Stellaris

Stellaris

All These Worlds 4.0
74 Comments
Lex Peregrine  [author] 14 hours ago 
Manually replacing modifiers may trigger a planet portrait change after you save and load, but keep in mind a planet class will not support every environment, and this may result in weird results or none at all. Atmosphere is safe to change, but you can upgrade it after you research atmospheric manipulation anyway, or after terraforming.
Lex Peregrine  [author] 15 hours ago 
Thanks Sypher_77. For the planet modifier, its class_something, the environment is environment-something (with a minus instead of underscore), atmosphere is similar to environment but the names are harder to guess, best way would be for you to find them in the mod files.
Sypher_77 21 hours ago 
First off, awesome mod and thank you. Second, if i wanted to mess around with the modifiers via console, how are they written. ie: planet_class, atmosphere etc...? Thanks:)
Lex Peregrine  [author] 19 Jul @ 8:18am 
@Lazy Author, not a bug, I did not commission a new texture for the Relic nor a few other vanilla worlds, so I also do not have orbit renders. These cases will always show the surface view. As for your other issue, the save and load method will correct it, very minor annoyance :)
Lazy Author 19 Jul @ 7:47am 
Not sure if this is a bug or not, and if it was already reported, but I will report in any case

Uncolonized Relic worlds show the planet surface portrait, instead of the orbital render portrait

The Rubricator Event chain, which has the special system relic world, because it automatically surveys the planet upon entering the system, the mod modifiers are not applied to the relic planet. However, because I have not attempted to save load method, it might be fixable that way
Large_Gremlin 16 Jul @ 2:34am 
Thanks sir.
Lex Peregrine  [author] 16 Jul @ 2:34am 
Thanks tilarium :)
Lex Peregrine  [author] 16 Jul @ 2:33am 
@Large_Gremlin, there is:
the old Lite which is not as good as this one
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2718002306
Or a more feature-rich version
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3120240811
which has an add-on with further changes
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3286387468

These mods will no longer be updated.
Lex Peregrine  [author] 16 Jul @ 2:30am 
@Lazy Author, not really, I have some plans to include in an add-on mod, but nothing like that and I only have time for so much.
Large_Gremlin 15 Jul @ 7:28pm 
Is there a version of this for 3.14?
Lazy Author 15 Jul @ 2:06pm 
Hello, out of curiosity are there any plans for any unique modifiers, like a planet already having a modifier similar to that of Floating mountain modifier that you can get from gravity storms?
Lex Peregrine  [author] 8 Jul @ 1:20am 
Thanks guys!
@eqN, thats actually cool to know, maybe I'll try it myself soon lol
Shadow 7 Jul @ 10:25pm 
Dont worry, the mod is awesome by the way!!
eqN 7 Jul @ 4:20pm 
Great points Lex!

@IronWar Just to follow up with what Lex is saying regarding your concerns, you can literally use every one of the PD submods with All These Worlds with no issues, including the Arcologies mod. They are thankfully all standalone and work fine in my experience so far.
Lex Peregrine  [author] 6 Jul @ 3:06am 
@IronWar, PD will always have more features, it's on a different level. On the other hand ATW does have super habitables, in two ways: 1 - The script has high odds of converting large habitable worlds above size 22 or so, into super habitables, which will make them even bigger (close to 30). There is one super variant for each planet type. 2 - The toxic terraforming was modified to be possible on large toxics, which will result in a super habitable of the planet type of your choice, makes the detox perk more useful as you know you'll get large worlds.
Lex Peregrine  [author] 6 Jul @ 2:47am 
@Shadow, sorry I'm not going to split my time in maintaining two mods.
Shadow 5 Jul @ 6:59pm 
Is there a way to get only the non habitable worlds? Thank you!!
IronWar 5 Jul @ 1:16pm 
I was definetly interested in downloading this, just because I despise what they did with planetary diversity, but there's a bit too many features missing here for my liking. Superhabitable worlds or 30+ sizes in general is something that is a must have for me for some reason, so I hope that this mod gets that eventually as well, or at least an option to add it. Would make me super happy

I've also come to love the way PD deals with arcologies.

I definetly like the direction this is going, and I hope there's more features to come. For now, I like PD for the features mostly, even though the way it "looks" is terrible.
Lex Peregrine  [author] 5 Jul @ 2:30am 
@eqN, well we can't expect him to consider every other mod's modifiers ;) And it does make some sense to avoid spawning modifiers on his side on planets that already have a few. So the best solution has been found, he will include the fix in his next update soon.
Lex Peregrine  [author] 5 Jul @ 2:28am 
@MR_Dishwasher, thank you for the translation mod.
ATW and PD are not meant to work together, a comp patch is probably not even possible without messing up one of the mods. In case I'm wrong I'll welcome anyone wishing to work on it.
eqN 4 Jul @ 1:48pm 
Wow Lex, you work quick haha. I'm glad you figured it out so quickly. I guess his mod was already doing just that, ignoring certain other mods' modifiers and I never even realized it! Thank you again for figuring it out.
MR_DISHWASHER 4 Jul @ 12:50pm 
And please if your team can, make a PD compatch.
MR_DISHWASHER 4 Jul @ 12:46pm 
hey Thankyou for the mod. Its very good .I created a Russian translation for the mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3513638315 for now its good but i wont upgrade it because its AI generated.
Lex Peregrine  [author] 4 Jul @ 8:36am 
I have already talked to Guilli and confirmed this should be the problem. I have given him my mod's modifiers, he will add them to his mod so they can be ignored when checking for a planet's modifier count, and this should correct the issue. Please wait until he updates on his side.
eqN 4 Jul @ 6:24am 
I have tried a lot of mod mixes, and in my experience I have seen his planet modifiers still appear on planets with many other modifiers already. I usually set it so there's always at least 1 modifier per planet. To be precise I might see 1 in 5 even with that setting enabled when I put this mod above his. I suspect it could be something beyond a modifier limit. To be fair his mod was never super consistent, but it does seem particularly more noticeable now.

Thank you so much for the quick reply and for looking into it!
Lex Peregrine  [author] 4 Jul @ 4:16am 
I sent him a message to check if it may be an issue with the number of modifiers present on the planet.
Daepapa 4 Jul @ 4:07am 
I moved around both mods in the load order and in any case, Guilli's modifiers do not spawn and I only see the Class/Atmosphere/Environment modifiers from ATW on planetary bodies
Lex Peregrine  [author] 4 Jul @ 3:51am 
I've done an update which I hope can fix the issue with the city worlds, unable to test right now as my current game is too early for city worlds. I'm a slow player :P
Lex Peregrine  [author] 4 Jul @ 3:50am 
I'm not sure if Guili has a check on the number of modifiers on a planet, to prevent modifiers from spawning if there are already more than x. If so, this may cause an issue with ATW since most worlds have at least 3 modifiers. Any fix would have to be done on Guili's side, or a compatibility patch that increases the maximum number of modifiers if this is the case.
eqN 4 Jul @ 3:35am 
I will second Daepapa, in that I am noticing a lot less Guili's modifiers popping up on my planets (though not entirely gone). I see no reason for an incompatibility in Irony Mod Manager, though. Could just be coincidence, though may be worth looking into.
Lex Peregrine  [author] 4 Jul @ 1:01am 
@TardiusMori, it may be a bug, I'll check it out, thanks!
Lex Peregrine  [author] 4 Jul @ 1:00am 
@Daepapa, what overwrite? Should be no problem with Guillis.
TardiusMori 3 Jul @ 4:53pm 
It looks like that after some time after a planet is ecumeno-polized the planet's skyline changes from the default smog one to the one which the colony's planet modifier is tied to. Not sure if this is a bug but its cool but this also changes the ecumenopolis to change into a normal planet visually on orbit (which i imagine is a bug), thought i'd let u know. And ecu's without the 3 modifiers (materialist fe) remain unchanged
Daepapa 3 Jul @ 3:09pm 
Does this overwrite / prevent Guili's Planetary Modifiers and Features from spawning?
UltraLore 3 Jul @ 8:39am 
hm, if you do proceed with the idea though you should make them a different color to the other civics so people may more easily notice it
Lex Peregrine  [author] 3 Jul @ 4:09am 
That is a cool idea yea. I may look into that when I'm done with the features I wanted to add to the first add-on. On the other hand I don't want to over-complicate the mod only to have to re-do most of it when a new game update comes, eventually I'll move on other pastures lol But that seems simple enough.
UltraLore 3 Jul @ 3:38am 
One idea i had for having an origin on the other planets (mega ones, photogenian etc.) is maybe having that be a civic that costs 0 points? Kinda like the explorers one in away
Lex Peregrine  [author] 3 Jul @ 1:06am 
@Jake the Snake, not possible, I already uploaded the fix, please check if your steam updated the mod.
Lex Peregrine  [author] 3 Jul @ 1:05am 
@Rahl81: Thank you for Italian translation!
Lex Peregrine  [author] 3 Jul @ 1:04am 
@Gomikael, yea makes sense, thanks :)
tilarium 2 Jul @ 6:07pm 
No
mrovereasy 2 Jul @ 3:21pm 
is this achievement compatible?
Jake the Snake 2 Jul @ 12:34pm 
@Lex Peregrine Started a new save and the greenhouse gas thing still gave the wrong upkeep modifier. Checked the trait in atw_planet_traits, you'll want

atmosphere-habitable_greenhouse_rich = {
icon = "gfx/interface/icons/planet_modifiers/pm_atmosphere_teal.dds"
icon_frame = 2
planet_pops_upkeep_mult = -0.15
}

to have "planet_pops_upkeep_mult = 0.15", since you want a higher upkeep a positive mult will increase the upkeep cost instead of multiplying it to be a smaller number if it were negative. Again, that's assuming you want it to make it harder to live, which is how the description makes it seem
Maschinenmensch 2 Jul @ 12:07pm 
Now that this is updated I can finally start modding stellaris again
Gomikael 2 Jul @ 8:56am 
No worries loving it anyway I can live with errors and issues just thought I should note it given the number of people not reading the description.
Lex Peregrine  [author] 2 Jul @ 8:40am 
Well as I haven't played Realspace since it's earliest versions, I have no clue what those are. Doesn't seem to be something I can fix on my side as the mod is not built with Realspace in mind, or PD for that matter.
Aech 2 Jul @ 8:37am 
Compatible with Planetary diversity ?
Gomikael 2 Jul @ 7:49am 
After a day of playing I have some bugs to note for ya if you got time to work on them or if you want to. They aren't game breaking but Planetary habitats from Real Space are buggy with the new planet types not game breaking just a bit of visual bugging and putting a shelter and a habitat admin.

Sterile worlds spawn normally so that's good.

Ecumenopolis I built one early to test it shifted from the planet being an Ecu to being a icy Gaia while keeping the Ecu districts I found it interesting like the people decided to naturize the Ecu but I think it is a glitch with Real Spaces stuff again atleast it seems to be.


Nothing game breaking for Real Space yet I hope this helps anyone who reads this.