Stellaris

Stellaris

Starscraper
Hansetron  [developer] 12 Apr, 2020 @ 1:09pm
Bug Reports
See something bizarre or unusual? Let me know!
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Showing 1-10 of 10 comments
Spirit 28 Apr, 2020 @ 6:58pm 
cityscapes from "Elves of Stellaris" dont create a proper ecumenopolis cityscape and show mammalian instead
Hansetron  [developer] 28 Apr, 2020 @ 8:42pm 
So far I have verified that custom city sets work both in city set background (the buildings you see) and lighting color on the planet. (Testing using the Machine Ship Set mod since I have it handy. That makes the lighting blue, for example.)

I have also gotten other vanilla sets like reptilian etc to show up.

The code used to make your homeworld a city planet is the same as what's in the arcology project.
change_pc = pc_city set_planet_entity = { entity = "city_planet_entity" graphical_culture = owner }
So if the planet is still becoming an Arcology for you, this block must fire. What must be happening is that your graphical culture aka the elven city set is not being picked up by this event.

Does you error log say anything potentially useful? You'd have to start a game, then check the log after your homeworld has been generated.
Hansetron  [developer] 28 Apr, 2020 @ 9:15pm 
I played around with a few in game console commands & effects that can change your graphical culture, but the only one that affects existing planets seems to have a global scope (It affects everyone.)
Without doing a huge deep dive into the Elves mod, its hard to diagnose.
Also I assume your other planets are working fine?
Mrixl2520 17 Feb, 2021 @ 9:27am 
Hello! Downloaded this mod the other day and really like the way it fits into my playstyle. Its like a little on-going mini quest to build and maintain. Its quite fun having it as a capitol planet.

The trouble I'm running into is that when I start a game with it, all of the habitable worlds I find are very similar: 7-9 City districts, 2-4 generator , 1-2 mining, and 3-6 agriculture. I test ran several quick start games just to see if it was a one time thing but each of the games where I started with this origin only found habitable world with this layout. About 50% of the less habitable worlds also followed this layout. Any way to fix?
Hansetron  [developer] 24 Feb, 2021 @ 1:36pm 
@Mrixl2520 this mod does not change anything related to galaxy generation. The only thing it does is call a custom event at game start to set up the capital world. As far as Stellaris knows, you have a completely normal empire for generation purposes.

I'm not trying to deflect, it's just the mod files are so small that i literally cannot see anything that touches generation like that.
Ragnarok 19 Apr, 2021 @ 10:14am 
Due to the 3.0 rework, the game starts you off without any means of making consumer goods or I think alloys in the required quantities. I think you may want to edit the ecumenopolis to start off with 1 industrial and 1 foundry district and remove the blockers, otherwise the economy is a mess.
SuperMegaGlitch1 15 Jan, 2022 @ 12:05pm 
when i start an empire with the Starscraper or Inflection Point, the prescripted ideal planet becomes an ecumenopolis, is there a fix?
Hansetron  [developer] 15 Jan, 2022 @ 7:34pm 
@SuperMegaGlitch1
Are you potentially using other mods?
I know there are some modpacks that change how ideal planet classes are assigned to handle expanded selections of planets.

A quick test game seems to be correctly functioning, although i use very few mods. (Only my own.)

This mod does not actually invoke the command to change ideal planet class, it only changes the starting colony - think post-apocalyptic rather than life seeded.
SuperMegaGlitch1 16 Jan, 2022 @ 5:28pm 
Originally posted by hanson825:
@SuperMegaGlitch1
Are you potentially using other mods?
I know there are some modpacks that change how ideal planet classes are assigned to handle expanded selections of planets.

A quick test game seems to be correctly functioning, although i use very few mods. (Only my own.)

This mod does not actually invoke the command to change ideal planet class, it only changes the starting colony - think post-apocalyptic rather than life seeded.

That's the problem, i don't want my next colony planet to be a ecumenopolis, it's out of RP.
Hansetron  [developer] 16 Jan, 2022 @ 6:51pm 
@SuperMegaGlitch1
In case it was unclear - the code that defines both origins changes the *starting colony* - your homeworld - to an ecumenopolis.*

Your guaranteed habitable worlds are generated based on the ideal planet class. Changing this is a different command that isn't present here.

I can roll new games using these origins and my guaranteed habitable worlds will still be Arctic or Tropical or whatever. (You can use debugtooltip to prove that they in fact are the guaranteed colonies and not random chance.)

I have had people bring up that their colonies show up as ecumenopoleis in the past but it isn't this mod that does it.

*actually it changes it to a placeholder class which then it set by a game start event to an ecumenopolis, but that's not perceptible to players.
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