Stellaris

Stellaris

More Tilesets
188 Comments
WerdKesaj 25 May @ 10:09pm 
I miss tilesets
tilarium 7 Jul, 2024 @ 10:02am 
How the game has changed since v1.0
Dustreaper 7 Jul, 2024 @ 9:21am 
This brings me back.
Qillin 12 Jun, 2021 @ 12:27pm 
Lmfao
Tempus Two 7 Jun, 2020 @ 3:16pm 
@tilarium - it's all good man, it wasn't a dig at the Author - just hilarious as I hadn't played the game since it was planets had tilesets and didnt know what the heck was going.

@Sam_ Thanks for the update
Sam_  [author] 6 Jun, 2020 @ 5:09pm 
The only logical use for this mod is to use the alternative tomb world portrait. Therefore I've updated the mod to reflect that. Now it's only a graphical change and will be compatible with all future versions of the game.

On a side note it was amusing to change the version from 1.6 to 2.7
tilarium 6 Jun, 2020 @ 4:54pm 
....... ummmmm.... you do know that this mod has been outdated for 2 years? More then that, it was made back when Stellaris still had tilesets and not districts? And you're wondering why it's not working.....
Tempus Two 6 Jun, 2020 @ 3:37pm 
FYI - this broke my districts. I came back after a couple of years of not playing and subbed to this mod before starting up again and was tearing my hair out for 30 minutes as all my districts literally disappeared (as in they didn't exist anymore, meaning everyone was unemployed etc) after a few days of in game time. What a trial by fire for a new game lol
Sam_  [author] 17 May, 2020 @ 1:57pm 
The game has had a lot of concurrent players in the past that no longer play.
tilarium 17 May, 2020 @ 1:06pm 
Totally outdated... and still has almost 42k current subscribers... I don't get it.
Sam_  [author] 17 May, 2020 @ 4:16am 
Actually my mistake. It has been a long time since I have looked at this mod, it overrides the planet_classes file. It was last updated in 2018. It will probably break your game.

Given that it was for Stellaris when it had tilesets it's basically totally outdated anyway.
eternity 17 May, 2020 @ 4:08am 
I had uninstalled all of my mods and left only this one. Same thing had happened. Maybe I should reinstall whole game.
Sam_  [author] 17 May, 2020 @ 3:04am 
It's not caused by this. It only adds textures
eternity 17 May, 2020 @ 2:49am 
hi
After 2.7 update, I can see that all of districts on the planets just disappearing after a couples of days.
Sam_  [author] 29 Apr, 2020 @ 10:57am 
The only thing this mod will do is change tomb world portraits to the one seen above. Unless you like the portrait there's no reason to use this.
(shiny) DiamondNova 29 Apr, 2020 @ 10:52am 
I dobut it is, just because its for mechanic that is gone for like one year.
Joshua Graham 15 Apr, 2020 @ 5:54am 
is this achievement compatible?
Sam_  [author] 29 Feb, 2020 @ 2:29pm 
Probably.
Aven Oul 29 Feb, 2020 @ 6:58am 
probably invalid now
tilarium 30 Oct, 2019 @ 4:17pm 
Probably right on that one, @Sam
Sam_  [author] 29 Oct, 2019 @ 10:51pm 
A lot of people just scroll through their mod list and spam update to anything with a red exclamation.
spartzb 29 Oct, 2019 @ 5:02pm 
Please Update for 2.5!!! Thank you!!
Sam_  [author] 30 Jun, 2019 @ 7:47am 
This mod only adds art. It still works despite the red exclamation mark. I wont be updating this anymore given the change to planets.
loyalgaurd 30 Jun, 2019 @ 1:48am 
But it's free... please update.
Sam_  [author] 25 May, 2019 @ 4:10pm 
This is how planets used to work before the Megacorp update. As a result there is no reason to use this mod.
MEH 25 May, 2019 @ 9:25am 
what makes the surface look like that as far as mods
Yellow 4 Feb, 2019 @ 11:01pm 
why? planets have changed, this mod probably doesnt work
Sam_  [author] 27 Jan, 2019 @ 6:53pm 
There are still portraits, so perhaps he was after the tomb world portrait. Either way I wont be updating this unless I find more content to add.
tilarium 27 Jan, 2019 @ 6:48pm 
Ummm... @Galaxar you do know that in 2.2.X there are no more tiles, right?
Galaxar7 8 Dec, 2018 @ 5:43am 
update please to 2.2.1 ver
Kennywnorth 28 Oct, 2018 @ 6:49pm 
could you make a patch between this and the "Alternative Tilesets' mod? I would like for tomb worlds to have your greenish tiles and his brownish tomb world tiles as one tileset. Yours would be like fallout 3 east coast and his would be like Fallout 1 and 2 california
TechSY730 18 Jun, 2018 @ 9:23pm 
I've made a compatibility patch between this and Real Space 3.1 , because the old compatibility patch is very out of date.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1416025776

If you are seeing "exploded" ring worlds and use this and Real Space, this patch will fix it.
Spacemike 5 Jun, 2018 @ 12:13am 
Indeed it was! not if statements are much cleaner and a bit easier to use, with the ability to just do else_if = { limit = { } } instead of else ={ if = { limit = {} } }
Sam_  [author] 5 Jun, 2018 @ 12:03am 
Well, that is a relief. It can get ahrd to parse what is on the screen with a huge nest of else conditions.
Spacemike 4 Jun, 2018 @ 11:57pm 
that's true, but i think it has something to do with the game engine, but then again i've never really develed into the workings of Paradox's special game engine, but i am familair with the source engine and it's use of LUA.

No problem, i will say that if statements are a bit more sensible now though, instead of having to have the else statement inside of the if statement (like: if = { else = { } }) it now follows a more common use of the if statements with the statements being one after the other (ie: if = { } else_if = { } else = { }).
Sam_  [author] 4 Jun, 2018 @ 11:52pm 
Well the system is basically just a long list of attributes or members defined in the source code anyway. The conditions, if and else structure, is basically hard coded to be read by their own ad hoc interpreter. They didn't really need to reinvent the wheel on this one. It doesn't increase file size, and LUA is easy to learn. You have far more control over mod functions then you do with this script language. Factorio is a great example of good mod integration, which uses LUA.

Anyway my complaining aside, thanks for the heads up. That probably means I have a lot of work to do to get my current project to work.
Spacemike 4 Jun, 2018 @ 11:40pm 
I am pretty sure they did, i know just recently like in the past month they changed around the if else statement system quite a bit and included else_if as well, i was just making a suggestion to let you know there is a bit of an easier and more mod compatible way to do it. And, true, using LUA or some other scripting language might've been better, but will all the planets and special functions and such things might've gotten quite messy and a bit harder to code for some, probably the best option would be to have the option to do either LUA or their ingame code, but that might make things more complex overall and increase the file size a good amount.
Sam_  [author] 4 Jun, 2018 @ 5:44pm 
Perhaps they have changed it. I may give it another go. Don't ask me why that this/was the case, it's just part of the mystery of their scripting langauge. If only they used something like LUA and gave us more access.
Spacemike 4 Jun, 2018 @ 4:53pm 
When did you last try it? i tried it a day or two ago, and i do know they changed the coding structure and such a good amount recently to make the game more moddable and make mods more compatible with each other.
Spacemike 4 Jun, 2018 @ 4:13pm 
Huh, odd, i'm not sure why that would be the case, i tried it on my pc and made a mt_planet_classes.txt file with only the ringworld habitable section in it and edited the ringworld section and only that ringworld section just fine. although, i do have a good amount more mods, but that shouldn't have much to do with it as i added the file into a mod that was all the way at the top of the mod list (and most likely at the beginning of the load order too)
Sam_  [author] 4 Jun, 2018 @ 12:29am 
That makes sense in theory, except it doesn't work. Trust me, I've already tried that. Something about the load order or way it handles over writing existing names still causes it to over write the whole file.
Spacemike 3 Jun, 2018 @ 11:03pm 
@Sam if you rename the 00_planet_classes.txt to like mt_planet_classes.txt or such and only put in the planets you edited it will still replace those planets that you put in that file, but without making it have to overwrite the original file, making it more compatible with other mods.

in other words, if you have the mt_planet_classes.txt with only like the ringworld ringworld in it, it will still change the ringworld tiles, but without making the mod super incompatible with out mods, like real space, allowing someone to make and easy patch for this mod to work with real space.
Michelin Man 23 May, 2018 @ 2:53pm 
Hello, one question I'd like to ask is would it be at all possible for you to make a version of this mod that is compatible with the previous version of Stellaris. Many people (myself included) have saves they'd like to play on this version but when using this mod it causes an error with the tomb world preference type (and I assume the gaia world types as well).
Sam_  [author] 23 May, 2018 @ 5:50am 
Should be updated
Blood 23 May, 2018 @ 5:02am 
With this mod activated (Since the 2.1 drop), Class M Red Giant stars no longer spawn in the system view, and can no longer build outposts etc because of it.
Oszych 23 Apr, 2018 @ 2:44am 
Does it work with Real Space 3.0 ?
Does it work with Planetary Diversity ?
𐩸 11 Apr, 2018 @ 4:52am 
Does this currently work with Real Space 3.0?
Terramaris 4 Apr, 2018 @ 5:30am 
@Ephinox

I don't have this mod and I have the same issue as well (subbing to see if I can fix it). Has to have been another mod or just a vanilla bug.
Chi 29 Mar, 2018 @ 4:27pm 
I'm getting some sort of bug with this. In the background of Fallen Empires who have ringworlds as a backdrop to their communication screen, the background is misaligned and squashed, and I'm not sure why.

I have no other mods that alter tilesets or backgrounds so it's gotta be this one.
EphinoX 6 Mar, 2018 @ 2:02pm 
thx :steamhappy: