Stellaris

Stellaris

Advanced Colonization
23 Comments
Atrion 23 Feb, 2018 @ 7:13pm 
can you update for 2.0?
Xaeryn  [author] 31 May, 2017 @ 9:52am 
@Wildetremens:
It's been a while since I've really looked into this mod (or any other modding for that matter), but I believe the answer you're looking for is in the harsh_planet_classes.txt file in common/planet_classes. For each new type there's a line like:

pc_harsh_barren = {
...
entity = "barren_planet"
...
}
Wildetremens 31 May, 2017 @ 4:22am 
I'm trying to tweak this mod a little bit to retain textures from Real Sol Textures after terraforming. It's apparently not as simple as making new harsh planet classes with RST entities (because then I get invisible planets). To find out what I'm missing, I'm trying to find the entities you use (eg "barren_planet") but don't see an entities asset file in your mod folder. And you're apparently not referencing stock PDX entites in _planetary_entities.asset. So where do the entities you're using come from?
Mayor 12 May, 2017 @ 4:55pm 
Mod is compatible with 1.6, no issues, at all. However where do I need to look to replace the blank/empty city image screen with a place holder image? I wanted to try some things out but I am unfamilar with Stellaris modding.
negimagi_10 23 Apr, 2017 @ 9:21am 
um i'm not sure what is going on but your mod is not working for me at all and it's the only one in my load order i ca nsee the techs and reseacrch them but the planets never change to habitable
MantisUK 22 Apr, 2017 @ 2:43pm 
@Xaeryn use the default planet banner pre colonized and resize it. Should be fine if u did that.
Xaeryn  [author] 22 Apr, 2017 @ 2:25pm 
@Mantis UK: thanks for your support :). Unfortunately I'm not much of a graphics artist. If I cant do it in gimp by recombining existing assets it's beyond my abilities.
Mayor 21 Apr, 2017 @ 8:22pm 
Actually your mod may already be compatible, I use the mod below and choose Voidborn and have not yet received your colonisation techs even though I have both terrestrial sculpting and atmospheric filtering.
Mayor 21 Apr, 2017 @ 5:08pm 
You may want to make your mod compatible with "Megastructures & Terraforming Ascended" if you intend to use a model using the unity/ascension perks/megastructure features.
MantisUK 17 Apr, 2017 @ 4:49am 
Love this mod works really well with some of the other planet/colonizing mods I have would love to see portraits set with a city on it like with normal planets.
Xaeryn  [author] 14 Apr, 2017 @ 5:38pm 
Thanks for your patience. This should be 1.5.* compatible now. Ideally with this update I'd like to move all the various techs into a model using the unity/ascension perks/megastructure features, but for now things should be working like they were before.
Zeratul Vergil 6 Apr, 2017 @ 10:13pm 
will this mod recieve 1.5 update?
All hail the Cartlord 12 Jan, 2017 @ 9:12am 
Can I use this Mod with Stellaris 1.2.5?
All hail the Cartlord 11 Jan, 2017 @ 1:58pm 
1.2.5 compatible?
Xaeryn  [author] 25 Dec, 2016 @ 10:52am 
Compatibilty-wise, this mod touches the 00_buildings and 00_planet_types files.
2nd_Lt_Cody 20 Dec, 2016 @ 5:00pm 
for some reason, with this mod only, Terrestial Sculpting does not come up at all
m11kire 18 Dec, 2016 @ 8:21am 
what's compatibility like?
Zeratul Vergil 16 Dec, 2016 @ 6:11pm 
so any plan for gas giant?
Knight 'Pink from the Outset' 13 Dec, 2016 @ 1:26pm 
So basically the idea is that you use the terraforming mechanics to turn uninhabitable worlds into barely habitable ones?
Xaeryn  [author] 10 Dec, 2016 @ 2:29pm 
I intentionally made them non-inhabitable at the start because I hated all the clutter on the map and to balance the fact that an infinite number of colonizable planets right at the beginning of the game would be pretty OP. You would also not be able to build anything on these worlds without the initial tech, so you'd be limited to only the colony ship shelter.

I can look into gas giants at some point if I get some ideas for them. This is still an incomplete build and next on the agenda is toxic worlds followed by distinguising between barren and cold_barren
Zeratul Vergil 10 Dec, 2016 @ 8:56am 
one suggestion would be make these planets colonizle at the start, but not habitable. After you research their respective tech, their habitility will automatically 40%
Zeratul Vergil 10 Dec, 2016 @ 8:25am 
how about the gas giant?
also the glassed planet from ISB?