Stellaris

Stellaris

WP's Planet View (4.1)
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Aktualizace: 25. říj. v 8.13
provedl WP 🥔

Quick fix to the broken ecumenopolis city background .dds

Aktualizace: 25. říj. v 6.54
provedl WP 🥔

A mostly housekeeping update (though there is lots of decent polish, and "planetoids" have been introduced!):

  • Fixed the settings menu weather buttons, which started behaving unexpectedly in the last update
  • Fixed the workforce control bar looking weird when UIOD is installed (made it default look like how orrie set it up, so you get a little more control, too)
  • Reshuffled things slightly with an open strata and implemented the workforce x/y text, which was previously missing.
  • Stopped species clipping out of the job box when a bunch of pop groups exist (hopefully, I couldn't actually test this one)
  • Removed a stray black box in the decisions list.
  • Expanded and moved the "restore jobs" and "resettle" buttons on the top right of the planet view economy tab. Text should no longer clip out of the restore button at high numbers. And they're just neater looking now.
  • Adjusted the central planet stats bar so that it lights up on mouseover, has it's transparency back, and doesn't change to an awkward position when UIOD is installed.
  • Culled some extra pixels off of the peacetime general assignment box
  • Removed maybe 150 lines of guiscript that defined positions when the position was just x=0 and y=0 anyway. Hopefully reduces a little overhead? Cleaner to read the code now, anyway.
  • Introduced a dedicated, visible button for changing colony designations to the top left of the planet portrait area (rather than the discrete button before.) We lose some art visibility but this will be more sensible with mods adding designations without emblem art. The emblems themselves no longer have a relevant tooltip, but they do light up when moused-over again!
  • Fixed the missing weight for "Superworlds" and "Supermoons", a feature I implemented several versions back but wasn't showing up and I doubt anyone knows about! So that's "new" now.
  • Added the "Planetoid" term for the smallest worlds! Very cute. I want to live on a planetoid.
  • Also fixed class name handling for ecumenopoli: They're just "Ecumeneopolis" now instead of "Ecumenopolis World".
  • Removed the "districts available" text element in the side bar. It's just clutter now that I've cleaned up the actual district icons, and removing it gives more space for other side bar elements. Woo!
  • Made numerous tweaks to the output/consumption area. Hopefully giving a little more space and legibility. Also improved the headers so they expand the full width of the side bar and centered the text correctly.
  • Added some missing "exists = owner" checks for fallen empire archaic flora and fauna.
  • Rewrote the initial weather spawning stuff. It's now just one nice clean event with a cool random_list. It also uses compatibility triggers better so weathers will spawn on worlds from other mods!
  • The weather selections are generally just more intelligent and diverse. You'll get more rain on continental worlds and savannahs, more snow and than rain on cold worlds, and so on.
  • Updated the scripted loc for other languages again to fix a building backgrounds bug. So everything should be up to date there.
  • Updated steam workshop screenshots to the latest version.

Aktualizace: 23. říj. v 9.53
provedl WP 🥔

Okay last patch for real this time! Two changes:

Performance
  • When I added the dynamic building backgrounds for "New Worlds" I noticed a slight delay on opening the panel that wasn't there before. This makes sense, as anything involving logic checks is being asked to run over and over again for every building slot!
  • In the recent patch adding the underground images for subteranean empires I noticed it got a LOT worse! Likely due to the more complex nature of that trigger, now asking the game to check the owners of the planet and their civics constantly.
  • So I set to work in this update to fix that! I resolved the issue by using a single scripted_loc instead of hundreds of different effectbuttontypes. This puts less pressure on the GUI script (don't have to define countless positions and scales and formats and so on) as well as the effectbuttontype logic - we can skip hundreds of "is_scope_type = planet" checks.
  • It was just a theory, I'm not the best scripter, but it worked perfectly! The lag is pretty much gone.
  • So, yeah. This morning we fixed the error log and this afternoon we've fixed performance!


