Stellaris

Stellaris

WP's New Worlds (3.14)
WP 🥔  [developer] 26 Jul, 2024 @ 3:38am
The Future
Basically to disappoint you at the top of the thread and to give a tl:dr, most updates will need someone interested in digital art to help me out. But pie-in-the-sky here are the things I'd like to do:

Planet Descriptions:
A bunch of planets don't actually have their short 1-2 line descriptions written yet. If anyone is interested in writing these with me, let me know! It's a simple thing I'm just creatively drained right now. In the meantime they use generic descriptions from their class.

More New Worlds:
I have several other cool ideas for planets I'd still love to add and I'd really love to expand the planets even over 100. You can see some of them on the spreadsheet already. As far as the UI art is concerned I can make things quickly and comfortably, but surface textures for the actual planet models are the big sticking point that means I can't go much further.

(I would especially love to do some habitable worlds with a bit of lava/volcanism on them. Because you can use emmisive textures for that and they look soooo good!)

A note on Quotas:
I'm not aiming to hit a threshold number of any one archetype or another. (E.g "We MUST have ten of all world types!!") You'll notice the mod has a great many desert, ocean and continental varieties, but far fewer tundra ones. I don't see that as a problem. There are no gameplay mechanics here anyway! I'm simply adding what I hope are great ideas I'm excited about, and then letting the numbers end up wherever. I think this is a healthy approach because it means I'm not forcing myself to invent new planets that just don't really "work". To look at Tundra as an example again, I frankly already feel that "Tundra" is a very specific idea that realistically deserves to be a variety of Arctic world rather than an archetype of it's own. Vanilla declares it as one of the major types, though, so on those grounds it's been grandfathered in and that's fine - but I'm not bending over backwards to find 15+ subtypes of Tundra landscape just because I have a lot of great Ocean ones.

Bulk Ideas:
It occurs to me that some themes/biomes/ideas are appropriate for not just one climate type, but all of them. Mushroom worlds, for example, I've assigned to Tundra. But we could totally have a Continental mushroom world, a Desert mushroom world, a Tropical one. What about volcanic or lava strewn worlds? Alpine Lava worlds work, but so do Savannah Lava worlds, and so on.

So an update in the future might bring out these "bulk" ideas. I'm hesistant on two grounds for now:

a) Keeping them locked to just a single class gives them that extra pop and makes them feel extra special
b) I'm concerned about the gameplay/habitability flow here. A player could fairly ask "My species is happy living on this type of Mushroom world, so surely they should also be happy living on THIS mushroom world". But they won't be able to without gameplay changes, which are a line in the sand for me.

Another great concept is that of an eyeball world:

https://en.wikipedia.org/wiki/Eyeball_planet

Any class can in theory be tidally-locked and I think these things just look amazing. You can find them in both PD and RS:NF. Even though they are likely common in real life I'd probably make them uncommon in game. In truth the bigger reason I've held off on these ones (and the lava worlds) is because I'd want actual panet model textures for them and I don't have the art.

Artificial Classes:
The mod currently doesn't do anything with Ecumenopoli, Relics or Habitats. They're mostly just cut for time and the fact that I'm not too enthusiastic/inspired about working on them. Candidates for a future update, maybe, but I doubt it.

I Can Modify the UI Art:
I'm happy to regenerate any AI art any time. It's not a problem as far as the UI is concerned. If a piece is wonky and you explain why, or submit your own, I'm fine to change things.

With an actual artist with me I'd love to go for real city_view art as well, but again that stuff is hard. Check out "Uncharted Worlds" on the workshop for the best ones I've ever seen (with regard to art style and meshing well with cities). I have no idea how Piet made them so good. As mentioned above, I'd love more building tiles, too.

Planet Textures:
Hopefully you've read the compatibility thread above which explains this mods reliance on "Immersive Galaxy" which has been a god-send.

