Stellaris

Stellaris

WP's New Worlds (3.14)
WP 🥔  [developer] 26 Jul, 2024 @ 3:36am
Technical / Known Issues / Compatibility
General:
The planet textures come in 2k, which is the standard size provided for all Vanilla planets.
- Clouds are 4k though, (as established years ago in IG), so you always have something very crisp to look at.

This mod adds a new GUI for the empire screen to select your home-worlds. It's slightly offset to the left in the Vanilla UI and looks a bit clunky because I made it for UIOD where it fits perfectly and I highly recommend! It's not a really big "issue" in any case.

Speaking of the empire screen, there is a brief visual bug in which icons render outside of the scrolled area for the first frame. It goes away as soon as you scroll. As far as I'm aware I can do nothing to fix this on my end, it's a Vanilla issue.

And lastly on the empire screen you can expect a slight lock-up when opening the page for the first time. You may not spot it if you're installed on an SSD. Stellaris just takes a second to catch up here as it's about to show you a preview of a bunch of new planets at once!

I have provided a number of configuration options for you to play with in the script_variables file. They let you adjust the spawning of the planets in cool ways. For example:
- Want a galaxy of ONLY tempest worlds? You can do that.
- Love one of the new worlds? Add more.
- Hate one of the new worlds? Disable it completely. Not a problem.
Anything really.

Try it out and have fun.

Compatiblity
As explained at the top of this workshop page this mod was made for my planet view mod and does require it. Load this second/blow/after the Planet Viewer.

Works fine with all my other planet mods (Dangerous Wildlife Expanded, Alien Pets Expanded, Planetary Features Expanded.) They should all load above (before) the planet viewer.

Should work just fine with GPM.

It should work out of the box with colonization mods, habitability mods, district mods, building mods, the lot. New worlds doesn't touch very much at all - it just looks like it does!

Immersive Galaxy:
As explained on the main workshop page - this mod is built-in with elements of the "Immersive Galaxy" series. There is a bit of a story to this that ultimately is about compatibility. So strap in.

First, I'm not an artist whatsoever. I can rearrange pre-existing work (crops, recolours, etc) but little more. As you can see in most of my mods, I've used StableDiffusion to create the UI art (which is where the main focus is.) But that left me without actual planet textures - and that's where IG comes in.

For those that don't know, the IG mods were made by "Dwaine" nearly seven years ago and thoroughly impressed people. After a short time Dwaine left the scene with a note that other modders were able to use his textures for their own projects as long as credit was given. Which is where I come in.

How it works:
In Vanilla stellaris there are already 3 texture variations of each habitable world (Savannah, Arctic, Continental, etc), and IG expanded that all the way up to 15. Incredible stuff. What I've done is to reassign those 12-or-so bonus variations. Instead of being possibilities for a generic "Arid" world, they are instead used as defacto appearances for my new worlds! So the result is that the Vanilla classes still have 3 variations, and all the new worlds get their own. Sometimes my new worlds have just a single texture, sometimes many (all documented on the spreadsheet.) I've also recoloured a bunch, sometimes edited the spin of the planet, the size, whatever. For example rainy worlds have thick clouds, the "Sanguine" world actually has red seas. It's been a great way to have unique model art assigned to every world.

Uninhabitables:
It's worth noting that the IG series also included a bunch of textures for uninhabitable planets. Gas giants alone have like 40 variations! I've grandfathered these in to the mod because they're awesome and for reasons explained below.

What I've included:
The texture varieties for all the normal classes
And the uninhabitable classes.
NOT the night lights or the bombardment effects (I'll let you choose which mod you like for these on your end, and if you even want to run them)
NOT the planetary shield effect (there are other great ones on the workshop)
NOT the ringworld stuff (apparently this can be buggy with scaling mods).

Performance and 2k not 4k:
IG had both a 2k and a 4k offering, I've picked the 2k edition for this mod. This is specifically to reduce system-view load stutter. To explain: In Stellaris, whenever you click into a system view the game will immediately load ALL possible planet textures it can find, even if those planets aren't even in the system or going to show up. What that means is that a couple of high resolution textures are fine (such as clouds, which get reused a lot!) but lots and lots of them will start to create a noticable hang/delay/stutter whenever you click on a system to enter system view. This is likely a datastream thing and installing on a fast SSD might help. IG includes SO many texture variations that going to 4k with all of them becomes very noticeable. 2k is what's used by Vanilla, so I've stuck with that.

