Stellaris

Stellaris

Feature Preserver
17 Comments
Red Skull  [author] 26 minutes ago 
@MyNameIsSketch Thank you!
MyNameIsSketch 49 minutes ago 
Literally one of the best mods in the workshop...been waiting for this for years. take my points milord
Red Skull  [author] 2 hours ago 
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 5 hours ago 
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?
Red Skull  [author] Jul 31 @ 11:03am 
Update 1.2 - Added global flag for compat, future compat begins soon
Red Skull  [author] Jul 30 @ 10:49pm 
@MartianLeo I don't personally know of that mod, So I can't tell. If it doesn't work report it and I'll see if I can get around to making some compatibility
MartianLeo Jul 30 @ 6:41pm 
does this work with planetary mega engineering?
Red Skull  [author] Jul 30 @ 12:14pm 
Update 1.1 - Added a new event which stops all deposits except those labled as "rare" please let me know how the change is i don't have enough time to check every deposit in the game, this is kind of a temp solution as it gets rid of the Earth unique deposits, which i am working on a fix.

This should not affect anomaly, event or modded deposits/features unless it doesn't have a rare tag. If not and people report to me that modded deposits are now broke, I will have to implement a fix or a patch.

Thanks for all the favourites!
Red Skull  [author] Jul 30 @ 4:49am 
Update: Currently working on code to implement a change that stops Mineral, Food and Energy features. Also will be handpicking features that don't seem very relevant to a world that is a city planet ( Such as the ones that only benefit resources not produced on Ecus.

This may mean overwriting vanilla files by creating a new category for features that apply post Decision and Build.

This may cause jank with other mods that affects Ecu Decision ( I'm looking at compatibility with the most popular mods first, although this may mean separate patchs)

Once done with creating new code to allow this, and some patchs for other mods, I will start looking into creating either a toggle for this mod or a seperate mod that allows an Ecumenopolis to "Upgrade" certain features. Will see how things turn out.
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.
xkuripuri Jul 27 @ 7:10pm 
I like this idea. It's not hard work to console them back in, but it would be nice to not lose them all the time.
Like obviously losing the resource district ones makes sense, but it's weird that you'd say, get rid of that underground vault...