Stellaris

Stellaris

Strange New Worlds
119 Comments
MightyThor769 1 Apr, 2024 @ 8:43am 
update please?
Flashmeister 27 Oct, 2023 @ 9:29pm 
STRANGE NEW WORLDS in a major overhaul of the way planets function in Stellaris from colonization to resources produced to land management. This mod is not save game compatible; a new game must be started for it to take effect.
Locus 11 May, 2017 @ 7:42pm 
so did this mod just die or something? NO UPDATE NOTHING?:steamsad:
Peter34 10 Apr, 2017 @ 7:55pm 
Will this mod be updated to 1.5?
VeCo359 10 Feb, 2017 @ 4:46pm 
Are this mod still in devolp?
Sudsy_McLovin 3 Jan, 2017 @ 8:59pm 
Is this mod still in working order? I'm suffering a random crash using it, and I cant seem to figure out what is causing it...
vaporfeces 22 Nov, 2016 @ 7:18am 
I haven't forgotten about you guys. I am still developing the mod. Hope to be done around Christmas time or shortly into the new year. Have a lot going on right now and part of the mod is easier if I write a .NET based application to automatically generate some of the files.
RudytheDominator 30 Oct, 2016 @ 3:51pm 
Sound pretty crazy. Glad you're safe.
OwnGoal99 30 Oct, 2016 @ 8:14am 
Good to hear and sorry about the life change cuz of the 'Cane. Sucks.
docflamingo  [author] 30 Oct, 2016 @ 7:25am 
Within a week this should be updated. I hadd to reloxcate because of Hurricane Matthew and my current internet connection is very poor. It will be upgraded on the 3rd and within a few days of that all my mods should be updated.
fisgard32s 27 Oct, 2016 @ 2:10pm 
really want to use this mod is 1.3 update available?
Galadrond 25 Oct, 2016 @ 2:04pm 
1.3 update coming?
vaporfeces 21 Oct, 2016 @ 4:20pm 
I am currently updating for the new version. I will post if other authors give me ok and/or seem inactive. (I will of course credit their work). Meanwhile if I am given a way to send, I can share privately (once updated). You may PM me.
docflamingo  [author] 20 Oct, 2016 @ 9:31pm 
@vaporfeces: Fine by me if it's okay with the other authors.
OwnGoal99 20 Oct, 2016 @ 11:34am 
@vapor I would check out your mod if you post a link.
RudytheDominator 20 Oct, 2016 @ 11:00am 
@vaporfeces did you post that on the steam workshop?
vaporfeces 19 Oct, 2016 @ 11:13am 
In case anyone is interested, including the author, I have merged this mod with Realistic Stars and More Planet Types. I also changed the way that habitability works so that it is more realistic and variable depending on your starting species. Essentially, this adds functionality similar to the Expanded habitability mod. (Overall habitability IS balanced). I may post the results if I get permission from mod authors to include their work. Let me know docflamingo
RudytheDominator 18 Oct, 2016 @ 3:14pm 
Really cool mod. Is it compatiable with Extended colinizartion? Or can you add more planet types?
vaporfeces 17 Oct, 2016 @ 10:45pm 
never mind. I may have found the problem by searching through my mod zips. Found one that was unreported. I will post again if it didn't help.
vaporfeces 17 Oct, 2016 @ 10:36pm 
I cannot colonize any worlds with the "strange new worlds" tech. When I have a planet in a system I have surveyed, it still says I need the tech that is reported by the vanilla game. I will double check and make sure no mods are installed that modify the planets text file but I know I don't have any installed that mention it.
vaporfeces 16 Oct, 2016 @ 7:41pm 
I am getting errors in the error log that say Unknown modifier: pc_asteroid_m_habitability for both metallic and silicate asteroids.
vaporfeces 16 Oct, 2016 @ 6:19am 
@Billy Dee Williams, Would it be possible to post your combined mod or send it? I would like to try it. I would also like to add knucky333's More Planet Types mod. This would resolve @RedneckRapture's request.
Karandas 14 Sep, 2016 @ 2:17pm 
can you put more images? please
RedRapture 2 Sep, 2016 @ 11:24am 
Yay!
docflamingo  [author] 2 Sep, 2016 @ 11:14am 
@RedneckRapture: I've been thinking about that actually. The base Ice Giant models I added would even be better than the default ones. I'll do that in the next update, thanks for pointing that out.
RedRapture 2 Sep, 2016 @ 10:39am 
Any chance of adding in parts to this mod that make the planets in Sol actually look like we know they do? Making Uranus that pure blue, Venus that pure pale tan, that kinda thing?
docflamingo  [author] 21 Aug, 2016 @ 5:28pm 
@Billy Dee Williams: Coolness! I'll add that line and update tonight some time. I am still trying to figure out a reliable way to trigger artificial enviornment--once it does I mean to adjust the habibitability rating--the current solution is a sort of band-aid until I have that right.
Billy Dee Williams 21 Aug, 2016 @ 4:29pm 
Continued from below.

The problem is that artificial_environment is a planet modifier, and therefore almost never spawns. I would love to make this modifier trigger when you get the colonized asteroid (or whatever) up to say, 5 pops or add a planetary administration, which would reflect that the asteroid has developed considerable infrastructure given the higher population. Beforehand, you would have jury-rigged and other rough-and-ready solutions that wouldn't provide very good habitability. It would be cool to add tiers of artificial environments. At 1 pop, you'd have tier 1, which would give 10% habitability, and then at three pops you have tier 2, which would give a further 10%, and then at 5 you would have tier 3, which would give a final 10% and a happiness bonus. I would keep, however, the migration malus, reflecting that people don't really want to move from their comfortable gravity wells to asteroids.
Billy Dee Williams 21 Aug, 2016 @ 4:29pm 
I actually found the solution. You can just add starting_planet = no to the entry. That modifier already exists, in vanilla, for tomb worlds and such.

