Stellaris

Stellaris

Feature Preserver
51 Comments
Red Skull  [author] Sep 7 @ 11:10am 
@Catapultam Habeo Ill look into it, can you provide some specifics ( Deposits etc)
Catapultam Habeo Sep 6 @ 6:37pm 
Does not work correctly for restoring Shattered Ring segment
@Red Skull
Yes, I am! Blockers that have the red penalties that usually take away districts you can create until cleared, usually only after you get specific techs.

it's a bit of an issue for the environmentalist civic, and other civics that rely on natural blockers, since if you terraform a planet they all go away. This is usually a net benefit, .. UNLESS You were going environmentalist.

Thank you for at least considering it, I really appreciate it. If you could find a work around, it'd be doing the environmentalist players like us a serious solid.
Red Skull  [author] Sep 5 @ 1:43pm 
@livingfossil No those deposits are under a different category (Food, Energy and Minerals)
Red Skull  [author] Sep 5 @ 1:41pm 
@archeron are you referencing blockers with the red "penalties"? If so i shall try to find a workaround for strictly environmentalists, as it doesn't make much sense for anything else
LivingFossil Sep 5 @ 8:17am 
Is this compatible with the features added by PD Domed Habitats, eg moon outposts?
@Red Skull
Thank you for doing that, really :o

I'd understand if it ends up being "no", environmentalist/natural blocker synergy is a very niche thing. I just figured I'd ask, y'know? See what was up and all that.
I notice there's no mention of blockers, my look through the comments hasn't been that exhaustive but I've tried.

Does this preserve natural blockers, too? For example, if you're playing Environmentalist and want to terraform a planet into a Gaia world, ... will this preserve any blockers on it so you don't lose unity/resources from your Rangers?

Thanks for your time, sorry if this is a strange question.
Red Skull  [author] Aug 23 @ 4:06am 
@Ovid Understandably I would like to make this compatible with as many mods as i can. Im currently investigating a fix, which so far hasn't been successful. Ill tag you if i manage to find a fix but it may not be fixed.
Ovid Aug 22 @ 5:21pm 
@red skull. Very much not your fault. In fact, I had a suspicion AOT would work out that way, it's why I didn't do it on my capital Habitat.
Like I said, my original comment was more to inform other players than to cast blame anywhere. It is what it is, especially with such a massive mod community running so long. And your mod works perfectly fine for it's intended purpose, which in my mind is Ecumenopolis and other base-game worlds that eat features.
Red Skull  [author] Aug 22 @ 3:11pm 
@Ovid ill look into it, it may be a simple patch it could be a huge thing. Ill keep you updated, sorry this happened during a co-op game.
Ovid Aug 22 @ 2:45pm 
Oh, I should clarify, the co-op run I was doing was pre-4.0.22.
Ovid Aug 22 @ 2:36pm 
I don't know the code, but in a co-op run I did while having Feature Preserver active (as well as Planetary Megastructures), when I turned a Habitat into AOT's Dark Matter Habitat, the resulting DM Habitat had no features of any sort, removed specializations (including the regular energy and mining district specializations), and I think might have moved some built-district numbers around.
So while the DM Habitat upgrade is both a megastructure (built via construction ship) and a decision (decision to upgrade normal habitat to DM habitat), I suspect it's a full replace without regard to what was there before.
Red Skull  [author] Aug 22 @ 5:14am 
@Ovid do they function like an Ecumenopolis or are they a new structure?
Ovid Aug 21 @ 4:47pm 
I don't know if you care about it, but this mod is not compatible with AOT's Dark Matter/ Energy Habitat transformations. They basically completely replace the prior habitat, it's not based on Ecumenopolis transformations.
Thats not the fault of this mod, I just figure it's worth noting for other players.
Red Skull  [author] Aug 20 @ 3:49pm 
@Apocrypha Did you have NGS with the mod enabled? that could have caused issue
Red Skull  [author] Aug 20 @ 3:47pm 
@A-Sartek Now compatible, did a quick test and Gaia works. Make sure loaded after NGS. Thanks for bringing to my attention. Shout me if any issues.
A-Sartek Aug 20 @ 2:09pm 
@Red Skull I have a small request, it is not my mod but I noticed that NGS (New Galactic System) by Ever Universe ( https://steamcommunity.com/sharedfiles/filedetails/?id=2928840618 ) also overwrites action.68, specifically for resolution_ecology_6, if you have some time to check it out that'd be great. Outstanding work as usual, keep it up! :e33_burn:

:praisesun:
Derelict Dawn Aug 19 @ 4:31pm 
Hey Red Skull, when you have some time, I'd really like to get in touch. I've sent you a friend request.
Apocrypha Aug 17 @ 11:29am 
I honestly have no idea. No other mod seems to be related to Terraforming or planetary features.

