Stellaris

Stellaris

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WP's Planet View (4.1)
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File Size
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179.222 MB
Jul 18, 2024 @ 6:51pm
Oct 25 @ 8:13am
21 Change Notes ( view )

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WP's Planet View (4.1)

In 1 collection by WP 🥔
My Mods: Compatibility & Recommendations
8 items
Description
Introduction:
This is my planet viewer mod. It has an emphasis on art / flavour and storytelling. I haven't been satisfied with the planet viewer since the removal of tiles, where considerable flavour was traded off for a rather charmless approach. So I made this!



Featuring Full-Scale Vanilla Icons/Assets:
  • A lot of great artwork made by Paradox gets shrunk in the Vanilla UI (like those tiny buildings!)
  • In this mod that has been undone and you'll see everything at their full size, such as tiles, leaders, district art and more.

Side-View Art:
  • A new area to the left that displays an animated view of the surface of your planets.
  • Leveraged significantly in my "New Worlds" planet variety mod.

Better Buildings View:
  • Construct buildings on the actual planet once more, instead of floating in empty UI.
  • Cleaned up some buildings and removed the resource icons baked into them.



Designation Emblems:
  • 80 New animated designation emblems to show off your colony types.
  • One for every type supported by Vanilla (unique on ring-worlds, habitats, primitives, etc.)



New Army Screen:
  • I love armies and this screen was a real pet project for me.
  • Bigger, clearer army icons at the same resolution as those seen in the console edition.

Visible Stars & Coloured Lights:
  • See the local star (including binary and trinary) in the sky above your cities.
  • Planets are now bathed in a light that matches the local star.
  • For eg. the big scary class-M systems will cast worlds in red light.
  • Some stars cast white light, some blue, some purple, you get the picture.
  • Affects ALL planets, not just colonies (for example molten worlds have different colours based on the system they're in.)



Dynamic Class Text:
  • Planet class text now changes if your colony is a moon or not, as well as the weather.
  • For e.g you can find a "Jungle Moon" or an "Arid Moon" or an "Ocean Moon".
  • Gargantuan planets (size 25+) are named "Superworlds" or "Supermoons"
  • And tiny worlds are known as cute little "Planetoids"

Weather Effects:
  • There are several weather effects: Rainy, Stormy, Snowy, Blizzard, Dusty, Foggy, Soot.
  • Once you have researched the vanilla "Weather Control Systems" technology you can customise the weather of your worlds.
  • Affecting the weather of the world will update it's name (Tundra Fog World, Ocean Storm World, etc)
  • This is purely cosmetic, has no affect or interaction with game-play/habitability rules (yes, even if you make it rain on a desert. It's just cool!)

Ecology View:
  • Planets now have a wilderness view - showing dominant ecological activity happening on the surface.
  • Examples include "Titanic Life", "Migrating Forests", the existence of pre-sapient life, as well as high devastation or terra-forming habitat loss.
  • Includes support for my other mod Dangerous Wildlife Expanded (For example "Raptor Worlds" or "Mammoth Worlds"). Alien Pets Expanded will have more (when it releases).



Colony Age:
  • Planets now gain titles based on how long people have been living there, from "Young Worlds" to "Ancient" and something special for Fallen Empires.
  • Advanced Empires gain potentially hundreds of years of a head start on you. Get the sense of being a newcomer in an already developed galaxy!

➕My Recommendations:
  • WP's New Worlds, an expansion to this mod made by me! The two projects were built at the same time as each-other, for each-other. Check it out.
  • UI Overhaul Dynamic for an excellent UI clean up. It's fully compatible, just load my mod below (after) it.
  • Sartek Economy Master an expansion to this mod (and Sartek Tradition) that gives you more zone specialisations and building slots all in one!
  • For more recommendations and compatibility advice check my collection at the top of this page.
  • Teamsons Cityscapes Revived for 4.1. This is the best compilation of new modded cities that work with the new planet viewer dimensions!
  • For more recommendations or compatibility advice check my collection at the top of this page.