So first compatibility tip: You do not need and should not run "Immersive Galaxy" mods with this. It already contains their assets, but up to date!

The Stellaris Texture Pack and Other Projects:

I am not the only, nor the first modder to utilise IG's old assets. In fact, over the years there have been a bunch of projects fixing them up for the modern game and improving them. The current biggest and best of them is in my opinion the Stellaris Texture Pack by Protodeus, who has actually gone ahead and made some of their own textures to add to the pile. Very cool work.

You can in theory run mods like these together. One downside is that it will mean that the base planet classes (E.g Arid, Desert, etc) regain those 12 or so texture variations and might sometimes look like the "New Worlds" planets. But maybe that's not a massive problem.

Having seen this, for a while when making this mod I was considering NOT bundling most of IG into it. I planned to instead point people to the STP or whatever else they'd like to use. And this would make my own mod even more light weight after all! But there is a serious problem with this method: The datastream issue I've explained above. With both mods everything would duplicate and for very little reason. We're talking about dumping a huge amount even more textures into the game and system-view load might become noticeable.

That's why I ended up bundling the other elements of IG all directly into this mod. So everything is contained and with minimal data.

What I would like more than anything is to get into contact with "Protodeus" to collaborate on some kind of patch mod or something so we can have the best of both worlds. In that situation I would rip out all "extra" IG textures from this mod, only use the bare minimum to cover my new worlds, and people can run a texture pack of their chosing for other game elements on top. But the great shame here is that Protodeus, like Dwaine, appears to be missing now as well (as of a year ago) and hasn't responded to my messages. So I'm out of luck. If you head to "The Future" thread below I have more details about what I can or can't do, and how badly I'd love a texture artist!

To sum up:
Don't use IG, and I don't particularly recommend other mods based on IG (even though they have cool things!) without a real patch/solution. Everything is contained here.


Planetary Diversity, Real Space:New Frontiers, and so on:

These are amazing mods that are obviously very similar. Realistically I recommend picking just one because there will be all sorts of bugs and weirdness if you don't. I think it will be technically runnable because my mod is so simple, but I haven't tested it on any level. If you're interested more specifically in the difference between my mod and something like PD check out the comment below because obviously there are a lot of comparisons to be made!

Empire Creation:
This mod overwrites the empire creation screen where you select your home-world. I made this to be compatible and look nice with UIOD, just make sure to load this mod AFTER (beneath) UIOD. UIOD is not required, but my new homeworld selection UI is slightly offset without it.

Overwrites:
I make almost no overwrites except for a couple of harmless LOC keys. This mod has a small footprint.

Mod makers can contact me any time to talk compatbility between our projects!
Last edited by WP 🥔; 26 Jul, 2024 @ 6:01am
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Showing 1-4 of 4 comments
WP 🥔  [developer] 26 Jul, 2024 @ 3:36am 
This Mod Vs PD et al

General Differences:
I absolutely love Planetary Diversity, and I love Real Space: New Frontiers, and other mods like them - I really do! Expanding the worlds you can settle is just awesome and I was running PD way back in 2018 or something - I remember distinctly finding a rare mycellium world on the old tiles system. I'm a fan.

However, the modded Stellaris I'm going for these days feels a lot more Vanilla. To that end the other planet expanding mods add more than I'd like - sometimes with really major concepts bundled with them like colonising uninhabitables. Origins and civics and ascension paths are cool and all, but there are about a hundred ones I still didn't get to in the base game to play first! And that just keeps expanding with official updates. I wanted a more simplistic alternative. A mod to add some new places for my populations to live while making exploring the galaxy that bit more exciting. Not much more. Something reliable. Something with strong performance. Contained. Drop it in a modlist with minimal bugs or hassle.

So that's what this is trying to be. A much more narrow scope.

