Stellaris

Stellaris

WP's Mysterious Worlds (3.14)
142 Comments
WP 🥔  [author] 18 Jun @ 7:50pm 
@Nikal
Ah yeah, fair enough!

All my mods are 3.14 for now. They all work perfectly together on that game version - nothing is updated.
Nikal 18 Jun @ 7:47pm 
I didn't uninstall it; just haven't played any since 3.12. :P

Trying out this new version of the game now, and the mod's page reads it's still at 3.14. Reading some comments there, I wasn't sure whether it works correctly or not.
WP 🥔  [author] 18 Jun @ 7:12pm 
@Nikal
What made you uninstall planetary features if you don't mind my asking? Something I can improve? Or just a 4.0 thing.
Nikal 18 Jun @ 5:52pm 
I used to use your Planetary Features mod, but this actually looks amazing. I love when creatives exploit this games' systems to create new dynamics. Might have to downgrade to 3.14 just to give it a spin. :)
WP 🥔  [author] 3 Jun @ 7:21am 
@Lima
Honestly I noticed an extreme amount of rudeness too and it put me off their mods also. However they work quick and definitely will be patched for 4.0 long before me it must be said! Thanks for the compliment and I will get there, but only after PDX finishes tinkering with planet view over the summer and we see real performance gains in 4.x, so it'll be a while!
Lima⚧ 3 Jun @ 5:42am 
Looking forward to a 4.0 update. I used to use Planetary Diversity but their dev team are extremely rude and very unhelpful. I use Better planet view + It's extra build slots addons which PD is causing a CTD with it. I asked about it and they shrugged and didn't care. Hope your mod works when it updates :)
Sayushi 2 Jun @ 12:43pm 
great, thanks! Yeah, an additional tab would also be sick, also adds an amazing amount of stuff that could be added/displayed even just by submods
WP 🥔  [author] 2 Jun @ 12:36pm 
@Sayshi
Heya! Yeah I suspect the pop scale changes affected this mod. It'll be improved when I eventually do a 4.0 update.

As for a dedicated button - check out my "Planet View" mod in my workshop. If you run both together you get your dedicated button! In a later edition I might make this UI panel an actual major tab on the bottom, too. I think that'd be awesome.
Sayushi 2 Jun @ 11:50am 
Again, thanks for this great mod and I hope you can make it even better in the future. Honestly kinda crazy that such a massive feature is a random mod and not an actual Paradox feature tho I think they would fuck it up somehow.
Sayushi 2 Jun @ 11:50am 
Not sure if this was already talked about but 4.0 seemingly broke further exploration due to the need of four new pops growing when 4.0 is calculating in hundreds of pops. As such, you can only explore each planet once and are mostly stuck with Size 25 planets with 2-3 slots for mining/farming/electricity - this essentially means you have to cheat each and every planet and makes the mod pretty unfun as each planet is pretty much soft locked. Still, great mod, I hope this gets fixed soon. Just dont play it on 4.0 for now.

On a different note, can you add an extra button for the Planetary Explanation? It being hidden in the planetary features as a seemingly random feature feels kinda low for such a great UI and idea. Maybe move it to planetary decisions, or, if at all possible, add an actual extra button (no idea if this is possible tho lol)
Gake 31 May @ 8:12am 
I wish that there was an updated version of it because I really don't like the At War series of mods, especially their implementation of planetary canons since they don't pose the kind of threat that they realistically should.

I want to be forced to engage a planet's defenses, losing ships in the process, just so that I can cover the transports landing armies on the planet's surface before disengaging my fleet. At War doesn't work like that. Although, I don't have First Contact and the mods that permit modding army transports are also out of date which puts a huge damper on the whole deal. Although I guess the Cloaking generators need some nerfs and a new "weapon" which just boosts your Detection needs to be added.

Anyway, I'm rambling, Defense Platforms for Strongholds and Fortress Specialized City Districts please! I'm begging you! It's too freaking cool to not do it!
WP 🥔  [author] 31 May @ 7:34am 
@Gake
Yeah I remember that mod! I never used it personally but it looked cool.
Gake 30 May @ 8:55am 
Sorry, the abandoned mod I'm talking about below is called Orbital Defense Platforms, but it functions by adding a building which spawns defense platforms. My suggestion would be to add that functionality to Strongholds.
Gake 30 May @ 8:43am 
Yeah, I can definitely see the issue of complexity. So maybe the "tiles" are just a representation of battle and the armies just beeline Strongholds/Shield Generators to turn off the guns and shield generators. What if, to reduce management, the ground battle tactics are just Edicts or Policies? Like prioritize Strongholds, Shields, all military installations, urban centers, etc?

But I get what you're saying. Perfect shield generators, outside of the armies, would definitely put the emphasis on armies and it would be easier to implement than my grand idea of planetary guns able to intimidate battleship fleets... But there is another mod that implements planetary defense stations, but it's abandoned as far as I can tell. If all you could realistically implement was just the shield generator, strongholds that spawn planetary defense stations, and ownership of the planet able to flip the control it would honestly still be super fun.
WP 🥔  [author] 30 May @ 12:19am 
@Gake
(Not sure why you commented on this mod page?)
But overall you're completely right, I think! Well.. your concept is a little more complicated than it needs to be.

