Stellaris

Stellaris

XC - Tile Terraforming
60 Comments
AncientGatekeeper 30 Mar, 2018 @ 5:15pm 
no? This does still work on 2.0 lol
punkboy_sp 30 Mar, 2018 @ 3:58pm 
no
AncientGatekeeper 27 Feb, 2018 @ 3:59pm 
Just curious, does this version work with 2.0 or do I need to switch over to your newer version?
Ragelore 7 Feb, 2018 @ 1:41am 
I've noticed later on in the game when using this mod and Alphamod that because of the volume of building options the Tile Terraformer building disappears completely.
TWrecks 6 Jan, 2018 @ 9:48pm 
Update please.
Уберите Из Мута 21 Sep, 2017 @ 2:13pm 
update plz
Tanya Sapien 12 Sep, 2017 @ 1:22pm 
Update and bug report:

The terraformer still creates tiles even if there's not enough supplies. Specifically on my current playthrough I only have one terraforming liquid available, but I built terraformers on several asteroids that were in a cluster (I have ambitions of my own rube-goldberg early game megastructure colony complex) I intended on shutting all but one down then cycling them as needed, however I noticed that several had fired in an impossibly short timespan.

After carefully tracking them for the next two in game years I've determined that some of them are firing at their appointed time despite the shortage of resources. they're not firing each time they're supposed to, it's only about a 30% hit rate, but it is allowing the asteroid cluster to grow far faster than it should be able to with the resources I currently have access to. I guess something is wrong with the flags, but yes, an "on" but unsupplied terraformer appears to still have a chance of generating new tiles
Tanya Sapien 12 Sep, 2017 @ 12:22pm 
I can confirm this works on asteroids if you have the Brute Force Colonization mod. Not only does it work but that whole "time taken is number of tiles * 27 days" thing means that it works super fast in turning one, two, and three tile asteroids into quite sizable and functional planets. Toss in a frontier hospital on the surface and an atmospheric manipulator in the starport and you've basically got an early-game habitat.

Worth noting though, the physical size of the asteroids goes up as it works, so you end up with planet-sized potatoes when it's done. Not sure if this is a good thing or a bad thing.
El-Smole 2 Aug, 2017 @ 9:43pm 
Note: It also works on habitats. It will increase the size from 12 tiles to 25.
El-Smole 1 Aug, 2017 @ 7:06am 
Still works for me in the Adams version.
Its also very easy to modify with Notepad ++
All it does is add a building, i dont see why it should stop working for some people, maybe they have too many mods. I know Alpha mod can cause some conflict
But you need: Terraforming liquid AND Terraforming gas available ( actively getting mined) TO SEE THE BUILDING AS AN OPTION. Just modify the requirements of the mod with notepad++
and set liquid and gas to 0 and as soon as you get the technology researched for the terraformer it will be a buildable option. You will still need the gas and liquid for it to function. but not to build it.
Dustreaper 12 Jun, 2017 @ 6:57am 
Does the ai sue this does anybody know?
OcN.Helbrecht 11 Jun, 2017 @ 12:44pm 
How do you get the building for using this mod? I don't see it anywhere.
Yandersen 27 May, 2017 @ 4:30am 
Since this mod is kinda dead I took the idea and rebuild it in a different manner:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=933462140
Imortis317 22 May, 2017 @ 7:27am 
This is awesome for anyone going for a terraforming playstyle.
DreamSmith 12 May, 2017 @ 2:57pm 
Works OK for me in 1.6.1 just the warning at load.
Dustreaper 3 May, 2017 @ 4:35am 
Please update if your still alive.
Apollyon 29 Apr, 2017 @ 3:33pm 
yep its a dud, it use to work and work well now its nothing but a waste of download
[82AD] Silentwolf123 8 Apr, 2017 @ 3:18pm 
that and he hasnt been online for 275 days
Seraphina985 | TTV 8 Apr, 2017 @ 2:50pm 
This mod appears to work with 1.5 without any issues (Other than the warning at on the mods screen) seems no changes to Stellaris which affect the functions of this mod. YMMV but looks like the only thing "wrong" with it is that the mod developer hasn't had time to change the metadata to 1.5 yet.
[HARK] Mr. Viking 8 Apr, 2017 @ 11:56am 
+1 for update if you have time :) Also would love the constructor idea you mentioned :)
Tanya Sapien 8 Apr, 2017 @ 11:07am 
I'd love a 1.5 version of this
DreamSmith 6 Apr, 2017 @ 10:35am 
@the_speedwagon Yes.
Garm_GK 16 Jan, 2017 @ 9:51pm 
Would like it for newer versions but won't be mad if it doesn't get there.
<(^-^)> Kirby
<(^-^<) <(^-^)> (>^-^)> <(^-^)> <(^-^<) <(^-^)> Kirby dancing. See how long this will continue.
the speedwagon 6 Jan, 2017 @ 12:58am 
oh wait? does it remove or simply require 1 terraforming gas and 1 liquid? as in when the building expires the gas and liquid will become avadible again
shilum_nehum 10 Dec, 2016 @ 8:04am 
any update on the mod from zendude?
Destroyah 27 Nov, 2016 @ 5:04am 
@Zendude yes please.
Destroyah 27 Nov, 2016 @ 3:50am 
I can't see the new building. Is it savegame compatible?
Will pick sniper 20 Nov, 2016 @ 12:50am 
I guess this guy won't either.

