Stellaris

Stellaris

[2.1] Stellar Expansion - Geoengineering
188 Comments
Knight.R 12 Sep, 2024 @ 12:57am 
Been a few years but is there a up to date version of the mod?
Pamparampampamparam 7 Dec, 2018 @ 8:47am 
Do you think you'll have to spin this off into a completly new thing?
King Lemming  [author] 7 Dec, 2018 @ 8:39am 
I'm not sure how it'll end up happening. It's definitely new projects all around though. There seems to be a lot of grumbling on reddit about the new update, so if nothing else having a 2.1 version left up indefinitely is the way to go.
Pamparampampamparam 7 Dec, 2018 @ 8:38am 
I'm assuming it will take time to get this mod to work with the new building system.
King Lemming  [author] 5 Jun, 2018 @ 6:42pm 
Hrm. Did the vanilla game do away with it?
ParallaxMurderer 5 Jun, 2018 @ 6:01pm 
In 2.0-2.1, I seem to have lost any kind of penalty for terraforming occupied worlds regardless of these techs/buildings. This and other SE mods are all I have related to terraforming.
All hail the Cartlord 26 Apr, 2018 @ 3:41pm 
(Note that this may be listed compatible somewhere, but I'm asking this question on every mod I have because screw 2.0)
Is this mod compatible with V1.9? Or is there a seperate version, possibly?
Target Practice 16 Apr, 2018 @ 1:15pm 
Despite researching xenobiology which claims to give access to the phytogenic infusion reactor I am still unable to build it.
Arcanestomper 11 Mar, 2018 @ 11:56am 
I'm using 2.0.1. I did have 2.0.2 for a while, but then I downgraded back to the released version.
King Lemming  [author] 11 Mar, 2018 @ 1:10am 
Did they just update to 2.0.2 or something, because the "this" block was specifically added to fix an error, which it did.
Arcanestomper 10 Mar, 2018 @ 12:38pm 
This mod is throwing an error.

[14:18:11][trigger_impl.cpp:793]: Script Error: Invalid context switch[this], file: common/buildings/cofh_se_geo_buildings.txt line: 218, Scope:

[14:18:11][trigger_impl.cpp:794]: type=planet
id=4294967295
random={ 0 0 }

I don't know enough about stellaris's coding to figure out the root cause. I guess maybe "this" is no longer a valid conditional.
Peter34 24 Feb, 2018 @ 11:03pm 
Thanks for updating this mod!
Dragon of Desire 7 Nov, 2017 @ 5:07pm 
Hey, King Lemming? I'm using this mod with a lot of other mods, but I've never even once been able to build the buildings added by this. Not even a single time. I get the research, sure, but the buildings don't show up. Do you have any idea what could be the cause?
WWDragon 25 Oct, 2017 @ 11:00am 
I like it as it is.
Peter34 25 Oct, 2017 @ 8:53am 
I think that it's a bit OP that that one building negates the entire -20% Happiness penalty from an on-going terraforming. The building already gives lots of other very nice bonuses. I really think you'd do well to lower the effect, so that the building gives only a +15% Happiness bonus during terraforming, negating most but not all of the effect. In particular when it comes to Gaiaforming a colony. That's a long time. With your mod as it is now, opting to Gaiaform is a no-brainer if you can effort the Energy cost. With my small proposed change, the player will actually have to decide whether it's worthwhile to accept years and years of -5% Happiness.
Odin69 10 Jul, 2017 @ 6:34pm 
"Applied Geophysics" oh you :)
King Lemming  [author] 19 Jun, 2017 @ 2:07pm 
You can already terraform via a vanilla tech, that's why this changed. ;) Now it's provides a bit of boosts to terraforming and planetary specialization.
Porter 19 Jun, 2017 @ 2:06pm 
oright thank you an that means ill be able to terraform the world to the biomes added by planetary diversity
King Lemming  [author] 19 Jun, 2017 @ 2:05pm 
There's no need for a patch anymore. The mod functions in a different manner now and should be compatible with everything out of the box.
Porter 19 Jun, 2017 @ 2:04pm 
hey is your mod compatible with planet diversity i know a guy made a patch for it for version 1.5 but im wondering if you fixed that yourself
King Lemming  [author] 19 Jun, 2017 @ 1:57pm 
Sort of? It looks to me like you have some sort of compatibility patch installed. That is an old reference that no longer exists in this mod, so something else is adding it.
Valorous Heart 19 Jun, 2017 @ 1:12pm 
WWDragon 17 May, 2017 @ 9:39pm 
Cool :steamhappy:
King Lemming  [author] 17 May, 2017 @ 9:10pm 
Another update, another technology: Applied Geophysics!

+25% Terraforming Speed and Research gained whenever terraforming a planet or clearing a tile blocker. It's a fun little addition.
WWDragon 17 May, 2017 @ 11:48am 
ah yeah.
No worries.