But in general yes, a model where armies are better landed _first_ before effective bombardment can happen would give them a real home in the game. Generally speaking having armies disable planetary shield generators, which would exist by default, gets us the gameplay we're looking for.

The other issue is that many current players hate the current micro associated with army gameplay. This is actually an a different arena of discussion, really - transport fleets. But players muddy them and condemn all army gameplay at once. Which is a shame. Anyway, make transport fleets fun and frictionless and then the army-first model of planet conquering becomes very appealing. Bombardment in this world is usually about supporting invasions, with certain civics/fleet stances able to break the rules.
Gake 25 May @ 4:58pm 
I've been thinking of something that would mesh really nicely with an "army view" of a planet's surface: you know that orbital guns mod? What if all Strongholds spawned "Defense Platforms" inside of the planet. Just land your forces, take over the strongholds thereby taking control of the defense platforms, and THEN you can bombard the planet into submission. Planetary Shield Generators also spawned a unique "Defense Platform" with an aura which provided those Stronghold's "Defense Platforms" with a metric ton of shielding and reduced all damage taken from Orbital Bombardment until either captured or destroyed. If the "Defense Platforms" were just REALLY POWERFUL it would completely shake up the game making armies matter again.

But it would be pretty cheesy if destroying the Defense Platforms destroyed the Stronghold thereby unemploying the pops that were once contributing to armies.
SilverVixen 17 May @ 3:23pm 
maybe for the army battle screen its more in deapth such as units being on the different continents and fighting on their continents
WP 🥔  [author] 12 May @ 1:46pm 
@tomtl
I had the exact same idea tbh! I think it's a cool army screen, too. Keep an eye out on my workshop for the next version of "Planet View". I'll be seeing what I can do.
tomti 12 May @ 4:32am 
please use your interface for a army battle mod with planet screen
roymend1 10 May @ 2:10pm 
Big YES PLEASE for updating MW/PFE/DWE trinity! These are the mods that actually make me care about planets in Stellaris, thanks for the awesome work WP!
WP 🥔  [author] 7 May @ 2:32pm 
@Tilarium
That'll be a long wait I'm afraid for PV and NW. I'm not touching any of the planet_view.gui stuff from 4.0 until the dust settles.

That said I'll look into the MW/PFE/DWE trinity - these can likely be updated sooner.
tilarium 7 May @ 2:20pm 
Awesome. Can't wait to give it a run once everything is all updated for 4.0.
WP 🥔  [author] 7 May @ 1:46pm 
@Tilarium
Yes!! I had a primitive version of this concept in PFE (and DWE) on their first releases, then realised there was a much cooler way of doing it dedicated to it's own mod. And that's where this comes from!
tilarium 7 May @ 12:49pm 
@WP Cool mod WP. Wasn't this part of Planetary Features before? I seem to remember having this feature before.
WP 🥔  [author] 5 May @ 1:34pm 
@Storm
I havent tested with this in 4.0 yet, sorry! If it's an earlier version I'm not sure what your problem is - there is nothing to do with science ships in this mod.
Storm (Ysmir) 5 May @ 1:03pm 
Heyo! For me before beforehand the exploration feature wasnt work, it said just via using the science ship that it was already explored, is there a load order mishap I made by any chance or what?
WP 🥔  [author] 5 May @ 9:48am 
@ZaeZae
Explain more of this idea, please?
ZaeZae124 4 May @ 3:08pm 
you could expand this mod to combat aswell, when the invading armies attack we could help them win the campaign on the planet by using different tactics maybe?
WP 🥔  [author] 15 Apr @ 12:23am 
@Nyxwit
This mod doesn't do anything with planetary modifiers, only features. So not sure sadly where the conflict is!
Nyxwit 13 Apr @ 9:42pm 
From what I've gathered, planetary features don't become hidden when playing with GPM. I've loaded MW below GPM, but beyond that im not to keen on how to try and fix compatibility on my end.

- "Terraforming cleans up planet modifiers and has a chance to roll new positive ones."
- "Over 400 new Planet Modifiers have been added.
· Most are spawned during the game start."

Perhaps its due to "new" planetary modifiers or an issue with when they spawn. Such as if MW hides the generic modifiers, only to have GPM come in after and overwrite them. I'm no mod maker and I know very little on how these things interact with one another, but I hope this helps.
Also, it would not surprise me if im missing something basic, in which please let me know.
WP 🥔  [author] 13 Apr @ 8:02pm 
@Azure
It's written in the description.
Azure 13 Apr @ 7:16pm 
Is this compatible with Planetary Diversity?
WP 🥔  [author] 13 Apr @ 2:36pm 
@Nyxwit
Thanks!
If you tell me the specific incompatibilities I can see what I can do, but I don't run GPM so compatibility is a very low priority to me. I can't imagine they conflict in many ways really, it should work out of the box.
Nyxwit 13 Apr @ 1:51am 
Is there any chance for future compatibility with Guilli's Planet Modifiers and Features? I understand the main mod has not been updated in a minute, but I find myself choosing it using the 3.14 patch by korinisz over this mod. Which is a shame considering how much I like this mod. The author of the original mod, Guilliman, has stated he is slowing getting back into modding as well.

