Stellaris

Stellaris

Planetary Wonders
430 Comments
DaViper Oct 13 @ 9:11am 
@Silverwolf347--- 90 mod bisecting, even with Irony (merge) sucks. Almost a hobby in itself, now that I think about it.

The root cause of the crashes turn out to be, no surprise in hindsight, ethics/n/civics classic.
This turned out to be crippllng OR killing 3 other mods as well.

I switched out to "Bug-Branch" and all of the crashing instantly stopped. Going to have to play a bit, but at least I CAN now. :steamhappy:
Theta-6 Oct 13 @ 1:24am 
@Silverwolf347 Might be Mod Conflicts or An Installation issue. Try Running the Mod On its own and seeing what happens, Personally i have had no issues with Planetary wonders since the update.

@DaViper Same Goes for you, But if it Runs Fine Alone, Re-Add it to the Playset and Slowly Remove each mod and Testing it to see IF it Crashes. if it does then keep that disabled and move onto the next one. Once you disable a Mod and it Stops Crashing, Re-Enable the Others and try running it again. That should help Debug your Issue.
DaViper Oct 12 @ 11:34am 
Insta-crash on game load. Remove this mod and the playset works perfectly, Something is conflicting with something somewhere, somehow.
SilverWolf347 Oct 12 @ 5:48am 
I've been crashing a lot since this mod updated, crash logs kept saying something about metallurgist jobs with Planetary Wonders. I've not the slightest idea what specifically is causing it.
FebHare Oct 10 @ 10:28pm 
@Namfoodle Thank you for accepting my PRs!
Namfoodle  [author] Oct 10 @ 8:04pm 
New update for 4.1 is up!
Should no longer have the breaking issue of the techs not coming up and many more fixes to catch up to the game version
Thanks to FebHare and Xahkarias for the PRs with all the changes!

And sorry for the delay, I'm really short on time lately...
WhatTheForecast Oct 6 @ 9:56pm 
The devastation the mantle crucible and its upgrades, can it ever go down, or is it permanent?
07Gasimli Oct 6 @ 9:05am 
Or is this save game compatible
07Gasimli Oct 6 @ 8:36am 
Does anyone know this mod will be updated? Or mod works after 4.1.1??
Theta-6 Oct 3 @ 4:46am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Xahkarias Oct 3 @ 4:44am 
@Theta-6: Documents/Paradox Interactive/Stellaris/mod. But then you also need to make a descriptor file. I'm not gonna describe how, but the Gigastructures repo has a readme file that lists the exact steps how
Theta-6 Oct 3 @ 4:43am 
Were do i need to put it?
Xahkarias Oct 3 @ 4:42am 
@Theta-6: A Pull Request (PR), is when someone (me) requests the repository owner (namifoodle) to merge my code changes with his. You could technically go to the Github link that namifoodle put in the mod description, find my fork there, and download my fixed version
Theta-6 Oct 3 @ 4:06am 
@Xahkarias Im Completely Clueless on Github, is the "PR" Something we can Access? Like a Patch?
democracyboots Oct 2 @ 5:44pm 
@xahkarias legend
Xahkarias Oct 2 @ 4:48pm 
@namifoodle: I made a PR on your git to fix the issues with techs not appearing
SilverWolf347 Oct 2 @ 12:54am 
I was able to get it working with some edits to files going off what Xaharias said. Just changing all those variables to 1.5 makes it work perfectly fine, and I've been able to actually research stuff in my new playthrough.
SilverWolf347 Sep 26 @ 1:20am 
This doesn't even work in 4.0.23, the techs never appear for you to research.
Red Skull Sep 25 @ 2:05pm 
No this doesnt work with 4.1 yet and the Tech AP needs to be changed around.
DJHomeless Sep 23 @ 12:46pm 
does this work with 4.1?
Si O'son Sep 21 @ 3:42am 
wait so does this still work?
Xahkarias Sep 17 @ 6:56pm 
The issue is related to how paradox modified the code for the technological ascendancy ascension perk in a recent update. Any tech with the mention @@ap_technological_ascendancy_rare_tech, which references the chance of a tech dropping modified by the AP will not drop until the variable is replaced by 1.5, which paradox has done with all of it's techs.
Sayushi Sep 17 @ 11:17am 
Same, havent gotten a single tech from this mod in the entire playthrough
Gup Sep 14 @ 11:07am 
How do i get this tech? What is required? Im in late game in one of my runs and havent gotten any hint of this mods tech... please help
Chapter Serf Sep 7 @ 2:25pm 
For some reason, pops can't take the Culture Worker jobs that are made by the Pavilion of Wonders. Any insights?
Defence of the patience 2 Aug 20 @ 3:57pm 
This mod is an absolute delight,i look forward to drawing wonder techs the same way i do vanilla megastructures!
MagnusGrey Aug 8 @ 9:14pm 
ok, @RPR i figured it out, if you pull open the files from the paradox launcher for the mod, and look around a bit there is a section for the grand archive. If you look in there for your specific event there should be a set of code that marks it complete. All you have to do is run an effect command with that code to force complete the event. Afterwards you may have to look for the specific deposit that is placed on the planed which should be included in that complete command and manually add it to the planet using a command that looks something like this.

effect add_deposit = pw_d_ark_project

that for example it the ARK project that i had to manually add back to my planet.
MagnusGrey Aug 8 @ 8:52pm 
I found this code about the event in the files, but im not sure how to trigger anything from it.

