Stellaris

Stellaris

Guilli's Planet Modifiers and Features
6,373 Comments
hydra Jun 8 @ 7:37am 
Does anyone know how to force wonder planets to spawn? Or increase the chance a bit more

Also is it safe to assume that all the unique buildings have been removed?
Tal'Raziid Jun 6 @ 3:11pm 
I've found that i can only trade certain relics to others. I cant trade the Cloaking Device, Archaeo Shield Generator, Zero-Energy Generator, or Daedalus Seal; anyone know why?
우주 공무원 Jun 5 @ 8:10pm 
Hello, thank you for the wonderful mod, I am Korean. Your mod is really cool and Huelong. But certain planets are so beautiful that the planet looks beautiful in the precursor shipyards or the precursor energy grid, so is there a cheat to add artificially? Bonus for additional planet motifs vary depending on planet size, is there a way to control them with cheat? Please tell me. Please
night_pryanik Jun 4 @ 10:40pm 
Some of the Planetary Features in Management section of the planet (star) don't have neither name nor proper description. In tooltip it shows text with something like "gpm_d_energy_12_desc". Here's how it looks like. [ibb.co] I thought maybe the problem is in the wrong mod load order, so I tried to put your mod almost at the top and almost at the bottom of my load order, but the problem persists.
TheKingOfCurs Jun 4 @ 10:21pm 
Thanks for your work man
It really makes the game for me so much more interesting and enjoyable.
lutharien Jun 4 @ 7:17am 
There is a modifier for a deposit in Wonder worlds (Amoba sea), which gives +4 Social per 100 farmers, miners or technicians. Too strong, I think even half of it would be more than enough. When I get it, they greatly outperform my researchers before the computing tech updates allow for significantly more researchers.
Fatetaker Jun 4 @ 12:51am 
@ᛣ Munin ᛉ you generally add it before, it runs ons scripts so it doesnt have a priority really but ppl have recommended before PD and event mods
ᛣ Munin ᛉ Jun 3 @ 6:59pm 
Load before or after Planetary diversity?
Wairui May 31 @ 3:05pm 
Awesome quality work... thank you Guilliman!
Demognomicon May 31 @ 3:02pm 
@Guilliman As of the update, some of the exploration system modifiers still don't get added like "discovery is meaning" doesn't add the +6 physics and engineering.
SaltySaltedSalt May 30 @ 8:07pm 
The GOAT is back
ColossusCrusher May 29 @ 5:31pm 
Bug report: I'm not seeing the decision to remove Dark Skies, and the decision to fix the weak magnetic field feature that requires a built shield generator isn't detecting that I've built one on the planet.
doctornull May 29 @ 4:27pm 
Yes, Giga habitable gas giants work fine with this mod.
L W May 29 @ 4:25pm 
Description says it has compatability with gigastructers, does it works well with gas giants/habitable gas giants?
hydra May 28 @ 2:57pm 
My remnants start doesnt seem to load the modifiers at game start on my capital, sorry that was a broad statement, i think i figured out a conflict with relic world flavour mod
Duke Fontaine May 27 @ 2:46pm 
Absolutely! And thank you! I don't want my nitpicking to distract how great of a mod this is.
Guilliman  [author] May 27 @ 2:38pm 
@hydra which modifiers do you mean? Relic worlds can still get modifiers at galaxy generation
Guilliman  [author] May 27 @ 2:37pm 
@duke thanks for the detailed feedback! Would a (some?) starting options be ok to reduce down some of the added stuff? no promises at this time as I will have to have a think about it how to easily implement some options and the time required. I did code a lot of stuff with adaptability in mind so I can do some stuff at least.
McCloud May 27 @ 2:35pm 
Thank you for all of the hard work you’ve put into this amazing mod. You are awesome!
Duke Fontaine May 27 @ 2:30pm 
I do first really want to stress that the mod is otherwise incredible! Playing without the mod makes the vanilla game feel so much more empty, but its hard to justify unless I'm playing on GA w/ no scaling and extra difficulty mods.