A Risky Gameplay Change
  • For the first time i've made a small gameplay tweak with this mod. Sorry to the interface purists but I believe it to be justified.
  • That change is that you can now see foreign governors with less intel.
  • Vanilla behaviour is to require a LOT of intel, before which if you ever click on someone elses planet the entire governor area is going to be empty of content.
  • As a player I LOVE checking alien worlds. What's the point in the game simulating a full galaxy if we don't even see it, right? In early game versions you could always click a planet and get a nice view of the species living there easily.
  • But nowadays that isn't the case. What particularly interests me is the first contact experience. I tend to find I am MOST enthused and frequently clicking alien worlds in that early game area. Usually while translating their languages. I feel it's only fair that, at that point, we know a bit about what eachother look like.
  • Ironically, it's those same early game phases that PDX disabled the ability to see the big governor portraits on the main page. Just a sad situation.
  • So I've decided to change that in this mod. Hope you understand.
  • If you don't like the change feel free to delete the key and stop my overwrite. It's no big deal. But I will add finally that the "intel" update PDX implemented was pretty rushed. It's no sacred cow.
  • Note: The observer country still can't see governors. Not sure how to fix that?
  • Note2: I always would have loved to have seen primitive governors, or even pre-sapients! But they seem to require much more extensive changes (like countrytypes maybe) which is definitely out of the scope of this mod. Message me if you want to collab on implementing this.

Aktualizace: 23. říj. v 1.07
provedl WP 🥔

The final(tm) update for a while.

District Pictograms Update
Today I have one last great patch for you all. To explain a little:
This mod updates the boring district "rectangles" to larger pictograms actually representing the places. Like cities or power plants and so on.
It's a cool feature I really wanted to add, but wasn't totally happy with my initial implementation 2 weeks ago because:
  • Four colours of pictograms (unlocked colour, grey, red, other grey) was too many / messy / confusing!
  • Two different slightly different shades of grey was inconsistent.
  • The point of the pictograms was always that once you have fully developed a world you have an epic array of cool art demonstrating it. For example a skyline of 30+ cities.
  • Yet in the previous version all those icons were instantly displaying anyway! We never "earned" those visuals, and quickly become desensitized to them through gameplay. That sucks. I want planets to only show what they have. I want small planets to look visually small and less developed than the bigger ones!

So in this patch that has now all been resolved!
  • Instead of constant large multicoloured pictograms you get a collection of discrete '+' plus shaped icons that show you what you can build.
  • Only AFTER construction do you get the big fancy icons.
  • Blockers turn the plus shaped icons red.
  • Potential districts that are unavailable due to world size constraints (and the fact other districts are already occupying those areas) are now hidden. I MUCH prefer the clarity from this.
  • At the same time I've also enabled an old vanilla tooltip that PDX had to disable in 4.0 due to running out of space, which tells you how many potential slots there are on mouseover.
  • So you lose nothing!

This stuff was far trickier to implement than some simple sprite swaps, I had to do some black magic to dodge hard code.
I'm thrilled I got it working, I almost gave up.
You can check the wp-mods channel in the modding den for details on that, if you'd like.
I actually think in terms of clarity this setup is infinitely better than what Wiz and his team landed on in 2.2. You can see worlds that are abundant in x or y in so much of an easier, more flavourful way now.

Button Effect Cleanup
  • This patch I took the time to go through ALL the button effects and ensure the potential block ordering was correct.
  • As a result... (drumroll)…
  • I've now fixed EVERY ERROR IN THE LOG! This is HUGE milestone for me. The mod is squeaky clean now! (Mysterious worlds, too.)
  • I could never figure this issue out last summer when I released! We've come a long way.
  • I also removed some unnecessary checks/calls in allow and effect blocks, hopefully speeding things up but I doubt by much.

