deposit they liked and then gave a malus if it wasnt there but that is not at all how the trait operates.
Grey Star, The Rival Defender 3 Dec, 2023 @ 9:52pm 
New game, no seasonal deposits, I'm starting to think it's Planetary Modifiers.
Grey Star, The Rival Defender 3 Dec, 2023 @ 9:10pm 
Small note, I built like 20 more habitats, still getting the issue with perfection preference still being a drain on productivity (which I can mostly ignore thanks to Void Dwellers trait funnily enough.) Regular planets don't have a seasonal deposit either. And non-Void Dweller pops don't have any affects from the lack of seasonal preference, but Void Dweller / Perfection Preference pops do.

Going to scrub this run anyways and see try another one.
Grey Star, The Rival Defender 3 Dec, 2023 @ 8:16pm 
-All Ascension Paths
-New Galactic System
-Zro Refinery
-Guili's Planets and Modifiers
-Planet Diversity Collection (Base, Excotic Worlds, More Arcologies, Unique Worlds, Reworked Habitability, Planet View, Shroud Worlds, Space Habitats, Gaia Worlds, Ringworlds)
-The Infinity Stones (not to be confused with the other one, should only add space deposits and not planetary)
-L-Cluster Access
-Hypervtraversal Manipulation 2
-I Overhaul Dynamic
-UI Overhaul Dynamic + Planetary Diversity
-UI Overhaul Dynamic - Ascension Slots
-UI Overhaul Dynamic - More Tradition Categories (16)
-Superstates
-Precusor Selection
-City World Flavour
-Stellarian Season
-City World Flavor - Planetary Diversity Comptability
-Stellarian Seasons Patches
Cephalon Sithalo  [author] 2 Dec, 2023 @ 5:54pm 
Only thing I can think of is if you have a mod that clears deposits on all planets or maybe rerolls them but those events would fire on game start before you could finish those events.
But I don't think any mod would really have a reason to do that.

Curious, can you share your mod list?
Grey Star, The Rival Defender 2 Dec, 2023 @ 5:27pm 
Probably overwrited the districts. And looking on other planets there's no modifiers to other empire's production on planets.
Grey Star, The Rival Defender 2 Dec, 2023 @ 5:25pm 
Took a look at some colonized planets in other empires, they all have no seasonal deposits on them. Something must've gone wrong with my mod list. Maybe Planet Modifiers.
Grey Star, The Rival Defender 2 Dec, 2023 @ 5:00pm 
I got both start up events. One for season length and one for linked or random seasons.
Cephalon Sithalo  [author] 2 Dec, 2023 @ 12:47am 
Oh hey like, you have event popups enabled right? Idk how long it takes to auto select but you gotta do 2 events on game start to apply deposits. I ask because I usually play with pop ups off so I would miss them and I'm not sure how long it takes for the pop ups to auto select especially two.

That said, you still shouldnt be getting any malus. Its just that you shouldnt be getting any bonuses or harms of anykind.
Cephalon Sithalo  [author] 2 Dec, 2023 @ 12:38am 
Weird. I just tested with the void dweller and it gave it the deposit proper. Idk if theres some kinda mod conflict or what. Shouldnt be
Grey Star, The Rival Defender 2 Dec, 2023 @ 12:22am 
No seasonal deposit on the habitat, I'm going to try and get a second habitat to see if one moves on there, will have to get off for the night though.
Cephalon Sithalo  [author] 2 Dec, 2023 @ 12:06am 
As long as the world has an "Seasons: Artificial" Deposit and your species has the "Perfection Preference" trait then you should be good.

You dont get a planetary modifier for the habitat, seasons are deposits. If the habitat has no deposit so no seasons then the pops should just exist as normal vanilla pops with no bonuses or malus.
Cephalon Sithalo  [author] 2 Dec, 2023 @ 12:05am 
I deleted my last comment because I wasnt aware you where online so figured id clean it up but I'll go ahead and repost it

It shouldnt be. If your species have an artificial preference and the Habitat has an Artificial deposit then you should be getting:
planet_jobs_produces_mult = 0.4
pop_job_trade_mult = 0.4
planet_pops_organics_food_upkeep_mult = -0.4
planet_pops_organics_minerals_upkeep_mult = -0.4
pop_happiness = 0.4

Unless the habitat is some kind of PD habitat that Im not aware of and it somehow has a normal season. As long as it is a vanilla hab and says it has artificial you should be getting good stats.
Grey Star, The Rival Defender 2 Dec, 2023 @ 12:03am 
It's a normal habitat, made straight from the Void Dwellers origin. I'm getting the maluses from a lack of perfect climate. But I'm not seeing a planetary modifier for the habitat for the season, that might be it.
Grey Star, The Rival Defender 1 Dec, 2023 @ 10:52pm 
Could it be because I'm not using the Planetary Diversity patch?
Grey Star, The Rival Defender 1 Dec, 2023 @ 10:34pm 
Playing a Void Dwellers run and I'm getting a production malus from perfect season preference on my habitats.
WP 🥔 1 Dec, 2023 @ 12:54am 
@Cephalon Sithalo
Yes!!! You nailed EXACTLY what's exciting about the seasons thing! And it's even cooler to imagine that certain species do better in winter and others in summer, right? Love it. If you have a few hours and a few bucks to spare definitely try don't starve this weekend. It takes a couple of hours for the season to shift to winter and you'll feel it real good.