The largest issue has been with surveys and discoveries adding 2 to 3 times the amount of deposits compared to vanilla (even before researching anomalies/events, and even with planetary rings and minor megastructures turned off), and with the changes to research you can easily forgo science buildings on your planets for quite sometime. Planet modifiers (and relics in some cases, like the one adding extra civic points) are a bit overtuned as well, and can often times eclipse most research/building/civics options you're presented. The settings in the game start menu that lower the frequency of modifiers/relics can help, but it often results with the game balance swinging wildly one way or the other. In the past I've generally just halved most modifiers.
hydra May 27 @ 1:58pm 
What happened to relic world modifiers?
Guilliman  [author] May 27 @ 12:34pm 
In what way would you want the mod to be more balanced Duke?
Duke Fontaine May 27 @ 12:12pm 
Can anyone recommend settings at the start of the game I can change to make the mod a bit more balanced? I used to edit the files myself but it's been a pain trying to keep track and manually do it every other update.
Flakyhtf May 26 @ 3:01pm 
Man, I heard this mod conflicts with the orbital elysium district selection (making it crash). Any chance you can look it up? Thanks in advance, I love this mod
secomano May 26 @ 1:44pm 
Guilliman my man you are the best!
Guilliman  [author] May 26 @ 12:16pm 
Updated:
- Reduced chance of Rare Crystal deposit appearing on crystal asteroids
- Returned some modifiers from job efficiency to job output. This didn’t work for gestalt empires with how the modifiers are setup in the base game.
- Replaced forgotten +max buildings modifiers with +max district or + max non-artificial district bonuses
- Added a planetary decision to clear the Dark Skies Modifier
- Split the economic balance option policy into Player and AI policies. AI policies have some added base resources and don't increase station resource cost as AI economic plans don't really like it (they end up building them a bit slower than they should). I really cant wait until they rebalance the economy so messing with balance isn't needed, even if it's optional :|
Guilliman  [author] May 26 @ 11:33am 
Maybe, I want to but maybe as customized relic world instead of a complicated new planet class
joakim.westergaard May 26 @ 10:47am 
Will the Archaeopolis (precursor tomb) planet be back at some point? It was definitely a favorite of mine.
Tcgirl8 May 26 @ 7:47am 
poggers
Guilliman  [author] May 26 @ 7:21am 
I only have custom casus belli and wargoals. Was it a relic war by any chance?

Regarding mutually exclusive modifiers. Examples always welcome. As for the weak/strong magnetic modifier, ill check the weights. It's also possible this is a rare case of a vanilla event adding it after galaxy generation, and since vanilla events dont check for my modifiers they can spawn it alongside my own opposite versions.
Olafr_the_Viking May 26 @ 7:11am 
I'm having an issue where war score never changes for my opponent, it seems bugged somehow, and I was just wondering if this mod touches on that in any way, since it is one of the few mods I use that interact with many game systems at the same time?
Teslacraft May 26 @ 5:37am 
The Return of the King
Wairui May 25 @ 6:29pm 
@Auspician I found similar mutually exclusive planet modifiers in older versions when I last played a few years ago. They weren't common but quite noticeable.
brown.brandon.p May 25 @ 5:57pm 
Ahhhh, Thanks for the heads up. Sad to see them go but excited to see what else you might come up with
Auspician May 25 @ 4:21pm 
Incredibly excited to be playing 4.0 with my favorite mod again! Thank you! I also wanted to share that I found a planet with both a Weak magnetic field and a Strong magnetic field... maybe it should be mutually exclusive? Thanks again for breathing life back into the game!
Royal Raven May 25 @ 3:50pm 
Alright, my favorite mod is back! Thanks for the update.
Guilliman  [author] May 25 @ 11:25am 
Probably in some form, either as a separate mod or as something ontop of existing relic worlds. I have some ideas to experiment with.
Voidlord May 25 @ 10:54am 
Is there a chance Ancient Archaepolis will be brought back at some point?
hydra May 25 @ 10:53am 
Hi Guilli, small thing found the description of Precursor Prison Planet is a bit broken, other than that i love the new modifiers! thanks!
Guilliman  [author] May 25 @ 9:48am 
Those have been deleted, please have steam verify your game files, it'll force the mod to update correctly. Steam sometimes doesnt correctly delete/update files from the workshop mods.
brown.brandon.p May 25 @ 9:20am 
Ancient Archaeopolis. I believe they are added by this mod? It looks like the districts jobs and benefits arent updated to 4.0. A restored city district gave 20 housing and 5 clerk jobs.
Guilliman  [author] May 25 @ 8:15am 
Updated: Fixed nu bael life seeding decision: it now appears as expected
LysdexicsUntied May 25 @ 7:30am 
Thanks for updating Guilli, I can play Stellaris again
Cicilka May 25 @ 6:15am 
Hi! Found out yesterday that the option to terraform to gaia world doesn't appear after activating the Baol relic. Just checked file integrity and waited a month in-game, but no change.
SEVEN GOON SESH May 25 @ 6:12am 
Will force update then, thanks.
VVenchov May 25 @ 4:30am 
I Love this mod, great work :Gifting:
Guilliman  [author] May 25 @ 4:17am 
Have steam check integrity of game files @SEVEN, i have a feeling steam bugged the update download.

---
Also just patched:
* Lowered balance option building upkeep cost from 2 to 1
* Some fixes to galaxy gen deposits
* Fixed mining nexus building from appearing in the wrong zone
* Updated some more modifier bonuses
* Adjusted a few trade modifier bonuses
* Lowed building cost modifier bonuses
* Updated all survey events megacorp option rewards from energy to trade
* Adjusted materialist survey event reward options so they are more likely to give a smaller science deposit
* Prevented tidally locked modifier from appearing of PD or Real Space mods are detected
* Restructured start menu options in Feature Options and QOL options, also added an option to disable coloured planet names.

See changelog for details
SEVEN GOON SESH May 24 @ 10:52pm 
Update: Having only this mod enabled still results in inability to produce special resources on planet. Something went very wrong in a recent update to the mod
SEVEN GOON SESH May 24 @ 7:07pm 
Currently cannot produce special resources (motes, gases, etc) on planets. When I disabled this mod it began working
jchokey May 24 @ 6:00pm 
THank you!