Actually I'd rather the mod didn't require the dlcs.
That way more people can use it! :steamhappy:
King Lemming  [author] 17 May, 2017 @ 11:41am 
They do not add Unity, no.

I considered having something like that, with the right Ascension Perks, but the UI isn't really made to display a single building generating more than 3 different resources.

I'm pondering another tech and possibly an ascension perk though for a way to gain unity and society research.
WWDragon 17 May, 2017 @ 11:29am 
More buildings are always good, especially if they add unity!
King Lemming  [author] 17 May, 2017 @ 8:39am 
Updated again. Reactors have returned in a slightly different form!

I considered adding planet modifiers, but frankly that's just a lot of extra code for the same effect, and I worry that the game would process it in a less than optimal fashion.
Arakhor 17 May, 2017 @ 5:12am 
It just wouldn't be Stellar Expansion without 86 sub-mods on the market at once! :p
WWDragon 16 May, 2017 @ 9:46pm 
*gives thumbs up*:steamhappy:
King Lemming  [author] 16 May, 2017 @ 9:20pm 
Updated for 1.6! I'll be adding more stuff to it. But at the moment, it actually serves to augment the Ecological Adaptation tech nicely. :)
WWDragon 12 May, 2017 @ 11:51am 
I agree, that would be really nice and a reason to keep this mod in my active game list.:steamhappy:
King Lemming  [author] 12 May, 2017 @ 10:50am 
@Pode - Yeah, that's one of the ideas I'm kicking around.
Pode 12 May, 2017 @ 10:45am 
Suggestion: repurpose this mod to increase the size / number of tiles on a world as Tile Terraforming once did. Represent terraforming the less hospitable parts of a world's surface into something useable.
Nox 10 May, 2017 @ 1:34pm 
Well, if this mod is no longer need, I just wanna say thank you for this mod. It filled an empty gap that has enriched my gameplay experience for a long time! <3
King Lemming  [author] 10 May, 2017 @ 10:37am 
Honestly, it probably still works. The only change required should probably be a version update.

However, the mod no longer NEEDS to work. Paradox added a technology which allows you to terraform inhabited worlds.

I'll be looking to either repurposing this or just discontinuing it. But as it stands, it doesn't serve any real use.
Pinzillaccheri 10 May, 2017 @ 10:35am 
With the new update this mods doesn't work anymore
当年crychic要多团结就有 10 May, 2017 @ 6:39am 
good work
Rohzdear 9 May, 2017 @ 10:26pm 
Is today the day that I finally give thanks for this great mod and award it a thumbs up?
It is! Thanks for the work you put into it.
Nothh 9 May, 2017 @ 7:55pm 
I appreciate the work that you've put into this mod! Kudos to you implementing this feature before the devs did. I continue to enjoy all your other fantastic mods!
Gokudo31 9 May, 2017 @ 11:49am 
thanks you for fullfilling the need while paradox didn't, now i will unsubscribe for the greatest good, i hope you will get others great idea
Tempted 9 May, 2017 @ 11:33am 
Thanks for fulfilling this need with your great mod during the time Paradox didnt =)
Kristen Reid 𒈠𒀯𒀯 9 May, 2017 @ 8:59am 
One of your other mods has empire-wide effect buildings for certain strategic resrouces - perhaps have them be unique buildings that have modest empire-wide effects each? Seems a shame to just scrap the idea entirely and these buildings are quite useful in certain situations x3 Or perhaps just make them all tie in to habitability or have other modest effects for a planet.
King Lemming  [author] 9 May, 2017 @ 8:19am 
I'm probably going to keep the Terraforming mod as *just* terraforming. I could reasonably add the institute to Stellar Expansion though.
Arakhor 9 May, 2017 @ 8:12am 
Well, that sounds like a good effect for an empire-unique building then. :)

"Geological Institute", perhaps. Maybe include it in the Terraforming mod, if you have no other ideas?
King Lemming  [author] 9 May, 2017 @ 8:08am 
That would actually be a super great use for it, but unfortunately it's an empire-wide modifier.
Kristen Reid 𒈠𒀯𒀯 9 May, 2017 @ 7:51am 
Is it possible to just have the buildings reduce terraforming time or cost on that specific planet?
King Lemming  [author] 8 May, 2017 @ 10:23pm 
Okay, so as it stands right now, I'll be shelving this temporarily when the update hits. It's going to take a LOT of rewriting to turn it into something else.

Right now, I have a lot of other mods and mod ideas that are going to take priority, though I imagine this will make a resurgence in the 1.6 timeframe.
arkanikorde 6 May, 2017 @ 7:26am 
Any mod exist for generate planet modicator. I think that could give a second life to this one when the 1.6 will be here.
Arakhor 6 May, 2017 @ 5:32am 
As I sad 18 days ago, build the other stuff into your Terraforming mod and then you'll have fewer mods to keep updated, which can only be good for your loyal patrons. :)