Stellaris

Stellaris

Planetary Modifier Enhancements
24 Comments
#1Smitty Werben Jaggerman Jensen Jan 2, 2024 @ 5:35pm 
will this still work in 3.10?
Athena Dec 11, 2023 @ 7:44am 
Will this be updated soon?
corsairmarks  [author] Apr 25, 2023 @ 6:33pm 
@Frigglish It should find and apply the modifiers automatically.
Frigglish Apr 25, 2023 @ 9:18am 
If one is coding a system initializer with an Extensive Moon System gas giant, is it necessary to tag individual moons with the relevant modifier in the initializer, or will that take care of itself and tagging them will end in duplicate modifiers?
Peter34 Jan 11, 2023 @ 12:54am 
Thanks! I'll try it out.
corsairmarks  [author] Jan 10, 2023 @ 9:32pm 
@Peter34 here's that building mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2916269980

I decided to make the Culture Worker re-introduction into its won mod, which will also be going up shortly on my workshop.
corsairmarks  [author] Jan 7, 2023 @ 5:25pm 
It's very unlikely to have more than 1 of the same rare deposit, unless a system is specifically scripted that way. But it does make sense to tame it back down to something like 15%, I just got excited.

I think I'll also re-introduce Culture Workers to Ecu and Hab districts.
Peter34 Jan 5, 2023 @ 4:22pm 
The problem is that sometimes you get 3 Alien Zoo deposits on the same planet. I don't know if that's from a mod (MEM) or vanilla, but if each Alien Zoo boosts by 25% then that's a +75% boost, and... I'm not sure that's too good.

Still, I'm glad you're willing to look into this matter, because exploration and discovery is supposed to be fun, and discovering Beth Stone or Alien Pets just isn't fun.
corsairmarks  [author] Jan 5, 2023 @ 4:16pm 
@Peter34 those buildings are definitely ripe for some enhancement. I think that Betharian Power Plants would be better is it added base technician output (similar to the power hub buildings) - maybe +2 energy output per tech, and it would be stackable with the other building in order to really lean-in to an energy center. Combo that with changes to the Betharian Stone deposit to add +4 Generator districts.

As for the Zoo - I'm thinking of adding back the Culture Worker they used to have, then boosting Culture Worker output by +25% (they are a rare job - but it would make the planet a more compelling place for building them). Maybe add a bonus Culture Worker per X pops too.

Healthcare Workers are ok as-is, I think. They boost organic Pop assembly and habitability, which are useful for some empires.

I'll release a new mod since they will go nicely as a standalone pair of buildings.
Peter34 Jan 3, 2023 @ 6:51pm 
You make a lot of good mods! Could you please make a mod that re-balances Beth Plants, Alien Zoos, and Gene/Cyto Clinics?

Gene Clinics are frequently claimed by "meta" players to be a bad use of Pops. I think they're almost good enough but not quite. I think if each Job added (2, or 4 for the upgraded version) +1% Happiness to the planet, then they'd be spot on and very worth constructing.

Betharian deposits are underwhelming. I used go to "Yay, Beth!" back before v2.2 with the 5x5 tile grid, because Betharian stone was useful, but now they almost never occur on a planet with many Geneator District slots anyway. Vanilla adds +4 Jobs, +10 Energy. I suggest changing that to +6 Jobs and +2.5% Energy from Technician Jobs, and still +10 Energy.

Alien Zoos could add Happiness, but then they won't work for Gestalts, except Rogue Servitors. Maybe have each Zoo add +1 Stability? It ain't much, but it'll cause that "yay!" reaction, since they're no longer 100% similar to a Holo-Theatre.
Sidewinder Fang Aug 17, 2022 @ 9:29am 
Originally only subbed to this to play with the Jovian league origin but I do appreciate the rework of C.A.R.E. It does make more sense it provides a trade bonus and some of the other tweaks look promising, looking forward to trying it out.
corsairmarks  [author] May 30, 2022 @ 1:20am 
@jcardii Good catch. Turns out that is a potential error from the base game - I'll adjust that in this mod so that all the habitable classes are considered.
jcardii May 29, 2022 @ 2:32am 
for pm_high_gravity and pm_low_gravity, the alpine and savannah planet types are not used in the doubling/halving factors calculations
Gatzek Dec 13, 2021 @ 7:00am 
Ok, thanks for explaining.
corsairmarks  [author] Dec 12, 2021 @ 1:14pm 
PD applies its different planet types after galaxy generation, so this is not a concern. Specifically, when the player presses BEGIN. Conditions in the planetary_modifiers file only apply during galaxy generation..

Short version - it's all good and won't have any issues, except the two new PD modifiers won't be taken into account by my changes - but they'll still spawn. You just might get something like Hostile and Docile wildlife on the same planet.
Gatzek Dec 12, 2021 @ 12:54pm 
Ok. but I don't understand one thing. PD adds new planet types and modifies 00_planet_modifiers.txt file to make planetary modifiers add to new worlds. Will your modification add modifiers to new planets?

I am not well versed in modding so sorry if this is a stupid question :)
corsairmarks  [author] Dec 12, 2021 @ 10:23am 
@Gatzek load order doesn't matter for this, it's based on the filenames. Load order matters only when multiple mods want to override the same filename. My changes will load afterwards regardless.
Gatzek Dec 11, 2021 @ 11:30pm 
Ok, so load your mod after Planetary Diversity and enjoy the game? Thanks for your answer :)
corsairmarks  [author] Dec 11, 2021 @ 11:26pm 
@Gatzek The changes from this mod will overwrite any conflicting changes from Planetary Diversity. That means that this mod's changes to the above-mentioned 23 planetary modifiers will take precedence.

What that means to you is that a couple tweaks related to docile_wildlife and burrowing_wildlife not appearing alongside other modifiers won't apply. This is a pretty minimal issue.
Gatzek Dec 11, 2021 @ 11:00pm 
Planetary Diversity modifies the 00_planet_modifiers.txt file. Can you check the compatibility of your mod? Evenry make a patch? I will admit that Guilli is an interesting mod but it breaks the balance of the game, I would rather use your mod but I don't want to give up PD either.
corsairmarks  [author] Dec 2, 2021 @ 3:36pm 
@123nick no, you'd need to rename the relevant file from this mod to make it come first.

Load order only matters for files with the exact same name.
123nick Dec 1, 2021 @ 9:42pm 
About the guillis modifiers presedence thing, will changing the mod in the playset load order impact which takes presedence or no?
corsairmarks  [author] Oct 31, 2021 @ 2:27pm 
@NCTRibit I did a quick check. Looks like Guilli's will conflict on a few static modifiers (point #5 in the description) of this mod:

carbon_world, mineral_rich, ultra_rich, mineral_poor, asteroid_belt.

Because Guilli's file loads first, its versions will be used. Guilli has changed the modifiers to grant more minerals and more mining districts (or fewer, for mineral_poor), versus my changes to expand the bonuses to the entire miner job category and mining stations but keep the same % and mining districts as the base game. If you want my version to take precedence, jut rename with file in this mod's common/static_modifiers to have its name begin with !!

All the other alterations in this mod seem compatible without change. Notably, planets will be able to roll multiple modifiers during galaxy generation - unclear how Guilli applies his modifiers (if any) during galaxy generation.
NCTribit Oct 31, 2021 @ 4:14am 
How compatible is this mod with Guilli's Planet Modifiers and Planetary Diversity?