Stellaris

Stellaris

Guilli's Planet Modifiers and Features
6,465 Comments
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
Agnes 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.
Agnes 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
joakim.westergaard Sep 18 @ 12:24pm 
Thanks for the updates!
Are you still planning to reintroduce the archaeopolis planet? It was one of my favorite features 🙂
Timou Sep 18 @ 12:25am 
@Gake
Try this mod Nebula System Graphics Remover
Gake Sep 17 @ 8:10pm 
Gah, it's Real Space doing it? Crap. That's the one mod I can't remove from my list easily.
Guilliman  [author] Sep 17 @ 7:45pm 
@Gake I think that's another mod doing that (real space possible)

small update:
• Updated fallen empire building rewards from precursor digsites or artifact reverse engineering so they once again work and expanded the list with all the newer posible ones.
*** there still seems to be a weird bug where the reverse engineering action fails this, looking into that
• Fixed Orbital Fabricator ship component so it again produces alloys and minor artifacts
• Fixed Singularity Matrix ship component so it again produces 1 of each science type
• Replaced few non-functioning precursor planet modifiers with different ones
• Fixed a few missing modifier localisations

Also previous unmentioned update:
• Fixed planet modifiers so they again provide planet energy/mining/food districts
Gake Sep 16 @ 11:06am 
Anyway to disable this mods nebula spawning? I hate spawning as Earth only to suddenly find myself in a nebula which is... Rather immersion breaking.
Guilliman  [author] Sep 16 @ 9:39am 
2-3 per planet (extra high) is experimental but I had to disable it last minute duo to some weird bug where some planets ended up with 5+ modifiers. I already wrote it in the localisation at that point <.<
It'll be fixed when I can find the cause of that bug
Sarus Sep 15 @ 7:26pm 
Indeed it should! specially that shipyard, always so happy when i find one close to my position, love it far more than the megastructure shipyard
But they so rare! T^T

Anyways: Is it just me that on a new startup, cant select number of modifiers: 2-3 per planet (extra high) it seems to skip over it and go back to first in list?
KornFlaks Sep 15 @ 7:07am 
Thanks for the update, I love this mod. This should be baked into the game frankly, unplayable without IMO.
doctornull Sep 12 @ 8:17am 
Some of your techs use the @ap_technological_ascendancy_rare_tech value which has been deleted from the vanilla game, so those techs won't appear for players with the AP.

A text-replace to its expected value (1.5) should fix these techs to appear when the player has the AP.
Deranged question: how do I pronounce your name?
Zalpha Sep 9 @ 6:05am 
I am glad this mod is back and updated, it is my favourite. I like the more resources on planets but what I really love are the events and how it is tied to your races choices (ethics), really brings the game to life and I love it. So thank you for your years of effort on this mod and sharing it with us.
Fannus Sep 8 @ 1:51pm 
Thanks!!
PineapplePizza Sep 8 @ 6:31am 
Thanks, Guilliman
KGSpace Sep 7 @ 5:30pm 
Will take what I get, but I continued to like the econ tweak and it's challenge. Continue to consider your mod essential for my Stellaris play thrus.

Probably do another Irony Mod Manager compressed merge of everything just before 4.1.
Gate Sep 7 @ 11:14am 
Thank you, can't play without this mod. You do an amazing job!
Satsuki Shizuka 五月靜 Sep 7 @ 9:16am 
Hey Guilli, just wanted to say we love you and thank you for tweaking back the space deposit thing so that arc furnaces can work properly again! Don't be sad, you're doing god's work here!
doctornull Sep 7 @ 6:57am 
100% agree about the 4.0 botched update but honestly your mod does a lot to make up for their mistake. I hope you feel more able to continue soon.
Living Trash Head Sep 7 @ 6:49am 
Thanks for the update!
Guilliman  [author] Sep 7 @ 6:35am 
Updated:
• Updated planet feature deposits so they once again provide districts
• Removed econ balance tweak option (no longer needed?)
• Added a space deposit option to the QOL many section to use vanilla spawning and set it as default. The other options are still available.
• Added support for planet modifiers added by All These Worlds mod.

-----
Updates will be a lot slower as I'm turned off a bit by stellaris' most recent botched update, many bugs and worse performance. I'm just not having fun playing as much, if at all, these days.
Dan.llama Sep 6 @ 10:07am 
I think this mod is causing most of my planet types to have no modifiers and as such, zero resource districts. Shame, because this mod gives the game so much flavor
Misterwheatley Sep 5 @ 1:02am 
These things, they take time. If the dude is working on an update it will take as long as it takes.