#Society: ARK Project -> 100
option = { #Access
name = {
trigger = {
NOT = { has_country_flag = pw_grand_archive_ARK_project_completed }
}
text = pw_grand_archive.ARK_project.assemble
}
name = {
trigger = {
has_country_flag = pw_grand_archive_ARK_project_completed
NOT = {
has_country_flag = pw_grand_archive_ARK_project_secrets
}
}
text = pw_grand_archive.ARK_project.delve
}
name = {
trigger = {
has_country_flag = pw_grand_archive_ARK_project_secrets
}
text = pw_grand_archive.ARK_project
}
custom_tooltip = pw_grand_archive.1.tooltip
hidden_effect = {
country_event = {
id = pw_grand_archive.100
}
}
}
MagnusGrey Aug 8 @ 8:38pm 
Same problem as RPR below me but with the ARK project. Everything shows as done but it also says i have 2/3 complete. Any chance there is a command that works to force complete the project.
RPR]Krachboomman Aug 4 @ 12:40pm 
I have a problem with the Grand Archive. I did all the tasks, but it looks like the Zero-G Exposition wasnt a completed. And I am a 100% sure that I did the project for it. Is there anything I can do to fix this...without starting a new game?
Thx in advance
Red Skull Aug 4 @ 11:55am 
This mod is compatible with my mod, Feature Preserver ( Post Ecu and Machine/Hive world terraform)
Ikaza Jul 26 @ 6:57pm 
A number of Wonders from this mod seem to add Culture Worker jobs which aren't real. Martial Avenue for example.
holden Jul 24 @ 3:44pm 
Absolutely love this mod, but minor issue the buildings only provide 1 ruler job instead of the intended 100, I located where the issue is in scripted variables "@pw_building_ruler_jobs" is set to 1 instead of 100 should be a relatively minor fix whenever you could get around to updating it!!!!!!!!
Derelict Dawn Jul 17 @ 1:33am 
Just wanted to leave a comment letting you know how awesome the work you do is. Really, outstanding mod.
Red Skull Jun 27 @ 6:01pm 
Pavillion of Wonders gives culture worker jobs which no longer exist
stoferb Jun 25 @ 4:40am 
I always like this mod so it's great to see it keep being updated. But for this latest game update you really need to greatly increase the number of jobs from the planetary wonders to fit in with the rest of 4.0. As it is now some wonders provide hardly any benefit at all compared to regular buildings and districs. An ordinary rural district provides 300 jobs, a single beginner building provides 100-200 jobs. But some of the plantary wonders are still giving around a dozen new jobs, which used to a huge deal but is now insignificant. So for example my fully worked Abyssal crater now gives me less science than some random space station. That's not really worth it, except for the possiblity to unlock techs with the associated events.
Oliveira Jun 23 @ 1:15pm 
Namfoodle, criei um mod de tradução PT-br para vários mods da oficina, teu mod ta na lista de traduzidos. Mas tem um problema: O arquivo que ta dentro da pasta braz_por, ta sobrescrevendo a tradução (puxei os arquivos da pasta english). Consegue replicar os arquivos da pasta english pra braz_par para que eu possa substituir via estrutura de pasta (usando a pasta replace)?

Link do pack de tradução - https://steamcommunity.com/sharedfiles/filedetails/?id=3498553777
kibitz! Jun 22 @ 3:39pm 
I have also seen the jobs that pops can't work with Lubrication Terminals when playing as a gestalt robot with HLB. Likewise, the Nostalgia Paradise wonder does not properly swap all of its jobs for Rogue Servitors, and some tooltips still reference 1 job instead of 100, such as the decision focus for Mantle Crucibles or the 1 Coordinator per 25 Pops effect for the Astronomy building.

Thank you for updating, I love your mod!
samsockeater Jun 21 @ 9:08am 
some of the jobs are doing the thing where they can't be worked - thus far it seems to be artificers added by the mantel crucible, and i forget the source but stewards and prosperity preachers (both being added when i think stewards are replaced by the preachers?)

first time poking this mod and thus far it's been cool and made my eccumenopoli more interesting
Valtiel_The_First Jun 20 @ 10:48am 
PRAISED BE!!
Red Skull Jun 20 @ 8:37am 
Lets go!!!
FebHare Jun 20 @ 4:29am 
Thank you for Update!
DaViper Jun 20 @ 4:17am 
I'm fairly new to the 'scene', but I wanted to let you know what tipped me into subscribing. Your change notes. You actually HAVE some. :steamhappy::steamthumbsup: (Well, that and save compatible. Heh.)
Devidose Jun 20 @ 2:55am 
Woo, just in time for another play :D
doctornull Jun 20 @ 2:04am 
Ooo nice
Namfoodle  [author] Jun 19 @ 8:23pm 
Updated to 4.0 thanks to AdmirableOstrich !
Working with no issues and updated values for 4.0 from what I can tell

Sorry for the delay, but I do hope everyone can keep enjoying the mod on the new update still
Misterwheatley Jun 16 @ 11:34pm 
Dude can you upload the fork?
AdmirableOstrich Jun 16 @ 8:07pm 
@FebHare I also have a PR open for my fork that I've been playing with for the past couple weeks without issue. I put a bunch of effort into compatibility, and quality of life changes for future modding work. Taking a look at your patch I see we caught much of the same stuff but you're missing a bunch of jobs and modifier updates. If you're going to do more work, it might make sense to work off my branch.
FebHare Jun 13 @ 6:04am 
Hello, I created and uploaded an update patch. It works on Stellaris 4.0 (at least 4.0.16).
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3498221753
Misterwheatley Jun 7 @ 10:24pm 
@COG 4.0 rebuilt jobs, buildings and districts from the ground up.