Stellaris

Stellaris

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All These Worlds 4.0
   
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2.738 GB
29 Jun @ 9:08am
15 Jul @ 7:28am
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All These Worlds 4.0

Description
All These Worlds has been updated to Stellaris v4!
This is the base mod, it is an updated ATW Lite, but with far more content and even less overwrites.

Although almost every planet class seen in ATW 2.0 is present here, some features were not included, like the dynamic habitability. And for now I have no plan to bring that back, but other missing features may be added in future add-ons, while others are present but have been simplified, like the ability to improve the Atmosphere.
If you want to see a more diverse galaxy while sticking with vanilla features, you should try this mod. No vanilla files are overwritten, only one event for the Aquatic Ocean Paradise origin and effects to change Earth and Mars textures as well as Earth's starting deposits have currently been modified.

Compatible ATW add-ons:
ATW 2.1 Clear Textures - If you prefer a clearer view of the planet's texture, this mod removes the atmospheric haze effect. It overwrites a few image files of the main mod so it does not need updating, load after the main mod.

Recommended mods:
UI Overhaul Dynamic - If you want the enlarged planet portraits, load before.



One of the first things you may notice: Planets got new names (only localized to english). Uninhabitables have generic names, while habitables have a more scientific-sounding name, and this includes the planet modifiers that get spawned for each planet and only serve to give you some info about that particular class. For instances, there are 11 types of gas giants, including standard, hot and ice giants, each have a class, a texture and a portrait. A clever script spawns the information modifiers and changes texture and portrait, no actual planet classes have been added, so the mod should be very compatible with other stuff. If some even, vanilla or otherwise, changes a planet class mid-game, there is a script that runs when you load a save that checks for such cases, and replaces the modifiers and art work, so when this happens, just save and load.

Besides the Planet class modifier, there are also Atmospheric and Environment modifiers, which give some bonuses or penalties in habitable worlds. The environment modifier is also responsible for defining which surface portrait the planet gets, as in some cases planet classes may have 2 or 3 possible environments. Sub-optimal atmospheres result in a number of blockers being spawned, depending on the planet size (and extra for Tomb worlds). These blockers give a small hit to habitability, but can be removed with a new technology, the old vanilla Atmospheric Manipulation. Once these blockers have been removed, there is also a new Decision that allows you to improve the atmosphere to Optimal standards, and if the planet is of the Tomb class, it will also be converted to a Restored Tomb with a new surface art. The environment modifier cannot be changed for now, I haven't decided if I will change this in the future.

Terraforming has been adapted by adding a script that runs after terraforming is complete, which will pick a specific planet class depending on the planet type you terraformed into, and spawn the proper modifiers.
Standard terraformed worlds get the Engineered environment modifier, which results in the planet portrait being unique, one for each planet type.
The World shaping perk allows terraforming to Gaia as usual, resulting in Optimal atmosphere and Seeded environment, but there are 3 classes of Gaia worlds, depending on the star system's star class.
The Detox perk has been made more useful: If all goes well, when the galaxy is generated, the Toxic Terraforming modifier will be moved to large worlds, so successfully detoxing one will give you a Mega habitable world (above size 25), and there is one class for each planet type.

When the game starts, every uncolonized world gets an orbital render as portrait, but once the world is colonized, or if in the case of uninhabitables a mining/research station is built, the portrait is changed to the surface art. If you find a bug during the game, try save-loading. Habitats should not affect this currently, I may try to change it in the future.
Aquatic species will also get the submerged portrait art when colonizing other worlds, depending on the climate. In the case of the Ocean Paradise origin, the world texture will show a completely submerged oceanic planet, and the environment modifier will be unique.