Thanks:
  • Thank you to Orrie who play-tested the mod a little and gave me compatibility advice on the original version.
  • Thank you to Joker who provided a bunch of really awesome art for this project in 4.x!

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Popular Discussions View All (5)
35
2
Oct 25 @ 5:57am
Compatibility / Technical / Known Issues
WP 🥔
15
Nov 1 @ 2:14pm
Building Slot mods
Fenrisúlfr
12
Oct 19 @ 1:39pm
The Future / Cut Content
WP 🥔
681 Comments
Daepapa 3 hours ago 
The cityscapes in Teamson's mod that you recommended seem really small in the empire creation screen, do they not fit the dimensions of the new planet view?
WP 🥔  [author] Nov 9 @ 3:41pm 
@Zalpha
Yes I removed the UI element when I added that tooltip! It's definitely playable - but people won't read the documentation or know so I'm still gonna add back the extra element, too.
Zalpha Nov 9 @ 1:25am 
@WP
I found a work around, if I mouse over a district and read the popup, where it says for example 1/4 (the districts built, for example the Research District), it will have the text info and the final info listed will tell you what have, for example "This planet currently has 16/18 total districts built".
Zalpha Nov 8 @ 12:08pm 
@WP
Honestly I didn't see it mentioned and what lead me to believe it is a bug is your screenshots. A note on your page about where to find districts might have been enough, just a section somewhere saying NOTE: Districts is can be found here...
Where can they be found? You said off screen but were is it? I will look for the patch notes. You don't me mean you removed the element right so it is unknowable? I am playing habitats and the amount I can build is limited but variable (from 6-13 districts) and it is something I need to know to work within my limits. (I am playing with More Events Mod and it has a cool origin called The E.D.E.N. Project. It is like Void Born for robots).
I don't want to sound like a fool but how is it easy to see? Without that box I am clueless. I know each area has a variable but I don't see how you can know what your limit is without that info box.
WP 🥔  [author] Nov 8 @ 11:08am 
@Zalpha
As far as I can tell you are talking about the tiny "Districts Available" element, which I moved off screen 3 patches ago. You're the second person to be upset about this now so I'll bring it back in the next patch, I guess. Personally I think it's clutter - it's easy to see how many districts you have available anyway.
Zalpha Nov 8 @ 7:38am 
https://steamcommunity.com/id/WoodenPotatoes
@WP
(I don't know how to do that at thing - I tried, it might just work out - I will know when I post this)
Hi, I should have been clearer on what I meant. So I am using Irony Mod manger and made a patch. I combined all conflicts for the most part but left out any conflicts with your mods (Last on list) and let it win all conflicts with no edits.
When I mentioned tabs in the manager I meant like Interface\guitypes and hoped you would mention the file that might be the conflicts like planet_district_construction_entry or planet_district_entry_empty as the possible files that might be the issue. It is not those files as they only override Dynamic UI and your mod is the winner. The other is overriding Gigastructures mod See I want to pin point what mod is taking out the UI element.
WP 🥔  [author] Nov 8 @ 6:19am 
@Zalpha
What is a "district tab"?
Bruce Nov 8 @ 2:33am 
@Occred This issue could potentially be resolved using Irony Mod Manager. When you load all mods, run the automated resolver (either default or advanced) to generate a patch. The last time I ran the advanced option, I noticed some top-row planet graphics were trimmed and had to be replaced. Regards.
Zalpha Nov 7 @ 11:43pm 
My districts are not showing up, how many I have to work with. I did my own Irony Mod Manager fixes and I might have messed up but I placed the WP mods last and for every time a WP conflict came up I didn't touch it but let your mod win the conflict. So I don't see why the district tab will not show up in the UI. Could you let me know the code table that it would show up in the Irony Mod manager so I can see, else I will not be able to find it. All I have Governing Zone and Planet production, the districts available is not showing up.