...However. It would be much much better to have art made for the planet class. A planetary Delta world could look like it has a giant delta from orbit, for example. Real space executes this flawlessly. I don't really love that my one just looks like a sort-of-different regular desert. The whirlpool world should have a giant whirlpool on it! And whatever else. I've done my absolute best to assign the closest art I can but having a more fitting texture for each new world would have been a dream come true.

Carbon Worlds:
I have another mod coming up that revives a bunch of cut content (the classic strategic resources), and it would be really useful to have a dense carbon/crystal style uninhabitable world to be able to mine the crystals from (like Yurantic, Aldar). I could in theory just use the Vanilla "rare_crystal_asteroid" but... it's a bit fantastical and is meant to be rare.

So at some point I'll probably add one new archetype of actual real planet classes for a new type of uninhabitable planet - themed around minable glasses/crystals/precious stones. Like an obisidan world, diamond worlds. Some of these ideas already appear in other mods and work quite well! Speculative ideas are on the spreadsheet.

4k, maybe:
As mentioned in the IG section in the compatibility thread above, I've opted for 2k textures for the first release. Perhaps in the future I'll see whether 4k are a good idea, but I doubt it. If anyone makes a patch let me know how it plays!

On a personal note, I'm quite interested in mods like "Landmass" for my load order which makes planets much bigger (check it out!). You can have full scale space battles in the looming orbit of a habitable planet in the background, it's pretty cool. Anyway with planets scaled up larger the 4k textures would probably really shine. So it is, ultimately, a topic I'm open to.

Something Else?
That's all I have! Do you have a cool idea I could add to this?

And if you think making planets (it's a lot like map making) sounds fun please never hesitate to message me. I'm available. As long as this message you're reading right now hasn't been edited/removed, it means i'm still looking for an artist.
Last edited by WP 🥔; 26 Jul, 2024 @ 7:24am
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Showing 1-12 of 12 comments
ASulkyDragon 26 Jul, 2024 @ 9:29am 
what if they could have their own random species on them? no gameplay impact, just like a view where it shows the randomly-named species with random portraits
alternatively, they could be non-upliftable presapients for gameplay impact (you could still hunt them or do whatever you do with presapients to them)
ASulkyDragon 26 Jul, 2024 @ 9:33am 
the only other things i can think of (to make worlds more distinct) are random gravity/biomass modifiers (potentially modifiers based on class; for example, you can have less things on an ocean world unless you have a civic, but you can have alternate buildings on it) and a random array of side view arts, say 2 or 3, so that two Lavender worlds don't necessarily display the same
WP 🥔  [developer] 26 Jul, 2024 @ 10:05am 
@ASulkyDragon
It's funny, the entire time I was making this mod I was 1000% confident I never wanted any gameplay impact. But now that it's out I've been thinking a LOT about it! Like even having just a single modifier on each to give it some differentiation, I don't know. Hah. But at the end of the day I think all that stuff would be sub-mods, I'll keep this one nice and clean and Vanilla. The "Mysterious Worlds" project can definitely add some fun stuff, to these, I think. New modifiers, features, that sort of thing is possible (then again I'll probably try to keep it light as well.)
ASulkyDragon 26 Jul, 2024 @ 10:43am 
lmao, thats funny
if you want some modifier ideas, i have plenty! lol
Angelic Burrito 28 Jul, 2024 @ 5:23am 
I super applaud your design intent to keep your mods mechanically close to vanilla and compatible with others, even if they feel more spiritually ambitious than vanilla, and that you might extend their mechanics farther beyond vanilla-feel with submods. I love modularity!

I agree with your take on artificial classes, especially ecuminopoli. They're already super strong, special, freakin planet-spanning cities.
"What kind of city planet is it"? Well, there's the normal planetary designations for that: Research, Industrial, Unification, etc..
I think it's more valid to flesh out the feel/lore of those kinds of worlds with flavor events, like in the "City World Flavour" mod by Dunno. And then, sure, maybe after years of development and events that shape the "culture" of that ecuminopolis, it could gain a particular visual planet class. (Now that I typed that out it actually sounds really cool lol)

Same with your take on gaia; they're already a bizarre concept: what even is a perfect planet on which every biome is perfect for every living creature... Who knows! But let's leave those organic perfections alone! (Minor modifiers and events are good enough for me)
WP 🥔  [developer] 28 Jul, 2024 @ 5:31am 
@Angelic
Dude I love your message here, thanks! Nice to hear from someone who read all this rambling and agrees to a certain extent too! Really good point about the colony designations, I think you're totally right and on that note I've found myself pretty glad for the emblems I made to show them off just a touch more. I do think there is space for some cool varieties of ecu - like a spitiualist ecu being all these amazing church-ish looking buildings and stuff, but yeah I just wasn't too motivated here for original release.

