Stellaris

Stellaris

WP's Planet View (4.1)
680 Comments
WP 🥔  [author] 6 minutes ago 
@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 14 hours ago 
@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.
WP 🥔  [author] Nov 7 @ 8:23am 
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 🥔  [author] Nov 6 @ 6:01am 
@Occred
That's so odd - I wonder what real space specifically does to moon art that causes that? Very strange.
WP 🥔  [author] Nov 6 @ 5:59am 
@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 Nov 6 @ 4:26am 
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 Nov 6 @ 1:01am 
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 🥔  [author] Nov 5 @ 9:39pm 
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 Nov 5 @ 9:23pm 
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 Nov 5 @ 9:23pm 
I also have that same visual bug Bruce mentioned. Not sure what may be causing it
WP 🥔  [author] Nov 5 @ 3:09pm 
@Bruce
Can you show me a screenshot of this behaviour, please?
Bruce Nov 5 @ 1:13pm 
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 🥔  [author] Nov 3 @ 7:16am 
@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 Nov 3 @ 7:01am 
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.
WP 🥔  [author] Nov 3 @ 5:38am 
@Firkraag
No it's a perfectly fair things to ask!

The main theme and entire point of this mod is to not sacrifice art detail. It's a flavour UI. So I don't shrink any icons, that's the main rule. After that I've tried to make everything as compact as possible and am happy to take suggestions if you think things can be more so!

The decisions list, for example, each entry has to be Y pixels tall because the art for the decision icon itself is Y pixels tall.

But at the same time I didn't spend so long on the many of the side-bar elements for 4.0 as I did in the original version, so maybe some more space can be saved. If you have specific ideas (with pictures ideally) I'll see what I can be done. But I'm not shrinking art!

(As far as I can see there are many compact GUI mods on the workshop already that do that for you to try.)
Firkraag Nov 3 @ 5:31am 
Just to avoid any confusion, I am not demanding or requesting anything. I am just making a suggestion, based on my experience, that I feel could help others using this mod. If you feel it is worth it, that's great. If not that is also great.

Your work on this mod is appreciated either way.
Firkraag Nov 3 @ 5:23am 
Hello, thank you for this mod, the animations are amazing.
I have a question though.

Would it be possible to create a variant or a sub-mod that uses more compact UI elements? E.g. instead of having 3 items in each row for the building you could have 5 or 6. The new building list and the building queue could also use more vertically compact elements so that we can fit more in the view and not actually having to scroll very far.

My problem is that I use a lot of mods, which add a lot of decisions and a lot of new buildings. So with this UI mod I need to scroll for a long time to find what I need.

I have to use your mod because I use A-Sartek's building compatibility mod.
A-Sartek Nov 1 @ 2:44pm 
Star Trek or Sartek? I'm confused lol. But, yea it requires the Sartek tradition merger because of inline scripts and placeholders.
Akashugo Nov 1 @ 5:10am 
do i forcefully need the star treck tradition mod for that? Im not big fan of star treck haha sry
A-Sartek Nov 1 @ 2:14am 
@Akashugo
WP's planet view does support adding more slots because the UI is scrollable, there are mod combinations that work but because I needed a different solution I've created the mod linked below, it gives you 33 buildings by default and goes up to 270 buildings, my mod has a presets folder that you can use to swap capacity depending on your needs.

https://steamcommunity.com/sharedfiles/filedetails/?id=2877750087
Akashugo Nov 1 @ 12:09am 
I mean, those pack of mods(ther are several) do rquire this one: https://steamcommunity.com/sharedfiles/filedetails/?id=3481775336

soo idk if they all gonna work with your awesome mod here. I wish they do.
Akashugo Nov 1 @ 12:08am 
Let me ask, idk if anyone already asked sorry. But is it compatible with mods taht adds more district zones and building slots like this one? https://steamcommunity.com/sharedfiles/filedetails/?id=3556222090
WP 🥔  [author] Oct 26 @ 8:42am 
If you need lots of guidance on that head over to my channel in the stellaris modding den, IRC would be far better than workshop comments.
WP 🥔  [author] Oct 26 @ 8:41am 
Yep exactly!
Lexor of Midgard Oct 26 @ 8:38am 
I see, thank you for the swift reply.

How do I bring it back, do you mean, changing the script myself?
WP 🥔  [author] Oct 26 @ 8:34am 
@Lexor
Look at the + icons and/or mouse over any district icon (like the city or tractor icons or w.e).

Alternatively you can of course bring the available districts section back in the gui script if you'd like!
Lexor of Midgard Oct 26 @ 8:32am 
Where is the available districts tab, it used to be next to unemployed pops, it wasn't cluttering at all. How can I check how many districts are left?
WP 🥔  [author] Oct 26 @ 4:53am 
@Zalpha
Thanks so much!!!
Zalpha Oct 26 @ 3:59am 
Hi, I just want to say I have become a huge fan of all of your mods, I love them. Thank you for making and sharing them with us. I can tell you have put in a lot of work and effort into, also thanks for keeping them updated.
WP 🥔  [author] Oct 25 @ 8:37am 
Updated! A selection of polish improvements. Most exciting probably are the "superworlds" finally working and the introduction of "planteoids".

The front panel and resources area are also generally cleaner.

Check the change notes for full details!
A-Sartek Oct 24 @ 1:35pm 
@WP
I have some feedback posted in the "compatibility / technical / known issues" thread, I don't know if I was supposed to post it there, let me know if I need to move it somewhere else.
WP 🥔  [author] Oct 24 @ 12:33am 
@SherleBu
Good to hear that result! But as a warning many icons and small elements are not updated for spanish and it will slip further out of date.
SharleBu Oct 23 @ 6:29pm 
Mod working as intended with the game in spanish! Amazing work, thank u petty much for your work! :3
WP 🥔  [author] Oct 23 @ 1:01pm 
@Zia
Click the giant designation emblem in the bottom left of the city area.
Zia Oct 23 @ 11:38am 
Oddd, Can't find the thing to change the planet specialization , help please?
WP 🥔  [author] Oct 23 @ 10:08am 
Another update! There was a performance stutter in the last few versions I hated. I've resolved that now.

Also a tweak to foreign governor visibility!

Check the change notes.
WP 🥔  [author] Oct 23 @ 1:57am 
Updated one final time! Error logged cleaned up completely, and a big change to the district icons.

Check the change notes.
WP 🥔  [author] Oct 22 @ 10:22pm 
@ranma
Read the known issues thread here and bump my discussion on the PDX forums.
ranma100 Oct 22 @ 9:13pm 
I don't know if it's from this mod, but in the strategic map, when you hover over an explored but uncolonized planet, there is no tooltip showing planet class or habability rating
WP 🥔  [author] Oct 22 @ 7:24pm 
@Totla
Shouldn't need to no! Except the weather spawn rates won't have changed but that's very minor. You can modify them yourself anyway with a pretty early game tech.
TotalCarnage Oct 22 @ 12:24pm 
Do we have to restart for this update?
WP 🥔  [author] Oct 22 @ 10:41am 
One more update today! Unlikely to be any more for a while.

There is a new feature! You can now build "Reptile Cities" or "Plant Cities" or "Beast Cities". When it rains you'll get "Rainy Farms" and so on. Basically playing with the 4.0 triggered descriptions. It's pretty awesome.

Lots of other loc tweaks to make the planet building experience more exciting.

Adjusted some final stuff in the district layout.

Check the "change notes" tab at the top for details.
Anthonest Oct 22 @ 4:56am 
Thank you, very quick.