Stellaris

Stellaris

Tiny Planets! (in Outliner)
76 Comments
AlphaAsh Jan 27, 2019 @ 3:23am 
I am no loger maintaining or updating this mod. An alternative is available here: https://steamcommunity.com/sharedfiles/filedetails/?id=1610578060
Rune Jan 27, 2019 @ 3:04am 
Would it be possible to create an outliner or a selectable option that ONLY shows planets that actually need attention? E.g. filter in only those that have unemployment, crowding or available slots. That way you wouldn't need a gigantic outliner in the first place.
키으기 Jan 2, 2019 @ 6:05am 
Thank you I'll use it well
TheMajesticCarabao Sep 17, 2018 @ 4:54pm 
wow.....I applaud you @AlphaAsh.Sum people just don't get that modders have a life.
AlphaAsh Sep 14, 2018 @ 11:44am 
Bite me and your passive agressive attempt at manipulation, dipshit. The mod is functional. If you aren't happy with the issues with the mod, stop using it, or fix it your fucking self. You are not a hero of the gaming community. Nor am I.
TotalEntropy Sep 14, 2018 @ 11:19am 
I guess you could advertise having everytime you have three construction bars the mod bugs out as a feature but I think the rest of us would call that a bug. If you aren't willing to fix it along with the outdated "1.3.x Compatible" that's fine but fans of these mods would appreciate clarity and a few 5min updates. Otherwise I'm sure there are some people in the community that would donate their time to help maintain these mods.
AlphaAsh Sep 13, 2018 @ 1:05pm 
The mod is functional. If you aren't happy with the issues with the mod, stop using it.
TotalEntropy Sep 13, 2018 @ 11:15am 
This mod has not been functional for almost half a year. As Tempted said Mar 22, 18 The progress bars cover each other when you have 3 things building. Is this mod going to be updated or is it abandonned and if so can it along with the rest of the nonfunctional ones be marked as such?
Fenrir (Away maybe for long) Jun 2, 2018 @ 7:02am 
Can you upgrade it for the last 2.1.0 Major Update plz ?
Artemis Mar 28, 2018 @ 7:16pm 
So happy this updated!
AlphaAsh Mar 28, 2018 @ 3:06am 
@Tempted It is, yep. So what?
BlessDock Mar 23, 2018 @ 6:14pm 
thanks for update!!!!
makromate Mar 22, 2018 @ 9:07am 
upvoted..thanks for upgrading :)
Tempted Mar 22, 2018 @ 8:32am 
the progress bar is covering the upgrade or building needed icons?
Leri-Weill [FRA] Mar 21, 2018 @ 10:19am 
Best news of the day \o/
AlphaAsh Mar 21, 2018 @ 9:43am 
The update pushed out today includes some changes I made to add in the status icon stuff from 2.0.
DarkMatter Feb 25, 2018 @ 3:21pm 
Kingdark - It works, but as mettpawwz says, odesn't give you the functionality that 2.0 adds.
Kingdark Feb 25, 2018 @ 5:17am 
I want to know too if this mod is compatible or not. I'm cleaning up my mod list and I would prefer to make sure mods won't break my game.
mettpawwz Feb 23, 2018 @ 6:52am 
Heya, it seems like this mod doesn't currently utilize the new 2.0 functionality which gives the player reminders that there are available upgrades, tile blockers that can be removed, or unemployed pops. There does seem to be enough free space for it. It would be really cool if you updated it. Thanks!
Haeffound Feb 23, 2018 @ 6:00am 
Is this compatible with the new icons added in 2.0 showing if you have possible upgrade?
Thanks for all your mods, tiny but so big!
ChrisbyFlanker Jan 8, 2018 @ 7:48am 
Hey Nice mod it's a big improvement. Works flawlessly with 1080 UI mod on Linux version.
There is one problem that comes up in some rare situations where I'm building things from 3 or more different categories at the same time where the bars overlap. It's a bit annoying is it fixable? Could the individual planet entry be dynamically expanded 1 row to accomodate more parallel build progress bars?
Newcrest Jan 1, 2018 @ 12:17pm 
can you combine all your tiny mod into one?
Ari Dec 16, 2017 @ 6:36am 
Thanks for the reply. I'll look around on the github and see if i get anyway. Not a big modder myself but i'll let u know if i get somewhere :)
folk  [author] Dec 16, 2017 @ 5:36am 
1. The bar width can be reduced further, but I don't want to
2. It might be possible to make it 0-100% using a custom animation, but Paradox has not documented this stuff, and if you make a tiny mistake in the UI code, the game crashes instantly, so it's a real *pain* to figure out how anything works. I've already crashed enough trying to figure out the UI mods I've made so far. I don't want to do it any more.

I like the % idea, so if someone else makes it work, I would not be opposed to adding it.

If anyone else shortens the bar widths, I might be willing to add that as well, depending on how it looks.

All my addon code is on github, so feel free to work with me there.
Ari Dec 16, 2017 @ 4:15am 
@Folk Thanks for the great tiny set of UI mods. The problem with overlapping cronstruction bars, is there no way to maybe recude the bar's lenght or change the bar to a 0-100% instead? I've grown a habit of keeping at least 2 or 3 conrstction on a planet (playing machines) and its super hard to see :)
Aregemoth Oct 7, 2017 @ 8:38am 
Thanks, now it works perfectly!
folk  [author] Oct 7, 2017 @ 8:24am 
My file needs to load after his, and his files start with an 'x'. So rename my file to "zfolk_tiny_planets.gui", for example.
Aregemoth Oct 7, 2017 @ 8:14am 
Hello, can i ask you to help me make this mod compatible with
http://steamcommunity.com/sharedfiles/filedetails/?id=837087907
Autor of that mod said that outliner_folk.gui needs to be renamed. I tried but no good result.
Teal Oct 5, 2017 @ 5:57am 
Thanks mate, love your mods, thanks for the quick fix! The overlap is worth it to be ironman compatible... thanks!
folk  [author] Oct 5, 2017 @ 4:44am 
Should be good again now. No checksum change.
The only "problem" now is that if you have more than 2x constructions on a planet (army+ship+building, for example), the progressbars will overlap.

