Stellaris

Stellaris

Planetary Shields
396 Comments
borsk Sep 17, 2023 @ 8:38pm 
Hey everyone, since the author went silent on us, I updated this mod to the latest version of Stellaris. You can find the updated version here
Inerael Apr 3, 2023 @ 6:39am 
someone update pls
小杨同学 Apr 8, 2022 @ 10:13pm 
In a galaxy, two stars have shield generators, but only one has a shield, and the shield size of the other is smaller than that of the planet. I can see the shield only after adjusting the size of the planet with code. Is this a normal phenomenon?
xXsLaYeRXx1412 Feb 26, 2022 @ 6:57am 
following the trend i am here to ask you to please update to 3,3
Fetfrumos96 Dec 15, 2021 @ 10:23am 
Please, is it possible to fix your mod, the mod does not want to work correctly in the new version 3.2
Wet Dog Squad Sep 24, 2021 @ 3:21am 
Does this still work with 3.1? Given that it uses a custom event I'm doubtful.
zulu9812 Apr 9, 2021 @ 6:49pm 
A couple of questions. Why is there a 2nd planetary shield generator (the mem version) in addition to the vanilla one? And is the shield graphic supposed to go away when the building is ruined, disabled or destroyed (because it doesn't)?
NovaSnake Jan 11, 2021 @ 1:17pm 
Is this compatible with 2.8?
Malthus  [author] Dec 25, 2020 @ 11:57am 
@The24thDS Yeah, no problem, suit yourself ;)
JustTwentyFour Dec 25, 2020 @ 10:47am 
@Malthus, can I use files from this mod in a submod that I am making for SWFR?
zulu9812 Dec 19, 2020 @ 7:58am 
I would love to see this be compatible with Bigger Colonies.
Kordeth Invictus Sep 3, 2020 @ 3:01am 
ok the combination for the shield airlock is...
1... 1... 1...
2... 2... 2...
3... 3... 3...
4... 4... 4...
5... 5... 5...
so the password is 1 2 3 4 5?
that's the stupidest password in i've ever heard. that's a combination some idiot would put on their luggage!
Tman Aug 17, 2020 @ 9:44pm 
WTB 2.7 version please good sir.
Malthus  [author] Jul 6, 2020 @ 10:10am 
It would mostly be a lot of repetative script addition + you'd have to test out the new scaling for the additional objects.
ุReshy Jul 6, 2020 @ 10:00am 
How involved would it be? Is it just a lot of repetitive code or is it necessary to rewrite large sections to have any chance of fixing it?
Malthus  [author] Jul 6, 2020 @ 9:13am 
That would need a lot of script adaptation. For each planet size there is a scaled version of the shield object and various events set and delete these different ambient objects depending on planet size.
ุReshy Jul 6, 2020 @ 7:32am 
Alright, is it possible to get a version of the mod that's designed for Bigger colonies and their much larger planet sizes? Bigger Colonies has planets up to size 50-60ish.
Malthus  [author] Jul 6, 2020 @ 6:38am 
Planet sizes over 25 might be bigger than the shield object, but the base game does not allow for colonizable planets above 25, so unless modded, this should not be an issue. The various planet modifiers adding districts do not affect the visual size of the planet.
ุReshy Jul 6, 2020 @ 6:17am 
Does this work with Bigger Colonies?
emperorsnake Jun 27, 2020 @ 5:49pm 
needs an update
supercid87 Jun 21, 2020 @ 2:25pm 
Does this still work for most updated patch?
Malthus  [author] Feb 23, 2020 @ 12:22am 
If they add their own shield building, you would have to add that building in the trigger of the connected events with an OR statement so they'd get one of the ambient objects which are used for the shields here.
Zipzopdippidybopbop Feb 22, 2020 @ 7:39pm 
Find Stellaris very hard to play without this mod; unfortunately, I notice a slight conflict with the ACOT mod - basically when updating to the new shields offered there the Planetary shield texture disappears completely.

Could you give any advice as to which modfiles to edit (so I can maybe merge the two)?