Housekeeping
  • Fixed some missing pixels on the relic world bottom art.
  • Fallen empires now have unique flavour text for their (usually uninhabited) rural districts. Because a post-scarcity ultra tech empire having "basic mines" just wasn't cutting it for me. PDX skipped a lot of this stuff...
  • Moved the automation button back down to where it belongs by the build queue header.
  • Fixed a bug on primitive worlds where a "zone_unavailable" string would print for their urban districts.
  • Made window moveable when clicking the planet description of an uncolonised (yet habitable) world.
  • Removed some old army stuff.
  • Weathers no longer spawn on a couple of "New Worlds" planets, like the underwater "Abyss". You can still use technology to add it if you like!

With the pictogram "mess" cleaned up (I was a little unsure about the idea before now), and with the error log cleared, I the mod is at last in what I think is a well polished state.
Like I mean for the first time I would genuinely consider this to be "version 1.0".
Have fun.

If you do a playthrough and have stories or screenshots or even just thoughts please do message me. I don't play myself so living vicariously through your anecdotes is a joy.

Aktualizace: 22. říj. v 10.37
provedl WP 🥔

The Fruits of 4.0. Maybe.
4.0 introduced these "triggered" district descriptions. In theory they are space for a lot more storytelling and flavour. So as one final feature for the mod I gave it a spin. That means:

1. Urban areas now react to your species phenotype! For example you build "Reptile Cities" or "Plant Cities" and so on. Pretty fun!
2. Rural areas now react to planetary weather! You can find/build sodden mines or dusty farms or icy power plants and so on.
3. I updated a huge number of district and zone names that previously were poorly written by PDX (in my opinion).

They're now more concrete and workable. You can find bedrock mines, nanite farms, and more. There are many types of fisheries and just... a lot. I really hope you guys like it.

Note: One triggered text can still only display at once. So for example if you have the advanced mining techs you'll see an "Atomic Mine" not a "Foggy Mine". If people have creative ideas or tweaks they'd like because their "Plant Cities" aren't showing up enough, just message me.


Final Tweaks to the District Area
  • Fixed the positions of the "unspecialised" plus shaped icons (thanks to sartek for showing me that issue!)
  • Removed "Build" text from the "build district" button. I actually kind of like the text but, on balance, I prefer the less-text approach. Cleaner.
  • Made the "build district" mini icon itself a little larger and gave it button animations.

Housekeeping
  • Increased chance for weather back up to 25% (from 10% in the past couple of patches - too rare!)
  • This Is still something you can configure yourself, check the scripted_variables config settings page I made in the library
  • Updated the default position of the window so that hopefully the bottom tabs aren't clipped off screen for 1080 monitors. I still recommend 1440p though!
  • Final tweaks to the district area (fixed unspecialised + icon locations)
  • Numerous loc tweaks. City districts are now "Urban Settlements".
  • Fixed the "government zone" tooltip which was left broken by PDX and without a meaningful description.

Aktualizace: 21. říj. v 22.11
provedl WP 🥔

Another Planet View update today with a mix of polish and new features:

Underground Buildings
  • Set something new up for the Vanilla "Subterranean" civic empires.
  • In the previous version of the mod it didn't really feel like you were "under-ground" when all your buildings were depicted up on the surface.
  • So this version I've set up some custom logic and new art depicting creepy caves and caverns that you now build and live in!
  • Go play one and check it out.
  • It also might be nice for custom left and bottom area art for this one day, too. For now I like the diversity though. See the wild/empty surface on the left and see the depths, with all the urban development, on the right.

Language Crash Resolved
  • PV No longer crashes in languages other than English!
  • Note: Languages other than English are still not translated, not supported, and I do not recommend them. At all.
  • Non-English languages will quickly fall out of date. It's not something I maintain.
  • Again: I only support English.
  • If anyone sends over translation files I'll be happy to integrate them or link to submods here on the workshop, of course.