If I find out what's causing this I'll let you know but Its not this mod.
Red Skull  [author] Aug 17 @ 9:59am 
@Apocrypha Clarification, Gaia Worlds work the same as any terraforming event. I just tested. This is conflict with another mod. Could you tell me any mods you have that effect the terraforming with gaia worlds and i may be able to implement a fix
Apocrypha Aug 16 @ 9:30am 
Any clarification on Gaia worlds? They still seem to be wiped clean of features and districts upon being terraformed.
Sparble Aug 16 @ 8:27am 
Thanks for the mod, happy to see it working with hyperconstructs!
FollowTheBlu Aug 15 @ 4:20am 
Ah thank you, take your time, there's no rush
Red Skull  [author] Aug 14 @ 8:41am 
@FollowTheBlu Thanks, I will look into tile blocker mod, as long as features and what not are listed under category = rare and theres no edit to events Ive made edits of then their should be any issues. Cant promise a quick fix, im pre occupied atm
FollowTheBlu Aug 14 @ 4:35am 
Great mod; do you have any idea how compatible it is with The Blocker Mod?
Red Skull  [author] Aug 12 @ 3:29pm 
@SteelBlood no worries! i could easily preserve those modifiers but tbh hazardous storms doesnt really fit on an ecumenopolis or machine world etc
SteelBlood Aug 12 @ 2:19pm 
Ah I misunderstood what this mod does then. No worries 4.0 is burning me out too. I transformed a world with the Hazardous Storms modifier into a gaia world, which then went away, which I was wondering if this mod was supposed to keep, but you clarified. Thanks!
Red Skull  [author] Aug 12 @ 1:18pm 
@steelblood could you elaborate on the gaia worlds? are they still clearing rare deposits? I dont really play stellaris much at the moment im very burnt out.

And no, this mod applies to features and deposits only, modifiers remain untouched.
SteelBlood Aug 12 @ 1:03pm 
Are gaia worlds intentionally not included? And does it only apply to more unique bonuses like from events/dig sites, or does it extend to more basic modifiers like Hazardous Storms or Titanic Life? Either way great idea for a mod!
Red Skull  [author] Aug 5 @ 4:02pm 
@Aphyxia Pushed out a fix, Forgot global flags for Real Space on machine worlds, my bad
Aphyxia Aug 5 @ 2:40pm 
decision_assembly_world_project appears for machine empire for some reason. I don't even have the mod from which it comes from.
Swaze21 Aug 4 @ 9:19pm 
Thanks for the quick fix love the mod keep up the great work :steamthumbsup:
Red Skull  [author] Aug 3 @ 4:26pm 
@Swaze21 Thanks for the information, Currently working on a pd fix but unsure yet.
Swaze21 Aug 3 @ 3:17pm 
I did use the save I was currently playing on to do the testing and it restored a relic world so I think it should be save compatible
Red Skull  [author] Aug 3 @ 1:23pm 
@swaze21 Potentially save compatible, haven't tested.

Thanks for bringing this to my attention, regular decision works fine. The ones added by PD don't. Work on fix soon.
Swaze21 Aug 3 @ 12:27pm 
Ok so I just tested the mod doesn't work with the PD arcology decisions it just does the default conversion where all deposits are removed. This is only for the arcology types added by the mod (garden, commercial, and fortress) the regular arcology decision works just fine
Swaze21 Aug 3 @ 12:07pm 
Hey 2 questions
1: Is this save compatible?
2: Is this compatible with PD Arcologies since they add 3 new kinds of arcologies besides the base one?
Risker the 34th Aug 3 @ 11:02am 
This is so based!
Red Skull  [author] Aug 2 @ 10:50am 
@MyNameIsSketch Thank you!
MyNameIsSketch Aug 2 @ 10:26am 
Literally one of the best mods in the workshop...been waiting for this for years. take my points milord
Red Skull  [author] Aug 2 @ 8:39am 
Thank you @A-Sartek pleasure to have you here, if there's anything you need me to add to my mod ( I don't think id need to) just let me know :steamthumbsup:
A-Sartek Aug 2 @ 5:30am 
Ohhh this is what I've been looking for! Here, have my points.

:Gifting:
Aphyxia Aug 1 @ 12:53am 
Amazing. Thanks!
Red Skull  [author] Jul 31 @ 11:27pm 
@Aphyxia - Updated - Hive and Machine worlds work now. Nano worlds may also work but haven't tested. Thanks!
Red Skull  [author] Jul 31 @ 12:37pm 
@Aphyxia I will look into it. Its certainly possible. I would have to mess with terraforming code, which as of now i am unfamiliar with. But Ill give it a look.
Aphyxia Jul 31 @ 12:27pm 
Planetary deposits are such a good feature and I hate that converting to a "better" planet type removes them. Is it possible to expand this mod to also cover hive and machine worlds?
Finally. Always bother why we couldnt keep portal deposit on ecum's when terraform it into Research-one.
Ksblaster Jul 29 @ 12:03am 
good mod.
Red Skull  [author] Jul 28 @ 8:35am 
@xkuripuri Seriously, It's tiring doing the same old, Oh I need to console every single one of the special features and modded event deposits that makes sense to keep around and not just blast into oblivion

Also the capital should be an ecumenopolis, and toxic god makes that decision becomes utterly useless losing the features from the origin event that made it worthwhile actually doing it for ( Empire Wide Damage for example )

I have yet to test every single Origin, Event, Anomaly event, so if you find anything worth reporting then do reply in thread.