Stellaris

Stellaris

WP's Planet View (4.1)
709 kommentarer
Ash 11. dec. kl. 18:52 
not sure if its an intended feature, haven't been able find any reports on it being a bug, but habitable planets cant be clicked on via the galaxy map icons
A-Sartek 4. dec. kl. 6:37 
@DaViper, Hmm I think those dividers are fine, plus there needs to be a bit of blank space for other modded resources production/deficit, so that is intentional.

Additionally, let's remember that the user interfaces in Sartek Economy Master and here (WP Planet View) differ from one another. Naturally, WP's Planet View is a requirement for mine, but if it has anything to do with my UI modifications, let's discuss them there instead. We don't want to overwhelm WP or confuse other users who might assume it is something related with this mod.
Fenrisúlfr 4. dec. kl. 4:06 
@DXRK, it is already compatible, you just need another mod to increase the limit
DXRK 3. dec. kl. 19:48 
Hey! Just interested but will it be possible in the future for the mod to be compatible with more building slots? Thanks
DaViper 3. dec. kl. 15:49 
@A-Startek What I'm seeing above the build queue is 'planet production' followed by 'deficit' icon info.

There is quite a bit of vertical blank spacing between all of that as dividers.

I would have put a horizontal line divider there instead of the blank spaces as a visual 'spacer', but hey, that's just my "opine"...:steamhappy:

Where do you hang out on Discord? I've got a screencap pointing to exactly what I'm referring to that would give a wee bit more space for the queue. (If I'm being as clear as mud here. Heh.)
@WP
WP 🥔  [ophavsmand] 3. dec. kl. 6:19 
@A-Startek
Dude, epic! I'll be updating ASAP just been prioritizing other stuff since patch day so far. :D
A-Sartek 3. dec. kl. 5:34 
@DaViper There is so much that I can do about the build queue, it is scrollable but I had to squish it down in order to give some space to the third city specialization.

@WP I added some scripted loc names for Volcanic Worlds on my end. Tweaking that stuff really put things in perspective and gives me an idea on how much effort goes into your mod, please take your time adding the Volcanic backgrounds. :crashthumbsup:
WP 🥔  [ophavsmand] 3. dec. kl. 5:12 
@DaViper
Thanks for the observations! Sadly the build queue thing would be on sarteks end, not mine. And the leader class thing perhaps someone will have to make a compatibility patch, I don't use that mod.
DaViper 3. dec. kl. 0:30 
Separate but observed. I use Planetary AI cores to keep my normal leaders available for other stuff.

Normal leaders I've got set "auto upgrade", but the cores are a different 'class'. It shows the upgrade skill button, but you can't do anything with it. You have to go to the leader section in order to update the skills. (Or at least that is happening with my set.) fyi.
DaViper 3. dec. kl. 0:26 
Just a request/observation/feedback:
The build queue is (IMO) squished down in the bottom right corner. For those of us using Sartek's slot/building customization, this can be a scroll-a-thon to see what is currently in process or rearranging the build order. :steamhappy:
WP 🥔  [ophavsmand] 1. dec. kl. 1:38 
@Hellshiver
Yeah Volcanic worlds need left art, bottom art, building background art, and district art for the new update!
Hellshiver 29. nov. kl. 17:45 
Looking forward to an update!

Was weird looking at my Infernals, on a volcanic world, with a lushy green world panning behind my leader. XD
WP 🥔  [ophavsmand] 25. nov. kl. 23:38 
@Zia
No ETA for 4.2 just yet, sorry! But it'll be early in the patch cycle! This is the first mod I'll be updating (and it's one of my only mods that actually needs an update for infernals, really).
Imagers 25. nov. kl. 22:53 
i like this mod but i dont see max districs i can build thing anywhere.
Zia 25. nov. kl. 8:54 
any ETA for the volcanic worlds?
WP 🥔  [ophavsmand] 20. nov. kl. 14:16 
@Annihilation Angel
Thanks for the compliment! I hope the art style is gritty/gungy enough for the 40k vibes! AI generators are actually fantastic at making 40k art so if you want to update things it's totally doable.
Annihilation Angel 20. nov. kl. 3:51 
Finally got a great 40k themed list going with this, absolute GOAT mod. Really enjoying the new combat layout, only downside is the units from the Age of Indomitus mod don't have art icons but its still sweet af
fedekk2014 17. nov. kl. 4:42 
more building Slot mod?
Fenrisúlfr 15. nov. kl. 8:23 
they do the same thing, so they would override each other
IndAVdiv 15. nov. kl. 7:57 
Does this compatible with BPVR mod?
A-Sartek 13. nov. kl. 19:32 
Stellaris ASMR where? Haha

But in all seriousness, my economy merger does account for APSR, the only thing is that we need more buildings because those districts only allow APSR buildings so you always have 3 out 5 buildings even after the communication cube is found.