Rename Fix
  • I've shifted the "rename planet" button so that it's overlapping with the planet name more closely.
  • You could rename planets in the previous edition but some people weren't spotting how. Woops.

Designations
  • The colony designation emblem and nameplate has moved more neatly into the bottom left corner of the planet portrait area.
  • This means if you have mods which add new colony designations (and they don't have emblem art) things still look good.
  • The black background is also wider and should therefore support some longer colony designation names.
  • One day I'd still like to add a full border/frame trim image around the entire planet portrait for designations instead. For example flowers and plants on a rural world, cogs, pipes, machines on an industrial one, and so on.
    (Think how vanilla "rooms" are handled on the diplomacy screen).

District Tweaks
  • Made some tweaks to the districts UI.
  • Build buttons are back to the left as I had in dev, and resource icons are once again overlaying the main district icon element on the top left.
  • In retrospect this just feels cleaner. Being more compact gives a nice clear viewport to the lower planet art in the centre, too.
  • The workshop assets haven't been updated to show this change off, except on the one new screenshot for subterranean buildings.

Bigger Portraits
  • The governor portraits are now 20% larger. This is a MAJOR improvement I wish I added 2 weeks ago.
    (I was never too happy with how they shrunk proportional to the much larger panel in 4.x.)
  • This is accomplished with a simple scaling method, so introduces a little blurring. It's not perfect. But I think the tradeoff is well worth it.
  • 1.2 is about the limit I'll go.
  • Let me know what you think!.

Housekeeping:
  • Fixed savannahs being rotated wonkily yesterday.
  • Moved the holographic governors more to the left, again. They were trying to escape the viewport!

Aktualizace: 15. říj. v 15.02
provedl WP 🥔

Updated for 4.1.5

- Final support for the 4.1 release of "New Worlds" which is out now!
- Added support for unique building backgrounds on planet classes! There are nearly 100 of them over in "New Worlds". I'd like to use this feature to make the building backgrounds actually inside caves for "subterranean" empires in a later patch.
- There are now "add building" plus icons plastered over all the building slots. I think it looks fairly cluttered personally but I'm still getting complaints that people can't see well.
- Buildings now have a grid "floor" they "sit" on. I'm not sure I'm happy with this but it ensures the buildings always play nicely on a variety of backgrounds.
- Moved the archaeology button so it doesn't overlap empire modifiers! Woops.
- Comressed art to legacy DXT1, this cleaned up nearly a GIG of data!
- Fixed some size keys in the settings text boxes

Aktualizace: 8. říj. v 10.39
provedl WP 🥔

Moved all the large art assets from the library into this specific mod.

They will be compressed in the future, don't worry!

Some slight bug fixes and changes for things I missed at release. (Specifically, I forgot to set the library as a dependency so there was a chance some users might have set the wrong load order.)

Aktualizace: 6. říj. v 8.45
provedl WP 🥔

Planet View 2:
- Welcome to Planet View 2!
- 4.0x drove a bulldozer through all my work last summer. This mod had to be rebuilt from scratch.
- Thankfully I learned a lot about GUI editing making my new menus in "Army Attachments Revived" and "Mysterious Worlds" since then.
- So with that said, here are all the juicy changes for what I think is a much, much cleaner UI now.

More compatibility
- Thanks to Vanilla restructuring since 4.0 I can now support scrollable areas for all buildings!
- What does that mean? This UI supports any number of buildings or districts you want out of the box! No more compatibility required. Just scroll.

Art Overhauled!
- Approximately 80-90% of the art has been updated and refreshed, many thanks to Joker for their contributions!
- The new art is far more coherent and grounded. It has less of an "epic-surreal" quality but is flat out miles better than what I had before.

New Art:
- Several classes that didn't have art before now have it. Including stars. (Which were the biggest missing gap last go around.)
- Also nanite worlds, shrouded worlds, and lots more. Hopefully the mod will be fun and surprising to just play and keep spotting new treats.
- There is also a set of new city environment portrait pieces.