The change I did that "broke" checksum was that I limited the number of active construction progress bars to 2, so that they would not overlap.

Anyway, not a big issue I guess.
folk  [author] Oct 5, 2017 @ 4:39am 
Ah craptastic, I will fix it. I know why.
Teal Oct 5, 2017 @ 4:26am 
P.S. - It's just this one of the outliner mods that breaks checksum, all the rest of your outliner mods are still fine.
Teal Oct 5, 2017 @ 4:24am 
Damn dude, whatever update you pushed for this mod today made it change checksum, your mods usually don't do that... couldn't work out why I wasn't getting the achievement for the game I'd been playing all week and yeah... its cause you broke achievements with this mod today! >_< spewing... if you'd updated tomorrow I woulda got the damn achieve! Oh well... just wanted to let you know... UI mods don't usually break checksum and yours never used to.
Atlantika Sep 21, 2017 @ 6:18am 
update plz
Praeses Jun 10, 2017 @ 1:14am 
Works Great! Thank you for the great mod :)
Aregemoth May 11, 2017 @ 8:06am 
It seems not working for me. After 1.6 patch all planets in outliner are big again.
NoShotz Apr 12, 2017 @ 1:56pm 
Yeah, it bothers me that the bar overlap the names, and if you have are training an army, building a building, and constructing something in your spaceport, one of the bars will be off the screen.
the Peacock King Mar 20, 2017 @ 3:56pm 
Right now, I find that planet names overlap with progress bars in the planet outliner while using this (along with your Tiny Outliner). Is there any way to fix that? Perhaps they could be on two different lines, at the expense of some vertical space?

Thank you for the fantastic mods, in any event!
ThagThoon Feb 17, 2017 @ 4:49am 
So, continuing still from the below, I guess the colony order on the list is dictated by two things, 'colonize_date' and then the 'galactic object' being in capital/core (Earth) sector (I'm playing humans). If the programme would just go through the 'galactic object' list in core sector, and pick those that have *any* colonize_date, and list them in numerical order straight from galactic object ID, they would be, I think, listed then as clustered in systems. This way, also your capital would stay at the top (it is - at least for humans - the galactic object 0 I think), and followed by colonies in the home system, then followed by all other systems clustered according to their object numbers.
ThagThoon Feb 17, 2017 @ 4:28am 
Hi, thanks for your modding efforts! I wonder have you tried to include an option to rearrange the order of planets/colonies on your outliner's list? At some other forum page this was mentioned as currently not "possible or moddable" - any idea why? (https://steamcommunity.com/app/281990/discussions/0/355043117510137113/)

I'm thinking that already by clustering colonies in outliner according to system name would be a big improvement, as mentioned in comments here (and even if the system name would not be visible as in this mod - although I'd still want to have it).

ThagThoon Feb 17, 2017 @ 4:28am 
(Continues from above) I guess the program gathers the outliner's list from savegame -file, and the order follows some value created there after colonization. It seems that for the planets in your core sector (or not in any sector to be precise) the order is dictated by "colonize_date=" value. But each colony is also linked with planet ID in the savegame -file.

So, even if the list contents would be gathered with colonize_date -variable, the order on the list could instead of colonize_date be based on planet ID no. This would result into all colonized planets from a specific system being then listed on the right order, because a given system's planet id's are sequential, for example for earth between 0-35 on my Sol Expanded (I guess depending on what star you begin from).

Wonder how difficult this would be? Thanks again!
::Maethendias:: Jan 14, 2017 @ 3:43pm 
helps so much, probably, didnt tried it yet
::Maethendias:: Jan 14, 2017 @ 3:42pm 
you get flooded with planets, if you want or not XD
folk  [author] Jan 14, 2017 @ 3:19pm 
It works fine with alphamod :-)
::Maethendias:: Jan 14, 2017 @ 12:49pm 
well you probably do lol
::Maethendias:: Jan 14, 2017 @ 12:49pm 
god i needed this so much with alpha mod you have no idea
Olafr_the_Viking Dec 18, 2016 @ 11:32am 
Olafr the Viking has finally decided upon who will be awarded the Modder of the Year Award for 2016.

And the winner is:

http://gamersparadiseolafr.tumblr.com/post/154642276720/the-winner-of-the-modder-of-the-year-award-2016
Dragon of Desire Dec 10, 2016 @ 3:23pm 
Haha, no problem. Essentially, as I mentioned before, the system name is often not the same as the colony name, so I have to have the system name to tell where my colony is. 90% of my game is spent in the galaxy view, you see. I'll unsub for now, but I do like thi mod. ^^
folk  [author] Dec 10, 2016 @ 1:49pm 
I just find it useless, I never looked at it. So why have it there then :-P
If you can give me a good reason, I might add it back in.

But I might not, it's my choice.
If you want it there, take my mod and change it, it's very simple. Or try to convince me, but dont get butthurt when I disagree or stand fast.