Stellaris

Stellaris

WP's Planet View (4.1)
673 則留言
Bruce 3 小時以前 
@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 6 小時以前 
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 🥔  [作者] 21 小時以前 
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 🥔  [作者] 11 月 6 日 上午 6:01 
@Occred
That's so odd - I wonder what real space specifically does to moon art that causes that? Very strange.
WP 🥔  [作者] 11 月 6 日 上午 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 11 月 6 日 上午 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 11 月 6 日 上午 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 🥔  [作者] 11 月 5 日 下午 9:39 
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 11 月 5 日 下午 9:23 
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 11 月 5 日 下午 9:23 
I also have that same visual bug Bruce mentioned. Not sure what may be causing it
WP 🥔  [作者] 11 月 5 日 下午 3:09 
@Bruce
Can you show me a screenshot of this behaviour, please?
Bruce 11 月 5 日 下午 1:13 
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 🥔  [作者] 11 月 3 日 上午 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 11 月 3 日 上午 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.
WP 🥔  [作者] 11 月 3 日 上午 5:38 
@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 11 月 3 日 上午 5:31 
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 11 月 3 日 上午 5:23 
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 11 月 1 日 下午 2:44 
Star Trek or Sartek? I'm confused lol. But, yea it requires the Sartek tradition merger because of inline scripts and placeholders.
Akashugo 11 月 1 日 上午 5:10 
do i forcefully need the star treck tradition mod for that? Im not big fan of star treck haha sry
A-Sartek 11 月 1 日 上午 2:14 
@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 11 月 1 日 上午 12:09 
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 11 月 1 日 上午 12:08 
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 🥔  [作者] 10 月 26 日 上午 8:42 
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 🥔  [作者] 10 月 26 日 上午 8:41 
Yep exactly!
Lexor of Midgard 10 月 26 日 上午 8:38 
I see, thank you for the swift reply.

How do I bring it back, do you mean, changing the script myself?
WP 🥔  [作者] 10 月 26 日 上午 8:34 
@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 10 月 26 日 上午 8:32 
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 🥔  [作者] 10 月 26 日 上午 4:53 
@Zalpha
Thanks so much!!!
Zalpha 10 月 26 日 上午 3:59 
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 🥔  [作者] 10 月 25 日 上午 8:37 
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 10 月 24 日 下午 1:35 
@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 🥔  [作者] 10 月 24 日 上午 12:33 
@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 10 月 23 日 下午 6:29 
Mod working as intended with the game in spanish! Amazing work, thank u petty much for your work! :3
WP 🥔  [作者] 10 月 23 日 下午 1:01 
@Zia
Click the giant designation emblem in the bottom left of the city area.
Zia 10 月 23 日 上午 11:38 
Oddd, Can't find the thing to change the planet specialization , help please?
WP 🥔  [作者] 10 月 23 日 上午 10:08 
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 🥔  [作者] 10 月 23 日 上午 1:57 
Updated one final time! Error logged cleaned up completely, and a big change to the district icons.

Check the change notes.
WP 🥔  [作者] 10 月 22 日 下午 10:22 
@ranma
Read the known issues thread here and bump my discussion on the PDX forums.
ranma100 10 月 22 日 下午 9:13 
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 🥔  [作者] 10 月 22 日 下午 7:24 
@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 10 月 22 日 下午 12:24 
Do we have to restart for this update?
WP 🥔  [作者] 10 月 22 日 上午 10:41 
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 10 月 22 日 上午 4:56 
Thank you, very quick.
anandal 10 月 22 日 上午 4:01 
oh my god.. it's free DLC?:steamhappy:
Cyph the Terrible 10 月 22 日 上午 2:09 
Is it okay to use this mod alongside other mods that add their own habitable megastructures/worlds, like Gigastructures and Planetary Diversity? Also fine to use as a Hive Mind that turns every world into hive worlds?
WP 🥔  [作者] 10 月 21 日 下午 10:58 
Updated! New underrgound buildings (subterranean is better now) bigger portraits and a cleaner layout. Check the change notes for details.
WP 🥔  [作者] 10 月 21 日 下午 7:34 
@Anthonest
It's fixed in the next patch.
Anthonest 10 月 21 日 下午 6:42 
Not being able to rename planets makes this unusable for me.
Amalric 10 月 21 日 下午 4:04 
Mod crashes my game as well
WP 🥔  [作者] 10 月 21 日 上午 7:16 
@Fen
This mod is designed for 1080p or preferably 1440p with no scaling.