The whole concept is great for creating that sense of a "living" or dynamic galaxy that actually changes as time goes forward. I was also thinking that baseline anomalies could be a little lower, but then new random ones spawn when the seasons swap, so there is always that excitiing new flurry of activity. Does away with this thing where after early game everything is static and nothing is happening.
Cephalon Sithalo  [author] 30 Nov, 2023 @ 3:39pm 
I haven't but that's a good idea.
I considered 2 versions of the mod and one was galactic instead of planetary applying empire modifiers. This idea was opposite of what I suggested as galactic seasons in the description.

I was bouncing ideas off a friend and got excited imaging a scenario where during a "winter" that was vastly negatively effecting your empire, as a powerful winter empire was cutting through you.

Then suddenly the winter ended years earlier than expected and better still spring time is skipped and it goes straight to summer. Suddenly their fleets and economy are at a massive disadvantage while yours remaining fleet gets a large boost. Maybe not quiet enough to fully win but enough to chase them off and rearm before you invade.

Just the thought of such an emergent possiblity pushed me to finally create something out of the idea.
WP 🥔 30 Nov, 2023 @ 1:36pm 
My concept was basically a global galactic situation that tracks each "season" (technobabble explained) lasting like 40 years each, with it touching a bunch of little things like habitability ( the big one! ) but also shifting hyperlanes maybe (imagine winter has far fewer, so it feels more stagnant/chokepointy and the reverse in "summer")., possibly messing with space deposits, space fauna stuff like that.

Basically the inspiration was the seasons from the game "don't starve" if you've ever played that :P. Huge fan of what you've done!
Cephalon Sithalo  [author] 30 Nov, 2023 @ 12:55pm 
Thank you very much! Same, I have had this idea rattling around for like over a year I think.
This doesnt actually effect habitability directly it just attempts to emulate such an effect. I also think the +40% multiplier is a little much and wanna reduce it but I'm worried ill mess up peoples economies lol
WP 🥔 30 Nov, 2023 @ 12:40pm 
This looks great, I've wanted to make a seasons mod affecting habitability for years! Great stuff!
Cephalon Sithalo  [author] 16 Nov, 2023 @ 12:57pm 
Still works with 3.10
Will update the number next time I update. Still working on some strange seasons for Planetary Diversity shroud worlds.
Cephalon Sithalo  [author] 13 Nov, 2023 @ 1:47pm 
Kinda thinking a 40% boost might be a little higher than I really considered. Might revalue later or at least release a separate... "balance" patch...
Cephalon Sithalo  [author] 10 Nov, 2023 @ 12:22pm 
That doesnt really explain the doubling due to other interactions just gives a slight explanation for what the trait itself does. But your welcome. Thanks for bringing it up, I added the information to the mods description. Not really sure why I left it out the first time. Guess I just didnt wanna explain everything. I like a little mystery when it comes to a mod :LotusFlower:
arieviloj 10 Nov, 2023 @ 11:52am 
Awesome. I found the description now tnx!
https://imgur.com/a/gtqyVgl
Cephalon Sithalo  [author] 10 Nov, 2023 @ 11:33am 
1/2 Fun fact and something I havnt actually said anywhere yet for some reason, the traits look for vanilla traits that I figured would be reasonable and gives them a minor bonus to the stats.

Humans have the adaptive trait so they get a 2.5% boost to stats no matter the season.
Adaptive gives 2.5% but the rest give 5%
Survivor, Extremely Adaptive, Cyborg/Robot Durable

If your species has non adaptive or Cyborg/Robot High Maintenance then they get a -20% malus instead.
Cephalon Sithalo  [author] 10 Nov, 2023 @ 11:33am 
2/2 If your species is Phototropic then your species has less energy upkeep during Spring/Summer and more during Autumn/Winter

If your species is a zombie/nerve stapled then they do not get any of any of the bonuses (considering removing it from nerve stapled) But if you are using planetary diversity then necroworlds provide a 20% bonus to zombie production.

Finishing the adaptability tradition also grants you a 5% boost to the stats.
I forgot to include that for the robot trait but will include it on next update

But it isnt duplicating, for some reason the game just doesnt wanna show it as one thing. So if you have a species that is extremely adaptive, survivor, durable cyborgs, you have finished adaptability tradition then you will see 5 different "Temperate Preference" listed along with their effect. I dont like it but its how the game works :LotusFlower:
arieviloj 10 Nov, 2023 @ 11:21am 
Your modifier "temperate preference" appears to be duplicated

https://imgur.com/a/Sx5yns0
arieviloj 9 Nov, 2023 @ 5:27am 
thank you! already load both on my play tes tsave
Cephalon Sithalo  [author] 9 Nov, 2023 @ 5:06am 
Considering that mod doesnt add any new planet classes it should play just as vanilla does with this mod.

Also really cool mod, thanks for sharing :LotusFlower: