Stellaris

Stellaris

WP's Planetary Features Expanded (3.14)
280 Comments
Staren 4 Jun @ 5:00pm 
@mijhil
effect remove_deposit=whatever_deposit_identifier #planetIDnum
effect add_deposit=whatever_deposit_identifier #planetIDnum

This requires looking up the relevant names in the localization files. 😔
TY 3 Jun @ 9:38pm 
I'm updating my mods to make to make this one compatible with them and the latest version of the game. Thanks again for allowing me to borrow your planetary features for my suite of mods.
WP 🥔  [author] 28 May @ 7:33am 
@Choosingzero
Yeah, I assume most of them outside of the SR ones work fine!
Choosingzero 27 May @ 1:54pm 
This mod actually fully functions when i use it, some of the special deposits dont work but most work normally.
Defence of the patience 2 27 May @ 10:11am 
Eagerly anticipating the return - planets are just so repetitive with vanilla features!
WP 🥔  [author] 24 May @ 6:20am 
@Tuerk
Overall with inline scripts I'm hoping it shouldn't be too bad!
Tuerk 24 May @ 6:17am 
I can only imagine how much work it takes to edit ~400 planetary features for the new workforce system!
mijhil 24 May @ 4:40am 
How do you add them manualy?
Staren 12 May @ 9:37pm 
SCRATCH THAT. 4.0 will run with the mod *seemingly* normally, until you realize that none of the rare deposits give their resources properly. Guess I'm adding them manually for this run...
Staren 12 May @ 12:23pm 
Works on 4.0 for me
Zeizei Pumpum 6 May @ 10:22am 
so u have plans for a 4.0 update?
Fran 5 May @ 1:36pm 
And yes, it was also for a warning, so if someone is looking why his game is crashing, he doesnt needs to sort every mod out if its jsut this doing it? (whats not, i sadly have issues with alot mods like everyone right now :) )
Fran 5 May @ 1:35pm 
It wasn't ment mean,. Maybe Author is not activ and needs a remind?
And i did it only on 2 mods, both wich had the issue. It's not that i wanan blame someone here. <3
WP 🥔  [author] 5 May @ 1:33pm 
I don't mind people "demanding" (I don't think that's what he did). It's useful for people browsing the workshop to know that this doesn't work for 4.0 yet!
Atlantispy 5 May @ 12:23pm 
Yeah... you don't need to demand a patch the day an update comes out...
Mikara 5 May @ 12:21pm 
.....@Fran You posted this on all the WP mods. Hopefully this helps! This is patch day, this mod is not updated on patch day, When updated for the mod will work.
Fran 5 May @ 9:57am 
Needs a Patch. Otherwise crashes the Game on Startup!
Biogenesis Patch needed.
WP 🥔  [author] 16 Apr @ 6:55am 
Updated:
Woops! All 11 of the ultra rare blockers were assigned to the "Arid" tech... which made them pretty challenging to clear! Fixed now. Thanks to generalisator for the report.
WP 🥔  [author] 16 Apr @ 6:54am 
@Generalisator
Nice! You caught a bug, fixed it and uploading the change now!
Generalisator 15 Apr @ 7:06am 
It states "Aridic Colonization Changes"
WP 🥔  [author] 14 Apr @ 10:52am 
@Geralisator
The T2 Savannah blocker clearer.
Generalisator 14 Apr @ 7:10am 
Which tech should allow me to clear blocker? Just to check if RNG bugged me.
WP 🥔  [author] 13 Apr @ 5:46pm 
@Generalisator
I'll have a look! If you can offer me more information that'd be nice!
Generalisator 13 Apr @ 3:51pm 
Greetings. It seems the Blocker: Extreme Fire Storm seems to not have a clear Tech. Or it is not working.
WP 🥔  [author] 3 Apr @ 2:35pm 
@Riceball
I don't know what you mean by modifiers to be honest, this mod doesn't add any of those (as far as I remember!). It's just deposits.
Would modifiers still spawn on newly discovered planets or do I have to start a new run now?
WP 🥔  [author] 3 Apr @ 1:07pm 
Ouch that's brutal!

Yeah nasty limit of the engine I didn't know about on that one. Whats a real shame is the mod worked perfectly without the other ones, but it was too much when running multiple. Anyway we have a good setup now thankfully!
I can load into my save without issues again, thank you for the quick fix! <3
(I think it removed all modifiers from my current planets though since I loaded the game once without the mod :,) )
WP 🥔  [author] 3 Apr @ 9:59am 
Sorry guys yeah todays update bricked the mod! Long story short: The game doesn't like you nesting too many scripted effects. I've just pushed another update that has completely fixed it on my end and sped up loading times massively too! Big win!

