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EDIT: I thought as much. Looks like it takes a troll to flaunt "lmao ur a troll" at anyone you disagree with.
You can't *precisely* set up a situation where you can have a unique planet as a custom homeworld, but you can do practically the same thing with a custom planet type: first you mod the xml files and texture pngs you need for your custom planet type (a tedious but not really difficult process--a good overall guide can be found in the workshop mod called "Example custom planets,") then you set all of its weights in WeightTableDefinitions.xml to zero to prevent the type from spawning throughout the galaxy, and finally you need to add the necessary entries to FactionTratis.xml and GuiElements.xml to make it selectable in the custom factions screen. Now, you'll still need to name your planet manually when the game starts, but, for all intents and purposes, you have your very own unique planet from that point on. The only gameplay difference will be that it won't count as any of the planet classes, but that's of limited effect. (For instance, if you have a quest like "colonize X tundra planets," your custom planet won't ever count for those: obviously you might code the localization text of your type as "Tundra" if that's what your going for, lore-wise, but internally the game will see it as a planet of type "Custom01," "Custom02," or whatever, up to twenty. It also won't count *as a unique planet* because, technically, it isn't, but it *will* of course count for its temperature, size, and fertility types.)