Stellaris

Stellaris

Guilli's Planet Modifiers and Features
6,486 Comments
Guilliman  [author] Nov 25 @ 8:04am 
Mod works with new update but the first time it can take ages to load. Was stuck on 5% for few minutes until it went through for me, after that it seems to load fast as normal. Very strange and may not be your experience.

Regarding real space: scaling is(was) compatible but I cant keep up with frequent changes to other mods. As for other issues with real space I donno, will need to look into it.

Currenty waiting for some future changes to really dig back into stellaris but fixes will be done where needed in the next couple of weeks maybe.
Wairui Nov 22 @ 6:09pm 
p.s. Guilliman recently put in lots of effort as people can see in the 'Change Notes',
Wairui Nov 22 @ 6:08pm 
Real Space is a huge mess of a mod. Can't expect other modders like Guilliman to spend oodles of time to know it. I'll be very happy if Guilliman regularly builds better integration with ver4.x to make a first class mod. Let other modders make patches.
tilarium Nov 20 @ 5:09am 
Are Real Space and Planetary Diversity compatible with each other? Haven’t used RS in a long while but I know this is fine with PD. Even works with WGs planet types mod.
gordon_55 Nov 20 @ 4:46am 
Is this last mod correct work?
Use with PD and RS

Even when I choose 1-3 modifiers per planer

1. I haven't seen any modifiers in my solar system, except Mars (rover)

2. Rarely modifiers on another solar system, only 20% planet with ordinary modifiers, like magnetic field, and iron core. But all rings have ring system modifier.


Are this update correct work with PD and RS

Maybe I should replace GPm below both this mods?

Some idea?
Sarus Nov 17 @ 5:04am 
the custom planet background images for the planet types that rolled the flat terrain modifier don't fill the window if also using UI overhaul dynamic
ormio Nov 13 @ 12:03am 
Anyone knows what to change in the mod so that planet Unity modifiers for priests work again?
perl Nov 11 @ 9:01pm 
Do the modifiers from this mod account for the new planet types in Planetary Diversity?
ormio Nov 8 @ 12:36pm 
Yes, none of planet unity modifiers work as far as I tested.
Hagalaz Nov 7 @ 8:41pm 
Hey Guilliman!
Someone below said Ancient temple planet modifier doesnt work. I can confirm that at least following modifiers give none buffs to Unity:
Heart of the Forest, Worshipers of the Maw, Blood Moon, Ancient Temple
doctornull Nov 7 @ 6:38am 
I see the Orbital Robotics Assembly Lab and Cybernetics Uplink features in the "Planetary Mega Engineering" mod.

Dunno how they got on planets which aren't even settled yet but it's probably not this mod's fault.
Gravora Nov 4 @ 6:26am 
Does anyone know what the ID is for the Orbitals Robotic Assembly Lab and Cybernetics Uplink is? It appeared on my planet, cost 120 energy in the early game, and I cannot turn it off. Worse I cannot find the Feature ID for it in any of the files, so I cannot even remove it.
Exan_Flo Oct 26 @ 6:25pm 
think there are way too many barren and habitable precursor planets
ormio Oct 22 @ 2:14pm 
Hey. Planet modifier Ancient temple doesn't work. It is supposed to increase priest output but it does nothing.
FitnessGuru Oct 18 @ 6:31pm 
Does this mod effect the engineer trait for commanders?
tilarium Oct 15 @ 5:31am 
I’m assuming space deposits are the orbital ones. But yeah, I’m confused by the percentages too. I just shrug and put it in 50%
Chava Oct 15 @ 4:11am 
could the next update include a better tooltip explaining what the "Space Deposits:" setting "Options - Other" does? it's very unclear, especially since the default value is "Vanilla" but the tooltip says "25% is probably closer to base game"
so the whispers covenant action now turns a colonized world into a relic world, does this mod add relic modifiers to those?
WhatTheForecast Oct 9 @ 9:06am 
Suggestion: small technology after discovering precursor features allowing you to move modifiers to more suitable locations via planetary decision; i.e. precursor manufactorum discovery being able to be moved after researching living metal tech, or precursor mech/tank factories being able to be moved after researching some new relevant tech. Just a thought. Mod is great, btw.
Ghenzo Oct 4 @ 3:39pm 
After some game time (something in 2300, something in 2400) it's literally impossible to save. it is a know issue?
Zenchi.Senkusha Oct 4 @ 11:16am 
Can confirm "more precursor drop" crashing the game. (though on a faintly lesser CPU and 6400 stars)
Lowkey Sep 30 @ 2:28pm 
the option "more precursors drop" crash the game when turned on, it happen quickly during the first month. (i got a 7800X3D and i am playing on 800 star so size isn't the issue here).
Col. Hathi Sep 28 @ 3:38am 
I don't think the Heart of the Forest planet modifier works. It's supposed to improve medical jobs and provide unity per 100 jobs, but it seemed to do neither
Iadria Sep 27 @ 10:32am 
Super happy to see more updates here, thanks so much Guilliman <3
Tal'Raziid Sep 27 @ 2:30am 
Anyone else getting a ton of Collapsed Habitat wondrous planets and few others?
Alferner Sep 26 @ 2:09pm 
Shouldnt planetary shield modifiers also give a little protection against space weather like the planetary shield buildning?
holden Sep 26 @ 3:30am 
Not sure if this is even fixable but with shadows of the shroud using the composer of strand's covenant ability that spawns a gaia world seems to make it not have the normal gaia world modifiers you would get from terraforming with this mod installed, same with the endbringers ability.
Sarus Sep 24 @ 11:26pm 
Is that ol shipyard a rarity to find? often go couple saves of never finding it, miss having my Great Shipyard HQ around :lunar2019laughingpig:
Guilliman  [author] Sep 24 @ 10:13am 
· Improved mod planet modifier spawning at galaxy generation and when planetary diversity mod is installed.