I have looked at the code, and I think this mod should be workable in 1.3 at least.
Rosalie 12 Nov, 2016 @ 11:45am 
@Zendude please do. Just found this mod, and wanted to give it a try :P
MarvinTheMartian 7 Nov, 2016 @ 5:15am 
@Zendude sounds great.
Will pick sniper 2 Nov, 2016 @ 8:10pm 
@Zendude Indeed. I am also looking forward to it. This is great mod... and the author is not online for more than 4 months now. It's safe to say this mod is abandoned.
[82AD] Silentwolf123 29 Oct, 2016 @ 3:26am 
great idea
Zendude 28 Oct, 2016 @ 7:22pm 
I've been playing around with this mod in 1.3, and have a version that currently:

1) changes the building requirement to NOT use strategic resources
2) actually works for AI Empires.
3) Adds a "Penalty" modifier to the planet while it's being terraformed.

I'm still working on it a bit (I want to decrease the terraforming time if you have 1 or more of the terraforming SR's, and/or decrease the penalty slightly), but if there is interest, I may repost it as a new mod given that Xionanx hasn't been online for months.

Thoughts?
[82AD] Silentwolf123 28 Oct, 2016 @ 10:38am 
So can we use this in 1.3 and works orrr?
Talanic 23 Oct, 2016 @ 8:06pm 
I posted earlier about not getting it to work. Duh. It requires you to have terraforming liquids AND gases.
ZZGashi 22 Oct, 2016 @ 2:28pm 
This still works for me in 1.3.
Dragonmalte 20 Oct, 2016 @ 3:00pm 
Mod is broken with Heinlein 1.3 since the Terraform tech was changed
Xionanx  [author] 4 Jul, 2016 @ 10:46am 
I also grow tired of the 1000 character limit to steams comments...
Xionanx  [author] 4 Jul, 2016 @ 10:45am 
Yeah, I tried to find a solution to this problem, and the only solution I could come up with was to make the building "Empire Unique".. which I dont want to do.

1. I can't make building on planets "Cost" strategic resources.. our I should say I "Can" but then you can never actually build them since none of the strategic resources are accumulative.

2. I can't detect if the building is "Active".. there is no script function for that.

3. I can't make the building set a flag while active.. buildings just can't do that. (IE. No custom modifiers with buildings)

4. I tried making a "Custom" strategic resource that would consume a tile on one planet, and then spend that tile to add a tile to a different planet.. but that ran into the same issue of being able to exploit it, plus you can't add "Accumulative" custom resources to the UI anywhere.. so no one would be able to track how many "Tiles" they have to spend.
DreamSmith 4 Jul, 2016 @ 7:38am 
I havn't found a is_active/powered trigger for buildings, there is a section for custom triggers in the file tree but I have no idea how to go about making one.
Xionanx  [author] 2 Jul, 2016 @ 8:44pm 
I'll have to see if there is code to check for buildings being active available to modders.. I'm not recalling seeing any. I've been busy playing other games recently so I haven't really been thinking about my mods for Stellaris.
Chou Wang 2 Jul, 2016 @ 3:21pm 
dreamsmith exposed the bug better than i did
DreamSmith 2 Jul, 2016 @ 6:59am 
It's not just a case of running to negative balance, once you have 1 t-water and 1 t-gas you can bulk build them inactive and get free upgrades.
Xionanx  [author] 1 Jul, 2016 @ 4:46pm 
Hmm.. I thought I already fixed the exploit, guess there is another? The original exploit was that just having the building would increase planet size, even if no pop was working it. (therefore allowing you increase size for "Free"). I fixed that by adding the "Requires_Pop = False" flag to the building.. so now it consumes resources and causes happiness penalties regardless if a pop is working it...

If I am understanding your exploit.. if an empire is running a negative balance it also still functions? I could add a check to the event to verify that an empire can actually pay the upkeep. I hadn't thought someone would purposely run their empire into the red to avoid upkeep.. but I suppose it's possible. :P
Chou Wang 1 Jul, 2016 @ 3:26pm 
Actually i've add your mod into mine and when we were testing it we found a strange bug
-when you have the tile terraformer on the planet either you have or haven't it activated the script is still rolling >this grant a planet resize for "free"
- this small bug is also active when you don't have enough extra ressources
i'll try to fix it by myself with adding a second control on the script activation on the building

btw i love your vision about getting tall , keep up the good work ;)
DreamSmith 1 Jul, 2016 @ 5:41am 
If your concerned about earlier balance, maybe basic and advanced versions of the building, one stopping at 16 that needs no terraforming mats, and one that goes to 25 that does need them.
Xionanx  [author] 26 Jun, 2016 @ 1:53am 
Well, I make no claim to the idea behind this mod or its code. So feel free to tinker with it and make your own version. I still think you should give the latest version a go first, you might find you like it. I am still fine tuning it tho, speaking of which.. new version incoming.
kgptzac 26 Jun, 2016 @ 1:42am 
I must apologize that somehow I missed a couple points in the description. I'm not trying to be critical... I suppose it's just some ideas.

I was thinking more like: each planet can get maximum of +5 tiles from using this building. In this way, the original "size" of the planet is still a strategic factor, while maybe slightly decrease the timer needed to spawn tile to balance, players can be expanding more of their planets concurrently and faster.
Xionanx  [author] 26 Jun, 2016 @ 1:25am 
With my multiple games I have used this on, sometimes I get access early and that makes building a strong foundation of core planets easy. and sometimes I get NO terraforming materials anywhere near me and I still end up struggling and can never actually use the tech.

I could limit it to only going up to size 16, so its only useful for making the worst planets "good", rather then making all planets awesome. However, i feel that unless you get lucky (which tends to be the way stellaris works in general) you wont be terraforming more then 1-2 planets at a time with this most recent change, and each planet will take YEARS to get to max size before you can start working on other planets. Try a few games with the most recent "Building" version and let me know if you still things its overpowered.
kgptzac 26 Jun, 2016 @ 12:20am 
I like the idea of using terraforming resources to increase number of tiles on planets... however, as someone already pointed out, it doesn't make much realistic sense considering number of tiles of planets in Stellaris is supposed to be an approximation of the physical size of each planet... With this mod, after researching the technology I basically turn every planet I colonize into a 5x5 power house. It reduces the incentive to colonize far off worlds and the incnetive to war to acquire planetary resources.

I'm thinking maybe there should be a hard limit on how many additional tiles can be obtained on each planet... or maybe building should be upgradable (with each upgrade gives +1 tile) where the price to upgrade gets exponetially more expensive than the previous upgrade.