Gaias I feel like might work if I'm very careful about their naming/ideas. To take a really shallow but simple idea "Red Gaia" "Blue Gaia" "Gold Gaia"(very rare) "Silver Gaia"(rare). Those wouldn't necessarily trample on the Vanilla idea, but would also provide some interesting variety.

Thanks again for the nice comment!
Angelic Burrito 28 Jul, 2024 @ 5:40am 
All that "praise vanilla" fluff said, I'd be excited for a submod that adds minor mechanics to your weathers, especially the extreme variants.
Really all the weathers could be rationalized (and thus their mechanics minimized) by saying that those are just the typical, frequent weathers on the planet, not actually perpetual, and that it's just shown perpetually in the UI for sake of consistency and to distinguish each planet.

And you're welcome, thanks for the mod! Only good to spread positivity!
Last edited by Angelic Burrito; 28 Jul, 2024 @ 5:42am
WP 🥔  [developer] 28 Jul, 2024 @ 5:47am 
Yeah the weathers I think would do well with mechanics. Specifically I like the idea of making it rain on a desert to get some kind of reward. Or to clear the storms on a tempest world or whatever and now it's a whole new thing! It's all theoretically possible I just really need to move on from modding in the next few days so implemented the "can't change weather" thing instead, hah.
that guy 28 Jul, 2024 @ 6:57pm 
I'd be happy to write some of the planet descriptions if you're still looking for help with that.
WP 🥔  [developer] 28 Jul, 2024 @ 10:25pm 
@That guy
Hell yeah man! Add me on steam or shoot me a message on discord if you like!
Lex 28 Jul, 2024 @ 10:57pm 
It would be a thrill if you find a well artist for city views. As soon as this happens there is nealy no limit to the flavor side of this mod.
It might be possible to add enough combinations of art that its likly that one not explore all of the possibiliys in one playthrough. One thing i noticed while experimenting with RS is that one city view might fit different side art while giving very unique feelings.
The question might be, whats the main aim. Exploration? Finding unique planets? Than you sould not stop at artificial classes. Your mod has the potential to give the immersion that every ruin and city looks somewhat different. Than the subclasses are not an subclass but mainly a optical variation.
It might be possible to bring this further and combine art with events. Or maybe a bit easier devastation. On City worlds this might be an impressive side layer that shows destroyed buildings.
Your way to implement your planet view seems to be a very powerful display of possibilities.


A Submod that use the weather to change some asspacts of a planet might be interesting, but also sounds like a big micromanagementgame . Than its not about the flavor of a world but about minmaxing.
Also it sounds like a interesting way for some terraform flavor. But i fear at this point the ai will suffer.
WP 🥔  [developer] 28 Jul, 2024 @ 11:12pm 
@Lex
Ruins are an interesting one. I've been toying a lot with including Relic worlds. The game is to hone in on what makes a relic distinct from a tomb. Even in Vanilla, Stellaris cross the streams a lot - relics for example have tomb world icons.

But I've always liked the idea worlds based on certain architecture. The graveyard world I already included comes close to this. (And perhaps the graveyard deserves to be a relic, not a tomb)

But for example a Pyramid world. A dungeon world. This sort of thing.

The other thing though is I feel when we get to architecture we're talking more about colony activity than natural geography, in which case it's more suited to planetary designations. For example any world can be a "dungeon world" as it's designation. Tropical dungeon? Crimson dungeon? Whirlpool dungeon? They're all valid.
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