Stellaris

Stellaris

!!Planet Development Overhaul - See Stellaris Realism instead
 This topic has been pinned, so it's probably important
ButtJunkie  [developer] 22 Apr, 2018 @ 4:57am
Bugs and Balancing.
Before posting your issue, please note that:

1. The mod hasn't been balanced for machine empires/hiveminds yet.
2. Some traits, traditions, perks, civics etc haven't been adjusted to suit the mod yet. These aren't bugs, they just haven't yet been addressed.
3. Planets are limited to 5 pops (8 pops on homeworlds). This helps game performance and reduces clutter.
4. Food buildings added by other mods are removed every 60 days for balance reasons.
5. The only buildings that the mod supports by default are the vanilla planetary and empire unique buildings. Buildings added in by other mods will make the game easier.

To do:
- Change horizon signal event planet size <10.
- Syncretic Evolution.
- Shield balance.
- Governors don't gain experience without construction.
- Population purging/remove population if colony wiped out.
- AI budget changes.
Last edited by ButtJunkie; 2 May, 2018 @ 1:11am
< >
Showing 1-15 of 116 comments
Br0nco 22 Apr, 2018 @ 6:36am 
with the Life-seeded civic the starting planet has regular buildings
ButtJunkie  [developer] 22 Apr, 2018 @ 6:38am 
Should be fixed now. Also removed the food deposits but left the rest.
Last edited by ButtJunkie; 22 Apr, 2018 @ 7:25am
Br0nco 22 Apr, 2018 @ 9:55am 
so i built a planetary orbital ring and i got one called orbital ring and another called planetary orbital ring (for the same planet).
Carredin 22 Apr, 2018 @ 11:09pm 
Noticed that when I load a save, sometimes I'll get extra influence (normally +200ish but once got full).
ButtJunkie  [developer] 22 Apr, 2018 @ 11:15pm 
Not sure what could be causing that but I'll try to track it down.

The orbital ring bug should be fixed.
Carredin 23 Apr, 2018 @ 12:04am 
also can build planatary rings on uninhabited planets
ButtJunkie  [developer] 23 Apr, 2018 @ 12:26am 
Not the case on my end - have you checked since the update?

If it wasn't in the last update, it's done for the next one (I'm making sure all unique buildings are constructable).
Last edited by ButtJunkie; 23 Apr, 2018 @ 12:30am
DustCloud 23 Apr, 2018 @ 1:11am 
find a bug(endless loading screen)
first i try run this mod with a ongoing save, then it operate prefectly
after get intrested with this mod, i decide to open a new game with it,then here comes the proplem:
loading screen stuck at about 67% percent
i have some mod like alpha mod, add planet modifer mod that may cause incompatible problem...
:steamfacepalm:
i check the error.txt and system.txt, no obvious crash found
so i guess maybe problem comes to the different planet mmidifier?
anyway, by add mod after start a new game, i can still enjoy this amazing mod:steammocking:
ButtJunkie  [developer] 23 Apr, 2018 @ 1:19am 
Unfortunately it requires a new game (I'll add that into the description). Even if it 'works', it would mean planets would be given the incorrect values - they'd be treated like new colonies in a new game, instead of developed worlds in an existing game.
Ockoobrazniy 23 Apr, 2018 @ 6:38am 
In my game AI used planet specialisation edict without removing previous, and ge got 2 industrial world modifiers on 1 planet, is it normal?
also found planet with both commercial and industrial modifiers active
also can't end trade agreement with traders, i am selling 50 minerals, when ask to end agreement nothing happens, don't know if this mod even affects this part, sry if not, but i don't remember any active mod that uses traders
Last edited by Ockoobrazniy; 23 Apr, 2018 @ 6:52am
ButtJunkie  [developer] 23 Apr, 2018 @ 6:47am 
Just pushed a fix. Should work, but it doesn't address planets that already have more than on modifier. It'll sort itself out if they ever choose the remove focus edict.
Last edited by ButtJunkie; 23 Apr, 2018 @ 7:08am
Carredin 23 Apr, 2018 @ 8:29pm 
Noticed the AI stops expanding very early on and seems to build lots of dyson rings and not upgrade them quickly
Also seems like you gain very little unity.
Saylon 24 Apr, 2018 @ 11:55am 
Syncreatic Evolution doesn't seem to working. All generated pops were member of the main species.
ButtJunkie  [developer] 24 Apr, 2018 @ 6:03pm 
Ok, I'll add it to th first post. Will be fixed in an update or two.
[Phönix] Xaneas 25 Apr, 2018 @ 2:20am 
I have a little problem with the ai races in my game.
The AI turns every Planet into a Industrial World.
< >
Showing 1-15 of 116 comments
Per page: 1530 50