Here is the list of vanilla planet types and their new names:

Uninhabitable:
Gas Giant - Gaseous (11 different classes)
Molten - Molten (2 different classes)
Cold Barren - Airless (3 different classes)
Barren - Barren (6 different classes)
Frozen - Oceanic (4 different classes)
Toxic - Marginal (15 different classes)

Wet Climate - Humid:
Continental - Telluric (5 classes)
Ocean - Pelagic (5 classes)
Tropical - Thalassic (6 classes)

Hot Climate - Arid:
Savannah - Thermo-telluric (4 classes)
Desert - Thermo-pelagic (2 classes)
Arid - Thermo-thalassic (6 classes)

Cold Climate - Frigid:
Arctic - Cryo-telluric (4 classes)
Tundra - Cryo-pelagic (4 classes)
Alpine - Cryo-thalassic (5 classes)

Others:
Gaia - Gaia (3 classes)
Tomb - Tomb (2 classes)

Having some types have more classes than others makes no difference, the mod does not convert habitable planets to different climates. But this is not true for Uninhabitables, in some cases there may be some conversions, for instances you may find Molten worlds farther away from the star in some cases, while the Chthonian modifier only spawns on molten worlds but I consider the Chthonian Class an Airless world and not molten, so any moltens with the chthonian modifier are changed to cold barren and assigned to the Chthonian Class.

Here is a complete list of the mod's Planet Classes, complete with some info about how the script assigns them (uninhabitables) and the possible environments (habitables):
All These Worlds 4.0 Google Sheet[docs.google.com]



Like usual, ATW uses original planet textures by artist Chris Adamek to make the planets look more realistic (almost every world class has had it's texture replaced), combined with the wonderful artwork from Gateman's Planetary Diversity, used with permission. The mod would not be possible without their support.
Chris Adamek's website[www.starlight-universe.net]
Planetary Diversity Mod

FAQ (Frequent Annoying Questions):

Is this compatible with Planetary Diversity? No, both mods change planets.
Is this compatible with Realspace? Hmm.. Maybe.. I haven't been following the mod, maybe the base mod works but the one with the new planets, probably not.
Is this compatible with Gigastructures? It should, but I wasn't able to test it.

I invite you to visit my Patreon[www.patreon.com] page where I post info about what I'm up to. Subscribe if you want to support my work.
[www.patreon.com]

Please rate this mod if you like it.
74 Comments
Lex Peregrine  [author] 3 hours ago 
Manually replacing modifiers may trigger a planet portrait change after you save and load, but keep in mind a planet class will not support every environment, and this may result in weird results or none at all. Atmosphere is safe to change, but you can upgrade it after you research atmospheric manipulation anyway, or after terraforming.
Lex Peregrine  [author] 3 hours ago 
Thanks Sypher_77. For the planet modifier, its class_something, the environment is environment-something (with a minus instead of underscore), atmosphere is similar to environment but the names are harder to guess, best way would be for you to find them in the mod files.
Sypher_77 9 hours ago 
First off, awesome mod and thank you. Second, if i wanted to mess around with the modifiers via console, how are they written. ie: planet_class, atmosphere etc...? Thanks:)
Lex Peregrine  [author] 19 Jul @ 8:18am 
@Lazy Author, not a bug, I did not commission a new texture for the Relic nor a few other vanilla worlds, so I also do not have orbit renders. These cases will always show the surface view. As for your other issue, the save and load method will correct it, very minor annoyance :)
Lazy Author 19 Jul @ 7:47am 
Not sure if this is a bug or not, and if it was already reported, but I will report in any case

Uncolonized Relic worlds show the planet surface portrait, instead of the orbital render portrait

The Rubricator Event chain, which has the special system relic world, because it automatically surveys the planet upon entering the system, the mod modifiers are not applied to the relic planet. However, because I have not attempted to save load method, it might be fixable that way
Large_Gremlin 16 Jul @ 2:34am 
Thanks sir.
Lex Peregrine  [author] 16 Jul @ 2:34am 
Thanks tilarium :)
Lex Peregrine  [author] 16 Jul @ 2:33am 
@Large_Gremlin, there is:
the old Lite which is not as good as this one
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2718002306
Or a more feature-rich version
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3120240811
which has an add-on with further changes
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3286387468

These mods will no longer be updated.
Lex Peregrine  [author] 16 Jul @ 2:30am 
@Lazy Author, not really, I have some plans to include in an add-on mod, but nothing like that and I only have time for so much.