Obviously, this mod also differs from the others in how I personally categorise and imagined cool new world types. My own tastes and opinions on fun geography/terminology and ability to create art is obviously different.

No Gaia / Ringworld Varieties
I'm very behind the concept of a gaia world being the ultimate crown jewel, an out-of-the-box excellent environment for most lifeforms to thrive. This is how Vanilla presents them. In my opinion having different types of Gaia, then, with different pros and cons kind of detracts from that fantasy. Similar situation for ringworlds. To that end, I have no sub-types of these places. I'll note that this doesn't mean that there aren't different visuals. Dwaine did some amazing work and so there are still many texture -appearances- of gaia worlds - they can be quite dramatic!

Oh, also no artificial (Relic/Ring/Habitat) varieties yet (as discussed in "The Future" thread.) I'm just not excited about artificial classes at the moment, what more can I say.

UI Art Differences:
Art handling here is very different. As mentioned - I have no talent for digital art. What I CAN do is generate some reasonably appropriate AI-art. Now obviously in the Vanilla game the main art area that changes with new planets (or entities) is the city_view planet portrait bit at the top. And you'll see that pre-existing planet mods have all gone to great lengths to create new pictures for that area. Generating appropriate art for the city_view area of the planet viewer is, however, extremely hard! It has to be a very specific horizon-view of a planet surface, split into multiple layers, with nice high areas to play with perspective, fit the art style, and then finally look good with the cities. Even with dedicated artists I've found a lot of mods on the workshop really struggle with this. And I bear no ill will in that observation/judgement - it's just a crazy hard job to do. So, with all this in mind, I opted for my own approach:

I do not change the city_view art area of my new worlds (though I've done some recolours). This means the city art area always looks of a vanilla quality and decent standard. I do, however, make big changes to the side_view and lower environment art areas (as well as the army screen) which are created by my "WP's Planet View" mod. These provide huge amounts of flavour and differentiation between the new planet types and can be much more creative in the kind of environments/scales they depict, since they don't need to worry about meshing well with cities. All of this should probably have been obvious from the image slideshow on this workshop page. This concept of using that side area on my planet view mod is literally why these two mods exist - they were made together and for one another. The plan was always to create this planet variety mod!

For what it's worth I can also provide/create cool tile building backgrounds too which would make planets feel even more different (as in pre-2.0!) but I've mostly kept them Vanilla for now because I don't have any art for them.

Technical Differences:
Just like both RS:NF and PD I've opted for the most light weight and compatibility friendly method of implementing "fake" planet classes. That is to say that, technically, this mod doesn't add any new planet classes at all! It simply "skins-over" the existing ones to make them look and feel different, even though the gameplay and performance/compatibility costs are non existent.

There is a slight difference, however, due to the fact I've made this for my planet view GUI mod. Both RS and PD opted to use planetary modifiers to denote their new worlds (calling them subclasses, or whatever). I've found this a bit cluttered and unfortunate in gameplay because it means much of the new flavour is boiled down to a tiny modifier that you have to mouse over for details. Planet names still read as "Arctic" even when they're supposed to be something more exotic, the planet descriptions still read as generic "Arid" ones unless you mouse over the modifier, you get the picture.

Happily, my planets go further and will update the descriptions and planet class names fully (even responding to weather), with no need for this "subclass modifier" idea at all. It means that for the most part this feels exactly like new planet classes have been added! I'm pretty happy with the result!

With regard to terraforming, I have opted to follow in PDs footsteps with their fantastic concept of an event pop-up letting you select your exact flavour of world once terraforming has completed. Brilliant and clean idea.
Last edited by WP 🥔; 26 Jul, 2024 @ 6:03am
Thanks, great mod :steamthumbsup:. Found one issue: If creating a custom aquatic species I can't select any of the non-normal class ocean worlds.
WP 🥔  [developer] 15 Apr @ 11:00pm 
@Duderidoo
Yeah I haven't set aquatiuc up as a homeworld for the new classes yet, but it should work for all the others! Let me know if it doesn't!
I believe you, and for me: I'm glad that you guys have the access to the gaming experiences you'd want in this arguably good gaming activity.
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