Ta!
starfirejordan Feb 17, 2020 @ 1:31pm 
is this like up to date?
Malthus  [author] Jan 26, 2020 @ 1:14am 
This may depend on the load order if they also change the same entries, this mod does.
Soryn Jan 26, 2020 @ 1:10am 
Thanks for the reply, also will they still build them if I use starnet or glavius Ai? Or only the vanilla Ai? I really like the effects, they are well done
Malthus  [author] Jan 23, 2020 @ 7:02am 
In vanilla they do not even get the tech for it. In this mod weights are added for the ai to both get the tech and build the buildings.
Soryn Jan 22, 2020 @ 6:15pm 
Does the Ai ever build these? I never see them build them so far
Malthus  [author] Jun 5, 2019 @ 7:00am 
There will be, but I have a few other things to fix first.
Nick Evans Jun 4, 2019 @ 9:34pm 
is there going to be an update for 2.3?
Bunny Shake Mar 23, 2019 @ 5:13pm 
Would you make a 1.9 version for folks who prefer that version? If not that`s fine. Thanks.
Malthus  [author] Feb 17, 2019 @ 4:41am 
If there is a console command to remove projects and event chains then yes, but I cannot tell as I never needed to do this.
andres r Feb 17, 2019 @ 4:18am 
Hi - can i remove the log entry via console?
키으기 Feb 11, 2019 @ 10:07pm 
Thank you I'll use it well
Darth Modus - God of Richards Jan 26, 2019 @ 5:21pm 
@Malthus - Thanks man!
Malthus  [author] Dec 31, 2018 @ 3:00am 
This is a mod conflict with another mod changing the height of the planetary plane.
hYPERION Dec 31, 2018 @ 2:50am 
I have a bug where the shield would appear above the planet :c
Ruhadre Dec 25, 2018 @ 12:06am 
Any chance of adding an additional job with the shield upgrade? Like a scientist that does physics/engineering research, or maybe another soldier?
AncientGatekeeper Dec 24, 2018 @ 4:07pm 
I believe it does add a new soldier job. I'll attach my modpack below:

https://steamcommunity.com/sharedfiles/filedetails/?id=1590049230
Malthus  [author] Dec 24, 2018 @ 4:04pm 
Does your shield generator add a soldier job? Heard of some mods overwriting building files in which case you might have two different shield generator buildings in your building list. Besides this it might be some other kind of incompatibility but it's hard to say without more info.
AncientGatekeeper Dec 24, 2018 @ 3:52pm 
For some odd reason, I am not getting the graphical effects in my game. Dont know if this is caused by another mod or not.
Dovenius Dec 22, 2018 @ 1:27am 
Thank you for replying :D and thank you for a wonderful mod happy holidays!
Malthus  [author] Dec 22, 2018 @ 1:24am 
I know of no other patch. As I do neither use real space nor maintain the compatibility patch I cannot tell what is going on on that end. You should try to contact the creator of the patch. Sorry I cannot help you further.
Dovenius Dec 21, 2018 @ 9:53pm 
is there a patch with real space ? i dont think the one in the description works cuz its outdated ?
Midnight Dec 20, 2018 @ 12:02pm 
Thanks Malthus. I did replace the spacedust_diffuse.dds with a tint and that helps. What you say makes sense too, considering that altering the rimcolor value (and most specifically the alpha / transparency constant) gives an appearance more akin to thicker (more opaque) or thinner transparent glass. Appreciate the reply!
Malthus  [author] Dec 20, 2018 @ 8:26am 
A lot of the color of the shield depends on the system's sun as the object itself is kind of like transparent glass. But there is also a rotating texture on it (the bluish fog). That would be the only thing you could try to replace to get another color.
Midnight Dec 19, 2018 @ 8:51pm 
Thank you very much for the mod!

I have a question if anyone can help. I wanted to customise the colour tint on the shield and was wondering how or if it can be achieved. I took a look at PdxMeshExtraDimensionalShip in the shader used, created a new entry, but testing some of the values ultimately didn't achieve much.
Icen Dec 15, 2018 @ 8:40am 
@Malthus Hey thanks for responding. I've looked over the logs my self and it didnt help since the errors still appear after removing your mod but the crashes stopped happening. My guess so far is Real Space did it again :x
Malthus  [author] Dec 15, 2018 @ 1:41am 
@Icefrenzy I did a lot of testing games so far and did not experience any crashes. This is of course not proof that the problem might not lie within this mod, but I have not yet experienced anything that would lead me to that conclusion. If you can provide more information, errorlog entries pointing to this mod or reproducable crashes related to it, please let me know so I can fix it.

@Meakawa Sure, good luck with your project :)
BigBen Dec 15, 2018 @ 12:24am 
Can I use your model in my mod? Ask for permission