Stellaris

Stellaris

[2.1] Stellar Expansion - Geoengineering
 This topic has been pinned, so it's probably important
King Lemming  [developer] 14 Nov, 2016 @ 8:11pm
Mod Compatibility
It's compatible with everything, but not necessarily optimal.

No, you don't have to start a new save.

Thanks for checking this.
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Ruby 21 Nov, 2016 @ 2:08am 
With regards to mod compatibility, why not have the events structured something like this[pastebin.com]? That way, other mod authors can set their custom planets to have the relevant flag(s), thus allow terraforming through this mod, by doing something like this[pastebin.com].
King Lemming  [developer] 21 Nov, 2016 @ 6:03am 
Seems reasonable. Also seems like it's a lot of extra events and CPU churn.

I'll have to test any impacts before I do something like that.
Zeratul Vergil 28 Nov, 2016 @ 8:01pm 
hi.. can you make this compatible with Strange Homeworld and Colonized Unlimited(c) mods?
King Lemming  [developer] 28 Nov, 2016 @ 8:34pm 
It's already compatible, in that it works alongside them on planets which you can normally inhabit. I'm otherwise not sure what you are asking.

Stellar Expansion has a Terraforming module which handles planets that can't normally be colonized.
Zeratul Vergil 28 Nov, 2016 @ 9:06pm 
strangely, after I construct the geoengineering complex, I can't upgrade it into gaia formation complex..

the mod i use:
- advanced jump drives
- alpine backgrounds
- alpine tiles
- automated ship behaviour
- board that ship
- buildale galleon
- carrier sections
- civilian trade
- ethic & government rebuild
- ethos unique tech and buildings
- fallen empire buildings
- Genemod UI+
- ISB graphic
- ISB balance
- more events mod
- more home system
- more tilesets
- orbital (standalone)
- protoss species
- realistic ships
- remove aura graphic
- ringworld home
- ringworld restoration
- savannah tiles
- sins of the prophets: stellaris
- sins of the prophets - ISB patch
- stellar expansion: geoengineering
- TWF's bunch of ship parts
- TWF's ISB patch
- colonized unlimited
- strange homeworlds
- strange homeworlds + ethics and government rebuild
Last edited by Zeratul Vergil; 28 Nov, 2016 @ 9:06pm
King Lemming  [developer] 29 Nov, 2016 @ 7:28am 
Found your problem. You aren't using nearly enough Stellar Expansion mods. :P

Kidding, of course. Offhand, there's nothing that would cause that, except for you not having the Gaia Creation technology. The only conditions are that the planet can't be a Ringworld, Gaia World, or Tomb World, and that you have the tech. So one of those isn't true.
Zeratul Vergil 29 Nov, 2016 @ 9:33am 
yeah.. so I tested with Realistic Ships, Stellar Expansion: Geoengineering, Colonized Unlimited and Strange Homeworlds mods activited.

if Realistic Ships mod is activited, I can't upgrade the geoengineering complex to gaia formation complex, nor I can geoengineering the planets to other planets with right buildings
Last edited by Zeratul Vergil; 29 Nov, 2016 @ 9:34am
House of Krey 15 Mar, 2017 @ 4:07pm 
Compatible with Planetary Diversity?
Tom Fyuri 1 Apr, 2017 @ 12:56pm 
@Eowyn the Badass
Planetary Diversity: You won't be able to terraform into new planet classes. As well as they (swamp/cascadian/etc) are not possible to terraform into anything else once inhabited.
Meltup 11 Apr, 2017 @ 3:34pm 
I salute you, King Lemming!

That was quite the amount of scripts to go through but I have finally done compatibility patch for Planetary Diversity (increasing amount of normal planets from 9 to 24? Hell yeah!):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=903405551

Edit: Patch is out of beta now! \o/
Last edited by Meltup; 16 Apr, 2017 @ 4:11pm
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