Stellaris

Stellaris

System Variety - Galactic Wonders+Habitability 2017
26 Comments
Riwebo 10 Sep, 2017 @ 12:02pm 
Will there be a new update?
Kepler68 17 Jul, 2017 @ 2:12pm 
@iontom wrong time period, this is the time before 1.7 and 1.8

jump ahead to like november and ask, also plz bring us back the synth portraits thanks :)
iontom 29 Jun, 2017 @ 9:06pm 
Are you going to update to 1.7 / 1.8 ?
Macmillant  [author] 19 May, 2017 @ 11:46pm 
@Karp.91 Note sure if I can fix that but I can keep it in mind as I update to see if I can.

@iontom, if I can find the time between working fulltime, my partner, and editing photos... Then yes. Is it not working for 1.6?
iontom 19 May, 2017 @ 8:49pm 
Will you be updating to 1.6 soon?
karp.91 18 May, 2017 @ 8:52am 
I find it often that asteroidbelts are interfering with some planets orbit. Sometimes I can see a "space" between two orbits that the asteroidbelt would fit perfectly but tends to "stick" on one of these orbits. Can it be fixed?

Great mod otherwise, much apriciated!
Lurmey 7 May, 2017 @ 5:30am 
Thank you very much, macmillant! I'm happy to have helped. c:
Macmillant  [author] 6 May, 2017 @ 5:51pm 
@SS-Captain Lurmey the issue is fixed. No need to start a new game resources via coding flags will just come up as they should of been doing. Thank you for your help. Additionally, I fixed the mouse over tooltips to reflect new correct amounts. Some testing on this maybe required but I'm fairly sure it is fixed :)
Lurmey 3 May, 2017 @ 11:23am 
Ahh, thank you for your replies. From the testing that I've done, it seems that every single event (anomaly or otherwise) that would ordinarily add resources doesn't do that. It does, in fact, add the modifier to the planet visible when it's selected (like the "Capital" planet modifier on your capital planet) but no resources are added. If you tell me how, I can provide you with my save and give a list of the planetary bodies that this has happened on.
Macmillant  [author] 3 May, 2017 @ 2:13am 
I do not think it is on a different layer it just adds a tag and the tag isn't working or not working right. :) Any help you can provide on specifics will help me track it down. I don't have much time atm and this will help me fix it in my limited time (just gone from super casual job 1-2 days a week to full time training for 7 weeks).
Macmillant  [author] 3 May, 2017 @ 2:13am 
Ah SS-Captain. I think what is happening here is due to the changes I made between spawning on tiles and around planets. I wanted rescources around planets to be larger then the ones on the planets. What actually happens in the game is if something spawns on the rings it will spawn on the planet. I couldn't find a way to only spawn around the planet and not on the planet (the only way to fake this is with making the planet uninhabitable or spawning only on a uninhabitable planet).

What I probably need to do is swap the second set of these spawns I made to the actual 2nd set I made. But you could help me by mentioning the title used in the specific events this is happening with so I can track down the specifics and confirm this. (exactly what is written at the top of the anomoly event or the event text so I can track it down).
Lurmey 29 Apr, 2017 @ 12:24pm 
Alright, I just loaded that save without this mod installed and it seems to have reverted all the resources in every system back to what I assume is the vanilla generation. So this mod doesn't replace the vanilla resources, it hides them and places a different layer over top that somehow doesn't work with the anomalies very well?
Lurmey 27 Apr, 2017 @ 5:06pm 
Once again, an anomaly that was supposed to add 3 society research didn't add it. This time it was an ecosystem within a gas giant's atmosphere. This is frustrating to say the least...
Lurmey 27 Apr, 2017 @ 4:11pm 
This may be a bug with this mod, but whenever a special event fires (e.i. an anomaly) that gives a celestial body more resources, be it minerals, energy or research, those resources don't appear on the body. It says it'll add it, and the modifier shows up, but the resources aren't there.

I just had an anomaly that found some alien worms in an asteroid, which was supposed to add 3 society research to the asteroid, but didn't.
Macmillant  [author] 26 Apr, 2017 @ 9:47pm 
I'll have to see if I can find the time to look through things moving back to a busy period for me.
Citrakayah 26 Apr, 2017 @ 10:36am 
Just tried removing the other terraforming mod; it didn't work. No matter how many resources I have, it says I need 3 more terraforming gasses (I have 50+) and 2 more terraforming liquids (I have 5).
bubble baathist 26 Apr, 2017 @ 10:17am 
It would be very cool if you increased the number of asteroids in a system
Macmillant  [author] 25 Apr, 2017 @ 10:38pm 
Doubt that would help. I imagine we are changing some of the same things... that said the terraforming that is changed/included in the mod is in seperate file names...
Citrakayah 25 Apr, 2017 @ 8:24pm 
Stellar Expansion: Terraforming. And that's it. Would unsubscribing and resubscribing possibly help?
Macmillant  [author] 25 Apr, 2017 @ 5:28pm 
And I'm running around with this collection of mods running: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=689865715
Macmillant  [author] 25 Apr, 2017 @ 5:25pm 
Terraforming is working in my playthrough, what mod are you using specifically? I might have a look into it.
Citrakayah 25 Apr, 2017 @ 5:05pm 
Can this conflict with other terraforming mods? I can never seem to get enough strategic resources to do terraforming on the new planet types--it always wants some more gasses and liquids, and always the same amount no matter how many more I get.
Macmillant  [author] 24 Apr, 2017 @ 11:04pm 
I assure you this is not the case but if you were awfully unluck with both spawning and anomalies that could happen. I will post a couple pictures of what it looks like with an empire that has discovered anomalies and one which just what the galaxy spawns in.

Initial upload rescources for minerals/energy was a bit low on top of maintenance costs so I have readjusted those amounts. It is things like this that require feedback for me to know what needs doing. How is everyone else finding minerals/energy/maintence?
Macmillant  [author] 22 Apr, 2017 @ 5:19pm 
'Removed habitability limitations on starting systems' > Normal code populates system with non-habitable objects new code removes that and is just random. The two near by systems still apply atm. The change in the code pre some patch between 1.5-1.3 used to allow multiple races to spawn in the same system as well. Doesn't seem to be happening now.

I wouldn't think it works with the Binary and Trinary Systems mod but from the pictures the way they are doing that isn't how I would impliment it anyway. If you find all 7 of the unique system spawns I included you can see how I would do it...
luka.v 22 Apr, 2017 @ 3:14pm 
Also, I assume this won't work with the Binary and Trinary Systems mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=855830645 ? If not, do you plan on implementing it into your mod?
luka.v 22 Apr, 2017 @ 3:10pm 
I'm gonna try the mod out, but what did you mean by this?

-Removed habitability limitations on starting systems

Does it get rid of the bias where the game force spawns a few habitable planets around your starting system?