Sorry I ignored your friend request. I spotted it last night I didn't realize who it was. My bad.

Another thing: I made some edits to habitability on asteroids and barren worlds and such (set them all to 20% habitability) and then I changed the artificial_environment planet modifier to add habitability and some happiness, to reflect that there these types of planets would have, well, artificial environments.
docflamingo  [author] 21 Aug, 2016 @ 2:11am 
@Billy Dee Williams: yeah, I've gotten a few reports of that though I haven't encountered it myself. It could be the result of certain mod mixes but I'm really not sure. Since they (asteroids) aren't on the habitible world types list (as such) I don't see how it happens. If you figure a way to correct this please let me know.
Billy Dee Williams 20 Aug, 2016 @ 11:21pm 
Great mod. I modded your mod to combine it with the Habitable Planet Diversity mod, and I'm having an issue, but I don't know whether it's a feature or a bug.

Because asteroids are habitable, I'm getting AI empires spawning with (hilariously oversized) asteroid homeworlds. Was this intentional? I don't think so, because I had to create separate asteroid habitability traits to keep them from being completely crippled. I feel pretty sure that this can be fixed with the insertion of a single line of text, but I don't know what that would be or where to put it (though I have some ideas). Can you help? Thanks.
docflamingo  [author] 12 Aug, 2016 @ 5:25pm 
@genar.lars: No problem. Yes, the two are not compatible. Glad you enjoy the mod.
genar.lars 12 Aug, 2016 @ 3:19pm 
I think i Fixed it ... I was using some other Mods and one of them changed the colonization Part . I removed this one and now it works :D The Mod is called Colonization unlimited . Thanks for this great Mod !
docflamingo  [author] 12 Aug, 2016 @ 12:43pm 
@genar.lars: What exactly is going on? By "Strange New World Planet" do you mean a barren world or asteroid? Are you trying to select it for colonization or just checking data on it? I need to narrow down what's happenning a bit more.
genar.lars 12 Aug, 2016 @ 2:20am 
Hey there ! I have a problem. Sometimes i click on a "Strange new World" Planet the game crashes ... any idea why ?
docflamingo  [author] 6 Aug, 2016 @ 8:37pm 
@Kerovanka: What issue are you having?
Kerovanka 6 Aug, 2016 @ 11:33am 
not work(, why ver mod?
Wijek 3 Aug, 2016 @ 3:43am 
Thanks! Great work :)
docflamingo  [author] 3 Aug, 2016 @ 2:14am 
Mod is now compatible with Ethic and Goverment Rebuild.
docflamingo  [author] 3 Aug, 2016 @ 12:58am 
@petruxa: The issue I see with you adding my techs is that if someone is using your mod but not mine their colonization would be screw up.
docflamingo  [author] 3 Aug, 2016 @ 12:56am 
@petruxa: Sounds good. I'm not sure how to do patches for mods in this game because of the way file overwrites work but I've seen a few out there so there must be a way to make it work.
petruxa 3 Aug, 2016 @ 12:50am 
@docflamingo we have to figure out the way for our mods to co-exist) As far as I can see the only conflict is in the 00_soc_tech.txt. I have to modify the vanilla stats a little bit in order to intagrate new ethics and goverments. I don't know, maybe I might just copy all your modifications so our mods would work correctly together?
docflamingo  [author] 2 Aug, 2016 @ 11:26pm 
@tilarium: Yes, I've heard about this. Unfortunately I need to do the full replace on that file because of the changes to the colonization system I made. Not sure about that mod but it is likely. I'll download it and see if there is any way to make them compatible.

Of course if you don't mind modifying files you could check the differences and add his new tech items to my tech file--assuming he hasn't changed the colonization entiries on his.
tilarium 2 Aug, 2016 @ 5:51pm 
Wanted to share in case others ran into this problem. Started up a new game earlier and was on the verge of colonizing my first new planet but the option was greyed out and got a "(X)do not have " (or something like that) message when hovered over. The problem lies in the Ethic and Government Rebuild by Petruxa. The clash is in the *common/technology/00_soc_tech.txt file :( A shame because that mod is really amazing, but SNW wins out for me.
docflamingo  [author] 30 Jul, 2016 @ 2:36pm 
@Wolin: Yes, the two won't work together. And also yes, you can colonize all the habitible worlds from the start. the techs simply raise the habitibility value.
Wolin 30 Jul, 2016 @ 2:12pm 
NVM, i found the solution,this seems to be incompatible with "A better system scale" since both mods touch the "00_planet_classes" file. Hope it helps
Wolin 30 Jul, 2016 @ 1:40pm 
Hello. Wanted to ask. Are you supossed to be able to colonize all the planets from the beginning?. Im playing a Continental planet race with some mods, none of them touch the soc_tech besides Ethic and Government Rebuild and I alredy tried the fix posted below by Wijek. It keeps asking me for the tropical, ocean, etc colonization tech in order to colonize the planet.
Wijek 28 Jul, 2016 @ 12:05pm 
That are great news! Take your time, i am looking forward to it.
docflamingo  [author] 27 Jul, 2016 @ 2:22pm 
@Wijek: I likely update in a day or two. Have a lot of things to catch up on these days.
Wijek 27 Jul, 2016 @ 5:36am 
Hi, how ist it going with the mod? Are you working on a new update, which regards the compatibility or new features? Dont want to stress, i am only very interested in your modding work! If you dont have time these days, i can only say: Its okay for sure and look after yourself. Best regards!