The side view is now animated!
- I've added a gentle panning/scrolling animation to the side view so more detail and hopefully worlds feel even more alive.

New Settings Menu!
- I've made a new settings menu, you can find the button for it next to "close" on the top right
- In it you can enable or disable various features like scanlines, star tints and where weather appears
- I also had a few comments on the last version about legibility in the lower area, so you can now control panel darkness too!
- I know it's "just" a settings menu but quite a lot of work went into this and I hope you like it.
- As before there are even more settings to play with like colony age and weather spawning in the scripted_variables folder (in WP's Library)

Weather Updates
- I've added new weather! Soot! It can currently appear on molten worlds, and if you have my other mod "New Worlds" on primal classes.
- When Inferals releases I may add it to "volcanic" worlds there.
- Added the chance to get both rain and storms on cold/dry planets (except deserts).
- Space dust weather now sometimes appears on uninhabitable planets, diversifying them.
- Weathers now appear over buildings!
- Tweaked some weather visuals. Sadly I'm still not happy with snow. Very sad. Blizzards are a little rarer because of this.
- Savannahs can once again get dust storms. I found this weather was a little rare elsewise.

District pictograms
- Since Wiz introduced districts it has always been possible to customise the generic rectangles into more fun icons.
- The sense of constructing entire cities with a single click has always been important to me, so I wanted to give this a shot!
- I really love the way they came out. Habitats, ring worlds, hives, machines, ecumenopolises all have unique art!

New Army Screen
- I've gone with a radically different approach to the army screen this time.
- Ground combat is still one of my favourite parts of the game.
- I'll just let you play and see. This bit turned out better than I could have hoped.

Mod integrations
- The mod now requires "WP's Library"
- You can now explore the surface of planets (From "Mysterious Worlds) directly in the planetary features area!
- You can now see an empires equipped army attachments right there on the planet. It's much more immersive and really diversifies invasions!
- You can also now access the attachments selection screen directly from the planet view, instead of having to dig through empire edicts.
- Neither features do anything unless you are actually running the other mods. It's your choice.

Other + Housekeeping
- Planets size 25 or larger now get the fancy label as "Super-Worlds" or "Super-Moons"
- Colony age titles are now colour coded! The older, the more fancy. Added a clock icon, too. I still use recursive events for this system. If you can help me change that, message me.
- Recoded the governor view and got more alien portrait art on the screen!
- Various other improvements to the leader view (fixed the previously broken xp bar)
- Star light tints and weather backgrounds are now handled by tiny tile art that I just expand with the gui file. Big data savings!
- Removed all my building overwrites as 4.0 changed their size/positions (for the better mostly)
- Improved my army icon handling in other areas of the UI.
- Too much to list. Far too much. I've spent countless hours effectively making a new mod with this update. too tough to document it all.

Known Issues
- As in previous editions of the mod, my effectbuttontypes work perfectly yet still print a single message in the error log at launch that they are in the "wrong scope". I still don't know how to change that.
- To achieve the scrolling effect for the side art I needed images that perfectly looped. So I copied the same picture and mirror imaged it! The result can look a bit "off" sometimes (e.g. savannah trees). It's sad to have to explain this but I will anyway: This has nothing to do with AI. It's a mirror.
- The observer country cannot do various things like use the settings menu.
- PDX still not have fixed the planet icon scoping bug. Nothing I can do. Please consider posting a message in my forum thread[forum.paradoxplaza.com] in an attempt to get a fix going.

Special Thanks to everyone in the Stellaris Modding den these past 13 days while I documented making this. Your encouragement meant very much to me.

Aktualizace: 19. úno. v 13.28
provedl WP 🥔

Small tweaks. Moved wildlife/ecology view element down so it doesn't overlap with the new position of the crime stats etc from last patch! I forgot to do it last release, woops!