Can you guys confirm to me all is clear on your side too now, please?
Choosingzero 3 Apr @ 7:35am 
Anyone having trouble getting into the menu, i found unsubscribing and resubscribing fixed it for me.
Choosingzero 3 Apr @ 7:22am 
This recent update wont let me get into the main menu either.
Cpl.geckell 3 Apr @ 6:54am 
Same issue, not sure if it's a compatibility issue or what but I keep getting a CTD once the game loads to the main menu
Not sure if this is because of your update but I can't even get into the main menu anymore with the mod enabled (and exclusively this aftert testing, disabling it lets me into my save with no issues)
Started a new playthrough yesterday and had no problems until now :(
WP 🥔  [author] 3 Apr @ 1:14am 
Minor update today. Shifted two unecessary inlines into scripted_effects where they fit better and started using optimize_memory!

This should mean things are just that bit more efficient/cleaner. Let me know if you guys spot any unintended behaviour!
WP 🥔  [author] 30 Mar @ 5:34am 
If you guys have any other thoughts/ideas let me know.
WP 🥔  [author] 30 Mar @ 5:33am 
Updated! The mod should now have full support for the new Cosmic Storms "Planetscapers" civic. I'd missed this, thanks to "RK" for the report.

It continues to be the case that this mod doesn't affect your starting capital planet (for simplicity and to prevent a lot of weirdness). So if you run this civic - which adds extra blockers to your homeworld - be aware that's all vanilla behaviour and you might get e.g a massive glacier on a continental world. It's expected.
WP 🥔  [author] 10 Mar @ 1:57am 
@YogSJordan
New game I'm afraid!
YogSJordan 9 Mar @ 3:20pm 
Do you need to start a new save or are you ok using an old save
Demognomicon 20 Feb @ 6:18am 
How is the compatibility with planetary features mods like ASPR or Guilli's Planet Modifiers? Or mods that add new districts?
WP 🥔  [author] 19 Feb @ 2:00pm 
Updated!
Fixed the terraforming bug. I introduced it in the last patches when I streamlined and simplified everything with inlines. Turns out there is a weird quirk of the vanilla engine: I MUST define a non-zero drop weight for the new deposits (even if they don't spawn naturally, I add them via events) in order for the "terraforming_swap_types" block to properly check for potential conditions and add things. Super weird - you can see PDX themselves messing with this in the Vanilla buzzing plains deposit.

So anyway, weird situation but easy fix. Terraforming works again! Sorry about those of you affected the past couple of days!
AAA保利1601老陈 19 Feb @ 3:54am 
me too ,I tried terraforming a planet and all its planetary features got removed!:steamsad:
WP 🥔  [author] 15 Feb @ 4:17pm 
@Paper
That's very kind, thank you!
Paper Player 15 Feb @ 4:06pm 
Thank you for these mods dude, I just found your stuff. You are great at what you do. Thank you.
WP 🥔  [author] 15 Feb @ 6:49am 
Huh. Sounds like the swap types are messed up. And anyone else verify this is happening to them with just my mods?
Pietrooperv 15 Feb @ 6:06am 
so... I tried terraforming a planet and all its planetary features got removed. I'm using your three planetary features mods without planet view, if that's relevant.
WP 🥔  [author] 14 Feb @ 1:12am 
And that's it, update is in!
WP 🥔  [author] 12 Feb @ 11:58am 
Another hefty update is on the way, guys! Very soon I'll be releasing the next mod in this little deposits series - "Mysterious Worlds", and it's got a lot of compatibility going on with this one, so PFE is changing a bit.


So just as a heads up: Some of the deposit keys are changing in the upcoming update (hopefully for the last time!), and the new version will require a new save file. I just wanted to give some warning in advance.

But don't worry it's worth it! (Promise.)
WP 🥔  [author] 1 Feb @ 9:03pm 
Another update! Aiming to shrink the footprint of the mod more using inline scripts, which are super fun.

Sadly things like terraforming swaps seem a bit annoying to inline so with my current knowledge I could only really do so much. The gains here werent as awesome as over on todays "Dangerous Wildlife Expanded" update. Nonetheless I've de-bloated enough script now that CWTools doesn't freak out anymore, so I'll take it as a win.

If anyone has advice or ideas let me know!
WP 🥔  [author] 1 Feb @ 7:41am 
@Chacal
Absolutely! Most of my mods are fairly light on gameplay but DWE definitely isn't.
Chacal 1 Feb @ 7:36am 
Oh that just the home world pb so. Anyway really nice immersion mod along your Planet view and New worlds mods. They really blend in well. How PDX didnt came with something similar is beyond my understanding. I would like to love also your wildlife mod however it's far less vanillia feeling. Maybe will give a try i,n future.

Thanks again for your work !:steamthumbsup: