Stellaris

Stellaris

Growing planets
130 Comments
Szymon XII 27 Jun @ 6:47am 
Ancient ahh mod
Miss the old times
Artilyz 28 Jan, 2018 @ 6:10pm 
Does this work with 1.9?
TheRenegade 11 Oct, 2017 @ 1:45pm 
cw6421 30 Sep, 2017 @ 9:40pm 
I can build it ,but it doesn't work.
Varacka 27 Sep, 2017 @ 12:33pm 
Sadly it appears the author has no plans to update this or his other mods.

"12:30 PM - Yandersen: And I have no intentions to waste my time on that shitty game."

As for incorporating it he kseems to be fine with that:

12:29 PM - Yandersen: Feel free to take work on them.
TheRenegade 27 Sep, 2017 @ 11:55am 
If he doesn't do an upgrade for this, I may very well incorporate the idea into my mod. Or at least make a 1.8 version of post it with my other as an add-on.
Rosalie 25 Sep, 2017 @ 9:18am 
Yea, but still works
Lordchungass 24 Sep, 2017 @ 8:28pm 
its out dated for me
Rosalie 23 Sep, 2017 @ 1:52pm 
Works fine for me on 1.8
TheRenegade 21 Sep, 2017 @ 6:15pm 
Yup, would love to see updates for 1.8. Thanks!
[Dolt] Ewokz 21 Sep, 2017 @ 12:58pm 
planning an update for 1.8?
Krieggs 10 Sep, 2017 @ 1:08am 
Love this mod, just curious about the cost thought process. Why influence????? Influence doesn't show up anywhere else in regards to terraforming, so why here???
CrazyB0T 27 Aug, 2017 @ 9:38am 
Let the text and a little but translated into Russian. If you need to contact us. I will send a link to the archive.
Bumbleton 19 Aug, 2017 @ 9:02pm 
nvm, found my answer after looking at older comments a bit.
Bumbleton 19 Aug, 2017 @ 8:57pm 
this seems incredibly useful, giving a purpose to these tiny 9 tile worlds. Just wondering though, does the AI make use of it as well? i don't want to give myself anything that the AI wouldn't be able to do.
Division officer 7 Aug, 2017 @ 3:31am 
I can't translate this mod. After modifying yml file, game can't concieve this yml file...
BarGamer 14 Jul, 2017 @ 9:50pm 
It's not burying the places where people already are, it's depositing it where people want to be. On the flip side, have you ever been on "Sand Sweeping Duty" at Las Vegas? It suuuuuucks.
Belaaron 14 Jul, 2017 @ 1:28am 
I'll probably try this out anyway...but I'm not sure how I feel about "donating" mass from other planets to make another bigger, while people are living on it. I mean...that sort of requires burying everything you've already built...apparently repeatedly.

Mechanically I don't have a problem with it...but it's really...odd. But, I tend to play with the Rare Earth Hypothesis mod, and the Terraforming Candidates mod, so this one seems pretty essential, especially for big maps.
Yandersen  [author] 13 Jul, 2017 @ 10:41am 
I don't have this problem. I may only guess some files lost that mysterious BOM encoding (whatever it is) during upload. To confirm that look into the error.log, find some lines that might be related and post them here. Or can u give a screenshot mb?..
Rock_n_Ro11 3 Jul, 2017 @ 5:41am 
Why the pop-up window of the event appears without a normal description text,, but with example: sm_terraforming ? why so bugged?
Dustreaper 29 Jun, 2017 @ 3:11am 
Maybe at first it takes 2 years for a tile and you can work it down to 1 year per tile something like that.So you really use it end game like.
oni1313 29 Jun, 2017 @ 12:24am 
Do you know where the tile grow starts? right down ore left up on the surface screen?
I am a littel bit confused....
Not a Teddy Bear 28 Jun, 2017 @ 10:57pm 
Because you're researching ways to Terra form better.
Yandersen  [author] 25 Jun, 2017 @ 11:14pm 
I can't imagine reason why it should increase the rate of mass transfer.
Not a Teddy Bear 25 Jun, 2017 @ 4:47pm 
What about it increases with the amount of the Terra forming techs you research? Like researching certain parts increases the amount of tiles per year? Like researching how to make Gaia worlds increases amount of tiles by one.
Yandersen  [author] 25 Jun, 2017 @ 12:53am 
I do not plan to introduce any configuration options. It would basically mean one can configure the amount of cheating. No, the decision of what rate should be - must be chosen by a collective decision here by a majority.
oni1313 25 Jun, 2017 @ 12:49am 
@Yandersen
Can you make it to have a edict that gives the rate? so everybody can choose it.
like mods like pirate and monster wave?
BarGamer 24 Jun, 2017 @ 10:31pm 
I am a sad. Is there any way for you to customize or select how many tiles you want per year, on a scaling cost? Ex: You can have 2 tiles/year, but it won't be cheap. Or you could have 1 tile every 5 years, but it's basically free.
Not a Teddy Bear 24 Jun, 2017 @ 6:59pm 
this is nice especially for those small planets vassals colonize
J. Sol Eterna 24 Jun, 2017 @ 6:23pm 
10/10, you sir deserve a medal.
zoommooz11 24 Jun, 2017 @ 5:51pm 
In my own game, I changed to 1 tile every 5 years. It would be a huge undertaking for real, and would be harder then terraforming. Regardless, great mod.

Cheers
Yandersen  [author] 24 Jun, 2017 @ 4:03pm 
Alright, changed back to original 1 tile per year.
JiF 24 Jun, 2017 @ 11:50am 
I would like this mod but 2 tiles per year is ridiculous. It's comparable to the rate at which you "grow" tiles by building megastructures but those have very significant costs in comparison:

- Massive mineral requirements and, in the case of the Ringworlds, many years of preparatory work.
- Research cost increase from having additional colonized "planets".
- Only available in the late-game.

I know that balance isn't actually that important but I would prefer higher mineral cost and 1 tile per year of growth (I think an even lower growth rate would be entirely tolerable but that's up for debate).
Dustreaper 24 Jun, 2017 @ 11:44am 
I would like 1 tile per year.
BarGamer 24 Jun, 2017 @ 10:29am 
I wouldn't mind if you RAISED the rate.
oni1313 24 Jun, 2017 @ 4:36am 
I think the rate is fine.
Yandersen  [author] 24 Jun, 2017 @ 2:37am 
Who else thinks that the growing rate is high? If more people would agree I will lower the rate.
Kaela Mensha Khaine 23 Jun, 2017 @ 9:03pm 
Author, it it cheat. May be fix for real challenge? For example - one tile for ten\five years?
It is more chalengeable game!
GoblinEngineer 18 Jun, 2017 @ 8:50pm 
OH.... I totally misread that... No wonder it started working and then stopped working, most of my mining stations are on gas giants, and I misread the descriptions. I'm a moron.
Yandersen  [author] 18 Jun, 2017 @ 12:00pm 
Idk about rollbacks, but my guess is that there will be no problems.

Mizat, "I've got plenty of planets within my space that have no mining stations..." - the donors MUST have mining stations.
GoblinEngineer 17 Jun, 2017 @ 6:56am 
Hey Yanderson, I'm running into a slight issue with the mod since the whole 1.7 update/rollback fiasco and I was wondering if you could provide some feedback.

I have 6 or 7 planets with terraformers that just aren't getting any bigger that have had the terraformers for over a decade and I don't know why nothing's happening. I've got plenty of planets within my space that have no mining stations, and I don't know what I might be doing wrong.
TLO 17 Jun, 2017 @ 6:50am 
Does this still work after the rollback from 1.7.2 to 1.6.2?
Yandersen  [author] 14 Jun, 2017 @ 3:00am 
Why do u think it is not compatible? It will work, np, whatever u colonize will grow. But the donor types will shrink if mined, but only until colonized. So do not build mining stations around bodies u plan to colonize, that is all. The AI does not use the Terraforming Modules, so no worries.
Clemmy 13 Jun, 2017 @ 11:01pm 
Hey! Wanted to say i'm loving the mod so far and also i have a question. Are there any plans to make this compatible with the brute force colonization mod? Thanks!
Yandersen  [author] 12 Jun, 2017 @ 6:30am 
UPD: just did a little investigation. Came to the conclusion that AI does not build ANY non-vanilla spaceport modules. Seems like the building rules are hard-coded. If u know any mods introducing some new spaceport modules and u can confirm that AI does build them - let me know. I didn't figured out what causes the AI to choose which module to build and it seems like the same tricks that work with buildings can not be applied here.
Yandersen  [author] 12 Jun, 2017 @ 4:51am 
Hi, Silver Knight!
The AI does not build terraformers as it was reported, since noone willing to give me a hint how to do so while I am lazy to figure this out myself. :)
The Gas Giants are not considered as donors. If colonized, could grow (colonized asteroids can grow too).
Dustreaper 11 Jun, 2017 @ 1:19pm 
2 questions i read here that the ai has problems with it? is that still going on and how so?
Is it possible to have no donor planets like. With mods that allow you to live on gas giants. Terraform all other planets and colonize asteroids.That might happen in my game or at least early on when my territory isn't too big.How will this mod react?
Yandersen  [author] 7 Jun, 2017 @ 2:46pm 
Didn't tried that mod myself. Let me know if your guess is right. However, if any imbalance will happen, I think the change should rather be requested from the The Belt mod making adjustments in regard to possibility of the asteroids to be of large size.
TheMadMan 7 Jun, 2017 @ 1:05pm 
@Yandersen
Yeah, that...that shouldn't be possible. At least in regards to sheer balance. I've got several asteroids in my empire with over 100% mineral modifiers, one being nearly 150%. By the time I'm done growing it, it'll be close to produce 1k in minerals itself.

I'm just letting you know for...reasons. I don't know. I just like posting unexpected stuff that crops up during modding.
Yandersen  [author] 7 Jun, 2017 @ 12:39pm 
Those asteroids will be a donor candidates if the mining station built upon them, but once colonized, they will not shrink. If spaceported and terramoduled - they will grow.