Stellaris

Stellaris

Master of the Planet
33 Comments
jht_89 14 May @ 5:11pm 
@Theion: Have you had any thoughts about updating this mod to 4.0, or would the changes to districts make it almost impossible to adapt it?
Killer Tamashi 14 May @ 4:40pm 
I'd imagine the new update to stellars that completely reworked how planets and districts works completely broke this mod?
Theion  [author] 24 Oct, 2024 @ 6:11am 
You have to confirm if there is an issue with the new version first with this mod.
Otherwise this mod should be very resilient because it only have new decisions, jobs, events and districts without touching vanilla in any sense.
Lord Inquisitor Reinhard 24 Oct, 2024 @ 2:43am 
When will it be compatible with the new version?
CSM-101 "T-800" 8 Oct, 2024 @ 2:47pm 
ohhh, thx
Theion  [author] 8 Oct, 2024 @ 2:46pm 
None, this is an update I made to an old UI Mod long ago.
CSM-101 "T-800" 8 Oct, 2024 @ 2:14pm 
what is UI name?
Nickster 24 Sep, 2024 @ 9:04am 
I got violent flashbacks to Lego Slizers from that thumbnail.
恶龙维尔 10 Sep, 2024 @ 7:00am 
I must say your version works better than mine. Good work keep it going and glad to see this mod continue
Theion  [author] 23 Aug, 2024 @ 8:16am 
Change planet_class would come with a hefty ton of rewrite and compatibility issue, such as Colossus would not be able to harm your planet until you change the scripted_trigger, or creating new district_set for new planet_classes, unintended interaction with other mods, etc, which are not that I signed up for, not when I favored compatibility and minimal maintenance.
幻想乡孙一峰 23 Aug, 2024 @ 7:57am 
I really liked the old version where you could directly change the type of a planet. It was very cool and gave a strong sense of immersion and accomplishment. Could you please let me know if there will be a future version that allows for planet type changes like old version?
AngelDorus 15 Aug, 2024 @ 2:35am 
Thanks again for the answers, this mod is a great way for whatever your playstyle, specially if your are tall with few planets, as Virtual (like my friend...), or wide (me as a slaver Empire :Blessing: ) :steamthumbsup:
Theion  [author] 12 Aug, 2024 @ 3:32pm 
Yes, that is hard-coded because you can't make original districts gone, but you can make more districts to appear on top of the existing one.

I did intend for these specialized districts to appear on Machine Worlds and Hive Worlds because so far they are only a stronger version of standard planet and I thought they need a bit more love.

The decisions will not appear on an Ecumenopolis for obvious reason, but the specialized districts are from modifiers so it would be easy to cheese things out, which is also partly intentional on my side.

In any case, this mod is about buffing normal planets so it is what it is.

Thanks for the report, always welcome any bug-reporting since this used to be quite an extensive mod and I could have missed one or two thing.
AngelDorus 12 Aug, 2024 @ 9:04am 
Thanks, it's working now, the drones can work in the spe-jobs.

But... I have 2 other questions :
-Is it normal that the planet keep the 6 basic vanilla districs required after becoming specialized and still got 6 new basic specialized districts?
-This one may be a little more technic : I can change a specialized planet in a arcology/hive world/etc... and it keep the designation (I can now build the spe-districts on a arcology :p).

Once again, yes, the drones work, thanks ^^
Theion  [author] 12 Aug, 2024 @ 8:07am 
I forgot to change an outdated scripted_trigger in the gestalt jobs so that might has been the issue, check to see if the drones can take specialized jobs properly again.
AngelDorus 12 Aug, 2024 @ 7:06am 
Hello, we were trying the mod and we can't use specialized planets jobs with any Gestal (Hivemind and Machine Intel) :
all the basic jobs (agri-drones, mining drones, etc...) still work,
but not the specialized ones (Farm inspeting drones, fecund farming drones, etc...).
We are not using any portaits/species mods, and we tried with only it and still the same...
Any idea why it' don't work with gestal ?
Theion  [author] 11 Aug, 2024 @ 7:10am 
You mean the UI or the planet's background?
The former is from a mod I made, the latter already existed in the original mod.
dedjustded 11 Aug, 2024 @ 5:34am 
hi can i ask what are the cityscape mods you are using in the images?
Theion  [author] 7 Aug, 2024 @ 7:27pm 
You might want to check how to get the perk on the wiki, or you know, make sure you don't have Agrarian civic.
MartianLeo 7 Aug, 2024 @ 4:22pm 
i cant find an archology project assenion perk
Theion  [author] 6 Aug, 2024 @ 1:57am 
I did it.
Now the decision should change BOTH planet_model and planetview.
As a consequence, you would see the cities being on the background but this is the most I could do for some immersion.
Once again, I would like to remind this mod does not change planet_class or whatever so, just specialized districts come with specific modifiers so never to worry about compatibility.
Theion  [author] 5 Aug, 2024 @ 6:26pm 
I got a hint or two how to change planet_view but has yet to implement them, so wait for next update (if it is possible).
xDanilor 5 Aug, 2024 @ 6:01pm 
oh, i was expecting a change in the planet view appearence, maybe that's why i didn't notice. Thanks!
Theion  [author] 5 Aug, 2024 @ 2:18pm 
There should be around 4 or 5 pictures with planet_model being changed, try to scroll more.

Again, this does not change planet_class or whatever, only adding modifiers and specialized districts that will appear on a planet with those modifiers.
xDanilor 5 Aug, 2024 @ 1:24pm 
upload*
xDanilor 5 Aug, 2024 @ 1:24pm 
Hello. Could you update a couple pictures of what the world looks like once the decision to specialize i is complete? Thanks!
Greg Leggg 5 Aug, 2024 @ 12:39pm 
Thank you for this. I used to miss this ancient mod.
Theion  [author] 5 Aug, 2024 @ 7:05am 
What I did is take apart all the redundant content and changed to extra districts appearing on a standard planet depending on the modifiers (via Arcology-like projects), a trick I learned from Ultimate Technologies (a goat mod) which immensely reduced the amount of workload, highly flexible and compatible.

What left of the original mod are notification events, its relic, an ascension perk, a building and the districts (which also underwent some changes to be closer to Ecunemopolis and got new icons because the old icons are blurry). The projects only added a modifier and changed your planet_entity but kept your planet_class (I figured how to change planetary background now, but has yet to implement the change).
Theion  [author] 5 Aug, 2024 @ 7:05am 
@Dragatus: There is only so much I can expand because how fundamentally different two mods were.

To provide context, Master of the Planet is originally a mod allows you to initiate various projects on a planet to transform them into Ecumenopolis-like planets but for specific purpose (such as an entire planet dedicates to energy/mineral/food/unity/etc).

There were some modifiers, events, many planets, a lot of vanilla overwrites and many more contents were cut because how unnecessary they are in compatibility.
Dragatus 5 Aug, 2024 @ 3:56am 
The original Master of the Planet mod seems to be gone from the Workshop so it might be worth expanding the mod description. Judging from the screenshots it has something to do with specializing planets for a specific resource.
Curdos 4 Aug, 2024 @ 8:35pm 
Cool, just wanted to double check. It seems like the original mod has been removed or unlisted as the few other mods I could find with a link to it had a dud link. Thank you!
Theion  [author] 4 Aug, 2024 @ 6:20pm 
Yes, I wrote in the description this mod does not touch vanilla files.

You might want to check Master of the Planet to see what this mod is about, albeit this is a very reduced version to ensure maximum compatibility.
Curdos 4 Aug, 2024 @ 5:40pm 
To clarify: This is not an edit to the *world shaper* ascension perk, but a new one called *Planet* shaper?