> this is just improvements tot the counting checks so it should be impossible to have too many modifiers spawning now, especially at higher modifier amounts.
Keep in mind vanilla planet modifier spawning is not disabled, so some planets will have up to 3 modifiers even if you select the max 1 option.
Guilliman  [author] Sep 24 @ 10:11am 
Patched:
· Updated start menu description.
· Updated options menu for the number of planet modifier tooltip.
· Improved mod planet modifier spawning at galaxy generation and when planetary diversity mod is installed.
· Re-enabled the game start option '2-3 planet modifiers'.
· Newer vanilla planet modifiers will now have their bonuses scaled matching the chosen start menu scaling option.
· Removed old building_archaeostudies_faculty localisation overwrite mentioning Archaeopolis planet type.
· Returned trade deposit rewards for megacorp empires now that they have been re-enabled
· Fixed missing localization for science ships build speed and build cost for the survey policy
· Slightly tweaked science deposit rewards from survey events to be more likely to be smaller values
· Double science deposits from survey rewards reduced from 6/4 science value to 3/2 (halved)
· Re-added the precursor empire modifiers rewards for precursor survey events.
doctornull Sep 23 @ 6:57am 
I'd love to see Ancient Archiopolis as a district-swap for Relic World instead of Agriculture District.
Rubi Sep 23 @ 6:14am 
@Marshal Revan, Guilliman removed them when the population change update happened.
Marshal Revan Sep 23 @ 3:05am 
Does anyone know what has happened to Ancient Archaeopolis worlds? I've not seen one in months of playing and really used to like them!
Archemyre Sep 22 @ 1:31pm 
@axilianddraig It seems to just be Dynamic UI, I'm seeing planet modifiers be hidden behind the tab even without this mod.
axilianddraig Sep 22 @ 12:45pm 
Getting a weird clash with this and Dynamic UI with the Lyra 4.1 patch and updated Dynamic UI - for some reason the planet modifiers Icons now display behind panels
Huntress (Bolond) Sep 21 @ 12:06pm 
Weird… Will try to recreate the bugs, maybe it’s one of my compatibility mods messing up your mod’s effects
Col. Hathi Sep 20 @ 1:32am 
@Rubi, it's the same for me.

Btw, I think the soul gem relic needs an update? It looks like it still wants to spawn in the old type of leaders from before the leader overhaul.
KGSpace Sep 19 @ 8:26pm 
Updated on 9/15 version with 4.0.23. Playing game with that. Is the 9/17 update save game compatible with 9/15 version and 4.023?
stephen Sep 19 @ 1:13pm 
I don't know if it is just me but even though the mod says its been updated, nothing has changed. There are no new planetary modifiers, just the base game ones. What I don't understand though is that even on older versions there are no new planetary modifiers. If I am missing something then please let me know because I loved the variety this mod gave me. Thanks
Rubi Sep 19 @ 12:16pm 
Is anyone else not able to select the "2-3 per planet (Extra High)" option when starting a new game?
Demognomicon Sep 19 @ 9:06am 
@Guilliman Thank you for updating!
Col. Hathi Sep 19 @ 8:03am 
Awesome ^^ Really appreciate it
Guilliman  [author] Sep 19 @ 8:01am 
Indeed, I saw that as well in my last game. I have a few tooltip overwrites left I think. I'll clean em up soonish.
Col. Hathi Sep 19 @ 6:20am 
It's also listing the Archaeo-Engineers as Biologists when you look at the Planet Production tooltip.
Col. Hathi Sep 19 @ 5:53am 
Hmm, I know that the archaeopolis planet was removed, but when you look at the Remnants origin, it says it comes with a Faculty of Archaeostudies and a Archaeostudies technology that looks to be unlocking that Faculty of Archaeostudies building, and the building still says that it gets a bonus when built on an Ancient Archaeopolis World.
doctornull Sep 19 @ 5:50am 
I regularly use GPM + Giga + UI Overhaul Dynamic with no problems so perhaps the blame is on Planetary Diversity
Guilliman  [author] Sep 19 @ 2:49am 
Not an issue here. I dont edit UI.
Huntress (Bolond) Sep 19 @ 1:48am 
Looks like this + Giga + UI Overhall + Planetary Diversity crashes instantly the game once you try opening the planetary tab
Quindite Sep 18 @ 9:35pm 
Ive noticed the removal of the econ change option, sucks to see it go. hope its still being considered / worked on
Destest Sep 18 @ 2:47pm 
Found what I think might be something that was overlooked. Using Idylic Bloom to terraform a Superhabitable in Planetary Diversity to a Gaia world with this mod above it in the load order causes the planed to become a regular Gaia world instead of the special Superhabitable Gaia that PD has