Stellaris

Stellaris

All These Worlds 2.1 Extended
49 Comments
Lex Peregrine  [author] 5 May @ 6:24am 
Currently the mod is probably incompatible with 4.0. I will be analysing what works and what doesn't during the week. Depending on how complex it is to fix everything, I may decide on a full or partial update, or no update at all and focus on a new version of Lite.
Another option on the table is to leave 2.0 and 2.1 as they are for people who will stick with 3.14, and work on a new updated version. Possibly the new Lite I mentioned, with future add-ons to bring back features of the other mods.
Lex Peregrine  [author] 5 Apr @ 7:55am 
"This is incompatible with Dyson Swarm!"
True! I had to make changes to this to correct that problem, I just forgot to update the text. You should now see stars with energy deposits, at least the ones with 3 or more.

As for your other issue, you may be using another mod that modifies districts, because I have no such problem. I may look into that realspace submod, but for now development with this mod is on hold until I see how the upcoming update will mess with it.
Entity 5 Apr @ 6:22am 
"Orbital deposits have been changed a bit, stars should no longer give energy,"
This is incompatible with Dyson Swarm!
Entity 5 Apr @ 6:20am 
Does not work for me, no terraforming districts are shown or build able!

I would like a syntheses with this mod:
:
Real Space - Planetary Stations
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2775968897

This could be a way to terraform terraforming candidates and would feel like real terraforming.
Peanutcat 27 Dec, 2024 @ 10:02am 
I see, thanks!
Lex Peregrine  [author] 24 Dec, 2024 @ 3:02am 
I'm yet to see an AI planet with terraforming districts built, the feature was more aimed at the player. I've actually considered getting rid of the district and just modify the decisions, maybe it's something I will do in the future.
Peanutcat 23 Dec, 2024 @ 8:05am 
How does the AI handle this? Do they manage terraforming districts well or do they just build them unnecesarily?
Lex Peregrine  [author] 8 Dec, 2024 @ 9:20am 
UPDATED
I will write the changelog when I have more time. Most of the changes were in the main mod.
New game is advised.
SalmonFeet 29 Nov, 2024 @ 9:26pm 
hmm okay then I'll do some testing on my end
Lex Peregrine  [author] 28 Nov, 2024 @ 11:57am 
You should be getting a report from your survey ship every time you locate a marginal world, if not then something is wrong on your end. They are not meant to be colonizable early on, but if you have a system with a colony plus a marginal world, the colony can use the marginal to add housing and jobs.
Every marginal is in fact a tomb world with different texture and art, that's why it has very low habitability and you need 40% to be able to colonize, which you should have eventually with tech and race bonuses.
SalmonFeet 27 Nov, 2024 @ 3:42pm 
@Lex Peregrine

Hey I've been using your mod for a while but can't figure out how to colonize marginal worlds

