Stellaris

Stellaris

WH40k Planets Renewed
Bedivere  [developer] 25 Feb, 2021 @ 6:58pm
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Find something big-like or that may be a bug, post it here.
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Showing 1-15 of 24 comments
i think i might have noticed a glitch when using the real space mods, i've noticed that a whole bunch of refinery and forge worlds will spawn all over the place but none of the exotic real space planets spawn like karsts or tidally locked worlds. I think there might be a slight bit of overlap there but i don't know how to get any concrete evidence beyond just a severe lack of one and an abundance of the other.
Bedivere  [developer] 3 Mar, 2021 @ 8:39pm 
I suspect that both add planet spawns to the game so whichever is lower on the mod load order will likely take priority. I would expect that if you move the real space mod(s) below the 40k planets mod you would see the reverse happen. I don't know without testing though.
Panzerfanlol 9 Mar, 2021 @ 5:54am 
Tested it for you, using ALL the real space mods up to date -
first try (when i came here after encountering it) this mod was at the bottom of my load list, re-loaded with it at the very top and it still loads random refinery and forge worlds (ALOT of them)
Bedivere  [developer] 9 Mar, 2021 @ 6:50pm 
Thank you for testing this, I'll take a look at how the planet spawning works in both mods. At this time it is looking like I will likely have to reduce planet spawns for this mod to a point where finding one the worlds spawned in is more of a rare and fulfilling event.
Panzerfanlol 10 Mar, 2021 @ 6:20am 
I didnt get far in my playthrough before I had to do stuff but can you use decisions to make an existing and colonised world into a 40k world ? or do the planets existing as an option all together put it into the generation pool ?
Last edited by Panzerfanlol; 10 Mar, 2021 @ 6:20am
Bedivere  [developer] 10 Mar, 2021 @ 7:07am 
You can take any colonized vanilla world such as continental, desert, ect. and upgrade them to 40k worlds using decisions. There is a progression and you don't have access to things like forge or refinery worlds until you first have an industrial world at 20 pops. So getting access to these types of worlds without having to pay the cost of time to grow a population should be a rarer event as they are powerful worlds to hold.
AlphaLoures 16 May, 2021 @ 9:11am 
There is an error. (Found with Irony mod manager)

Error in common\3.0.2 Change Log.txt: Ln: 11 Col: 92
from @habitable_spawn_odds = 1 to 0.25 (should be 1/4 the amount spawning as no
^
Expecting: end of input or statement
Inucroft [HN] 10 Aug, 2021 @ 2:31am 
During Galaxy creation, the worlds are added into the galaxy. I've been finding the odd empty small hive world
Numb 28 Nov, 2021 @ 1:18am 
On my homeworld my pops dont fill these mods costom jobs like corpse rycler and stuff and its rly htting my economy they go jobless and dont fill in the 10 servitor or recycler jobs
Omnizid 9 Jun, 2022 @ 7:34am 
Hello there, i have a problem with jobs, dont know if its a bug caused by this mod but maybe someone can help me, so i have 30 soldier jobs and they were all filled up until i decreased the priority now i have the problem that i got plenty clerk jobs and stuff but they dont work there on their own, if i put priority on clerk then no other job gets worked on even tho i got plenty of pop doing nothing... so idk what to do, i really wanna play with this mod.
pretty sure the mod ♥♥♥♥♥ out blockers, half the planets cant build city districts cuz blockers, not just the mod worlds
Bedivere  [developer] 11 Aug, 2022 @ 10:39pm 
Originally posted by the 15th dalai lama kreanosaurus:
pretty sure the mod ♥♥♥♥♥ out blockers, half the planets cant build city districts cuz blockers, not just the mod worlds
So that is something I have only seen on the mod worlds that spawn in automatically. I haven't seen that on vanilla worlds when I run this mod solo. I suspect you may be seeing a fun interaction with another mod. If remember right the code for spawning in the worlds is based on the vanilla relic world script so if you have a mod that effects that it might be the cause.
7th Fleet 12 Mar, 2023 @ 9:17pm 
Originally posted by the 15th dalai lama kreanosaurus:
pretty sure the mod ♥♥♥♥♥ out blockers, half the planets cant build city districts cuz blockers, not just the mod worlds
had this in my game too + the workshop fortress district and the archeotech administration districts give just housing but no jobs on the armory world
Bedivere  [developer] 13 Mar, 2023 @ 12:18am 
Originally posted by Bavarian Power:
had this in my game too + the workshop fortress district and the archeotech administration districts give just housing but no jobs on the armory world

I have seen this before, I think this is either a mod conflict or a version conflict the last times I've seen it. It's possible that changing the load order will fix it. I am curious what mods and game version you are running. Not sure I will get to troubleshooting mod conflicts but I might.
HDreaper 11 Apr, 2023 @ 1:10pm 
I think I've found a conflict with the current version of Districts Overhaul, can't build industrial worlds despite the fact I fallowed all instructions
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