Link to the mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2877750087
WP 🥔  [ophavsmand] 13. nov. kl. 17:31 
@TRANSCENDENT
What is ASPR?
I AM TRANSCENDENT 13. nov. kl. 17:23 
I think APSR does conflict with this mod in that the Government zone panel does bug out when colonizing the unique planets that come with APSR. I.e. colony ship reassembled and thus ability to upgrade capital is not possible. Also, the two city zone specializations disappear and instead only one zone specialization is available.
WP 🥔  [ophavsmand] 13. nov. kl. 8:48 
@chadubois
Thanks for the compliment! There are no conflicts with any of that stuff.
chadubois 13. nov. kl. 5:46 
Thanks a lot for all your mods, they have amazing quality and visuals and really enhance the game experience. A couple of things I'm wondering about : 1) Planet View and New Worlds - do you know if they work well with mods adding new blockers or planet modifiers, such as Planet Flavour or New Blockers? 2) Do you know if Planet View works with mods adding other types of unique worlds? Thanks again!
Zalpha 11. nov. kl. 4:08 
@Daepapa
I like the mod as it is good but it does have some errors and he is fixing them. Let him know what your experience has been with his mod, maybe add a screenshot with your post. My errors were were names of the cityscapes being This_is_the_cities_name (as an example), the problem being the _ underlines.
WP 🥔  [ophavsmand] 11. nov. kl. 4:02 
@Daepapa
In the empire creation screen? I have no idea - this mod doesn't have anything to do with the empire creation screen, I feel like that's more a question for him than me.

(I haven't actually ran his mod myself I must admit! It just looked like a great recommendation.)
Daepapa 11. nov. kl. 0:31 
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 🥔  [ophavsmand] 9. nov. kl. 15:41 
@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 9. nov. kl. 1:25 
@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 8. nov. kl. 12:08 
@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 🥔  [ophavsmand] 8. nov. kl. 11:08 
@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 8. nov. kl. 7:38 
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 🥔  [ophavsmand] 8. nov. kl. 6:19 
@Zalpha
What is a "district tab"?
Bruce 8. nov. kl. 2:33 
@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 7. nov. kl. 23:43 
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.
WP 🥔  [ophavsmand] 7. nov. kl. 8:23 
Added a new recommendations: Cityscapes Revived by Teamson, who as added a huge collection of modded cities that all fit the new planet portrait area dimensions! https://steamcommunity.com/sharedfiles/filedetails/?id=3597087138
WP 🥔  [ophavsmand] 6. nov. kl. 6:01 
@Occred
That's so odd - I wonder what real space specifically does to moon art that causes that? Very strange.
WP 🥔  [ophavsmand] 6. nov. kl. 5:59 
@Bruce
Yeah I'll play with the transparency in the next update and see if there is a better balance! I was never too sure about the grid in the first place.
Bruce 6. nov. kl. 4:26 
Oh, I’m really sorry - that wasn’t my intent at all! I just shared how it looked from my perspective. The ones shown in the mod description blend naturally with the background, so the grid isn’t really needed there. Where the grid is present, it does add a sense of structure, but visually it feels a bit less blended - maybe making it slightly more transparent could help it match the terrain illusion even better. Anyway, thanks for the prompt reply! I’m looking forward to the new addition to the “New Worlds” submod -> Sakura!
Occred 6. nov. kl. 1:01 
I was seeing a bug where the top art was getting cut off at sky, specifically only on colonizable/colonized moons and nowhere else. After fiddling with my mod list, turns out it was Real Space regardless of position in the load order. Just leaving a comment here in case anybody else experiences the same issue.

Some examples:

https://postimg.cc/vcS0pzRc
https://postimg.cc/ZvbfhsKp
WP 🥔  [ophavsmand] 5. nov. kl. 21:39 
Oh what. That's not a "bug" that's art I specifically made and put there in an attempt to make the buildings sit in the environments a little better. They look really wacky and out of place without the holo-grid sometimes. Check the more exotic planet classes like ecus or fancy backgrounds new worlds to see what I mean. (Yeah the steam workshop example is out of date)

The fact you think it's a "bug" when it's deliberate art makes me feel pretty sad!
Bruce 5. nov. kl. 21:23 
Hi again! As requested, here’s the screenshot showing the small square layout I mentioned — you can see it here: Screen [imgur.com]. It’s just a minor thing I noticed, nothing serious. Your work is still absolutely great!
TotalCarnage 5. nov. kl. 21:23 
I also have that same visual bug Bruce mentioned. Not sure what may be causing it
WP 🥔  [ophavsmand] 5. nov. kl. 15:09 
@Bruce
Can you show me a screenshot of this behaviour, please?
Bruce 5. nov. kl. 13:13 
Hi! I noticed that in the current version, after constructing any building, the building appears but there’s a square layout — it looks like a transparency conflict. In your older screenshots (for example, in this mod’s description), those squares aren’t visible. Just a small thing I spotted. Your work is truly beautiful.
WP 🥔  [ophavsmand] 3. nov. kl. 7:16 
@Firkraag
I think the buildings list, as you mentioned, can be improved. I don't mind shrinking those building icons a little since they appear full-size when constructed anyway (on the various tiles on the main UI).

So that should be a big one!
Firkraag 3. nov. kl. 7:01 
Hmmm it will be difficult to do what I meant without shrinking assets... I will try to see if there are any areas where you can save some space though.