Other than that, the mod has worked great for me in the games I've played with it in.
WP 🥔  [author] 12 Apr @ 3:34am 
@VeryBigBeard
Hah, no worries!

I'm not messing with tooltips I basically just "cheat" and swap the real deposits out for totally seperate "Unknown" ones. The original features aren't really hidden, they're lost for good. (Which isn't perfect but hey)
VeryBigBeard 12 Apr @ 1:22am 
This is such a cool mod. Amazing what you've been able to do with the UI and in getting features to hide themselves. Were you able to get dynamic tooltips / desc on the deposits? That's been a sticking point for me but I'm very green with UI modding.

Thanks especially for the shout-out, much appreciated. Sorry I was slow to see it and respond. I'm busy with updates ahead of the 4.0 release but when I'm done with those I'll dig into your code and make sure TBM is as compatible with it as possible.


Cheers!
WP 🥔  [author] 5 Apr @ 9:26pm 
@GEO
Sounds good! The double colonisation thing sounds like something a mod could fix on their end. I've included code in my mod that if a flag exists you can't explore it, so they could just add the flag at the point of the "wipe" so it doesn't pop back up.
GE0 5 Apr @ 9:07pm 
Alright, did one more test with a new game. This is the first time seeing this after about five games or so, but it looks like you can ignore most of what I said aside from the survey option. New world had plenty of available districts and building slots both with and without building modifiers. Seems that the issue has more to do with just how Stellaris generates a planet when combined with mods that affect this.

I really don't think there's any compatibility issues of note, seems like both mods work great together :steamthumbsup:

On a different note, I am using some mods that add events that can potentially wipe out colonies. When recolonizing, I get a new survey option on top of the one that was already there. I'll try to identify which mod that might be and get back to you on it.
GE0 5 Apr @ 7:33pm 
Ah bummer, yeah that would be a nice feature to have. Good news is it does seem to roughly be in the same position even with both mods installed upon initially colonizing a planet.
WP 🥔  [author] 5 Apr @ 7:30pm 
Yeah in the "Dear PDX" thread above I talk about this a little, and how awesome it would be to have a `position_priority = x` entry for deposits. Sadly it doesn't exist so manipulating the positions of things on the lists is very tough.
GE0 5 Apr @ 7:19pm 
Yeah it's been fun playing with both!

My OG comment was too big for some of the details, but I think what's happening with the survey option is that the blocker mod can create blockers, such as slum districts or sinkholes. I think because of this, even when these blockers haven't been created yet, the way the blockers get sorted results in the survey button being near the bottom, but not at the bottom. New blockers do seem to push the button up, but these created blockers are always easy to clear even when there are multiple being created in a short amount of time.
WP 🥔  [author] 5 Apr @ 7:13pm 
@GEO
That's really interesting! I'm sort of mind blown that both mods are that functional together, that's great!
GE0 5 Apr @ 7:05pm 
@WP So here's what I've found running both mods together. If I find more I'll let you know:

1) When colonizing a planet, most blockers are revealed already. This makes the survey function not as useful, though it still works. Usually I can reveal 1-3 locations on a continental world.

2) The survey option doesn't stay at the bottom like usual, though it's not super hard to find. Most likely this is the easiest issue to fix with a patch, either via a mod update or a separate mod.

3) This is more of an issue with The Blocker Mod, but I noticed unlocking districts and building slots is almost impossible both mods enabled. Usually with the blocker mod I get about 6-8 districts on a green planet. With both mods it's closer to 4-6. Even clearing out blockers doesn't
free up many slots for building. Only tech research and traditions seem to mitigate this.
Robot_Prince 4 Apr @ 11:44am 
Fixed!
WP 🥔  [author] 3 Apr @ 5:38pm 
@Take the meds
Thanks for the kind comment! Let me know if you have any issues or feedback.
Take the meds 3 Apr @ 5:28pm 
aghghagh stop making so many good mods!
Hellish069 3 Apr @ 9:37am 
Seem to work ! i'll restart another game and if i encounter some problems , i'll be sure to post
Hellish069 3 Apr @ 9:30am 
ok i run some test
WP 🥔  [author] 3 Apr @ 9:18am 
Okay I've reverted the PFE update and you should be able to get in game again. Let me know if not? And can you let me know if there are any critical errors in your error log, please? (it's in my documents/paradox/logs) ctrl+f for the word critical.
Hellish069 3 Apr @ 8:34am 
sweet !tx for the rapid answer !