they either dont show up or if theres a tech it doesnt show up
and for me the marginal worlds are tomb worlds
Lex Peregrine  [author] 3 Nov, 2024 @ 2:34am 
Mod updated, I will write the changelog tomorrow or so.
Lex Peregrine  [author] 24 Sep, 2024 @ 11:15am 
Not possible, terraforming between classes has been a bit limited in this mod. However, if Earth is nuked, you can still terraform it to a Temperate Sub-oceanic and it will look like continental Earth. You need climate restoration tech and the world's atmosphere must be upgraded to optimal first.
이사우로스 23 Sep, 2024 @ 6:26pm 
i don't know hot to terraform tome world earth return continental earth...
Lex Peregrine  [author] 20 Sep, 2024 @ 6:05am 
No
小谢 18 Sep, 2024 @ 6:15am 
Hi,Does this support compatibility with Real Space ?
小谢 18 Sep, 2024 @ 6:14am 
请问这个兼容,真实宇宙 吗?
Lex Peregrine  [author] 14 Sep, 2024 @ 10:23am 
Updated.
Lex Peregrine  [author] 10 Sep, 2024 @ 11:41am 
I'll update for the new version on the weekend. There are probably some issues I need to check.
Lex Peregrine  [author] 3 Sep, 2024 @ 4:06am 
If you just installed the mod, you need a new game for sure.
The Destroyer of Worlds 2 Sep, 2024 @ 11:30pm 
can this work with saved games or do i start anew?
Lex Peregrine  [author] 14 Aug, 2024 @ 6:38am 
Great! Unfortunately this happens sometimes and it's the best solution. I could make a script to do it automatically every n months or once per year, but it would impact performance.
Bear_In_A_Bowler_Hat 14 Aug, 2024 @ 6:19am 
Thanks for the info, that seems to have fixed it.
Lex Peregrine  [author] 13 Aug, 2024 @ 8:10am 
Save and Load, if this doesn't fix it let me know.
Bear_In_A_Bowler_Hat 11 Aug, 2024 @ 11:08am 
Has anybody run into an issue where planets terraformed by event (such as through Nu-Baol Life Seeding) wind up keeping their old planet class modifiers?
Lex Peregrine  [author] 27 Jul, 2024 @ 8:00am 
I have also updated the main mod to replace the small planet grid-based icons with vanilla style, just don't complain about uninhabitable water worlds getting a frozen world icon, or retinalgenian looking green.
Lex Peregrine  [author] 27 Jul, 2024 @ 7:59am 
It's true, oversight. I actually never got to build a dyson swarm during my playtesting so I did not notice, I thought it just added energy similar to the arc furnace.
I have updated the mod to keep the energy if it spawns 4 or more, this should allow for stars with good energy output to exist in the galaxy, it will unfortunately require a new game to find those stars, unless they show up on scripted systems spawned by event after galaxy generation.
Provide feedback if I should further adjust this, as I will not be testing this so soon.
SC_Reaper 26 Jul, 2024 @ 6:51am 
Seconding @Numina, as dyson swarms work by multiplying the star output, does this mod make the kilostructure functionally useless? Seems like a slight design oversight if this is true.
Lex Peregrine  [author] 21 Jul, 2024 @ 9:37am 
WARNING: I noticed a recent mod, Detox Technology by Harvatos, is not compatible with this mod as it also overwrites the vanilla special terraform file.
Lex Peregrine  [author] 21 Jul, 2024 @ 9:35am 
UPDATE: Fixed bug which was still allowing Pagoslykofos class (Frigid Tidally-locked) to be terraformed to subterranean environment (there's no land for a subterranean environment);
Removed terraforming options from the tidally-locked worlds.
Lex Peregrine  [author] 20 Jul, 2024 @ 7:34am 
I added a note above about translations.
Lex Peregrine  [author] 20 Jul, 2024 @ 7:30am 
Ahh I see the link is already there. No point in adding it here as well since your mod translates for both 2.0 and 2.1. Thanks for keeping it updated!
Lex Peregrine  [author] 20 Jul, 2024 @ 7:27am 
Nice! I will add the link on the main ATW 2.0 page along the other ones! And take my points awarded ;)
卡尔文迪斯梅特 20 Jul, 2024 @ 1:07am 
I made a new Chinese localization translation is here.Could you please add a link?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
Lex Peregrine  [author] 15 Jul, 2024 @ 11:03am 
It should, but I haven't spent time analyzing that. Most of the terraform options use the same weight modifiers as vanilla, others like the subterranean I have added specific conditions.
Velosid 14 Jul, 2024 @ 7:51pm 
Does the AI terraform using these options?
Lex Peregrine  [author] 13 Jul, 2024 @ 8:12am 
@acki02, if you terraform to subterranean, yes, maybe this is something I can tweak in the future, however it would make more sense to just disable this type of terraforming for cave dwellers. I will check this out when I make a tweaking pass to aquatics too.
Lex Peregrine  [author] 13 Jul, 2024 @ 8:10am 
@LNSS, I no longer follow Realspace so I don't know what it actually does, but if it changes random systems, then no. If it only changes planet scales, then yes it should.
acki02 13 Jul, 2024 @ 5:22am 
Does the Subterranean origin recieve the same penalties from subterranean terraforming as non-Cave Dwellers?
LNSS 12 Jul, 2024 @ 10:36am 
Would this be compatible with just the System Scale submod of Real Space?
Lex Peregrine  [author] 12 Jul, 2024 @ 1:58am 
I agree, and you already can with the current version of the mod. The next feature will just offer another way of going that.
Quote 11 Jul, 2024 @ 7:52pm 
Marginal worlds and the upcoming features seem interesting!

Something like Marginal Worlds should already be in the game. I mean, the first thing a spacefaring nation would do is to probably try to colonize the other planets in their system first, right? Even if their first terraforming efforts aren't perfect..
Lex Peregrine  [author] 11 Jul, 2024 @ 3:35am 
Salmon, read the posts I provided.
Lex Peregrine  [author] 11 Jul, 2024 @ 3:34am 
Yea I don't think the stars need an ebergy deposit to build a sphere
LNSS 10 Jul, 2024 @ 11:24pm 
spheres give energy regardless of deposit, but swarms IDK
SalmonFeet 10 Jul, 2024 @ 6:18pm 
Kind of an unrelated question to the mod
but how did you colonize Mars like that?
I'm assuming it's a different mod
Numina 10 Jul, 2024 @ 4:18pm 
>stars should no longer give energy
does that mean dyson swarms/spheres are useless?
Lex Peregrine  [author] 10 Jul, 2024 @ 12:14pm 
Before I start working on Phase 2, there are a few things I would like to get done, so hopefully during the summer. I need to work on a script to properly replace deposits after terraforming, and do a play test with Aquatics to do any necessary tweaking. There will probably be other things as well.