Stellaris

Stellaris

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Planetary Modifier Enhancements
   
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May 23, 2021 @ 10:34pm
May 11, 2023 @ 2:41am
22 Change Notes ( view )

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Planetary Modifier Enhancements

In 1 collection by corsairmarks
Corsair's Stellaris Mods
57 items
Description
Overview
I wanted to tweak several planetary modifiers to provide more flavorful and useful bonuses.
  1. The C.A.R.E Interactive Interface is an economic optimization engine, so I wanted it to give a bonus to trade value
  2. The Extensive Moon System modifier adds mining districts and output... to gas giants which can't be colonized, so I changed it to give a bonus to mining stations (but not research stations) that also applies to any unhabitable moons, and moved the bonus mineral jobs production and mining districts onto any/all habitable moons
  3. The Resource Consolidation origin goes through all the trouble of shrinking gas giants and converting them to molten worlds tagged with the "Chthonian Planet" modifier but then a game start event clears all modifiers, so I wanted to stop blanket deleting planetary modifiers in starting systems
  4. Allow multiple planetary modifiers to spawn on any given planet, as suggested by the majority of the planetary modifier spawn code (which weights some higher or lower in the presence of other planetary modifiers)
  5. Convert all the "mineral richness" related modifiers to provide bonuses to the miner job category (rather than only minerals production) and mining station output, similar to the changes for #2
Compatibility
This mod should be fairly compatible with other mods. Incompatibilities would likely occur if other mods also overwrite or add same the planetary or static modifier IDs. If another mod is attempting to specify the same modifiers: first in wins for static modifiers, but last in wins for planetary modifiers. This mod overwrites 8 different static modifiers and 23 planetary modifiers.

This mod also overrides a game setup event game_setup.2. I find it unlikely other mods would be changing this event (it clears planetary modifiers for home systems); in any case first in wins for events.

Built for Stellaris version 3.8 "Gemini." Not compatible with achievements. Largely compatible with Guilli's Planet Modifiers and Features - Guilli's static modifier changes will take precedence but there are no error-causing conflicts. Also has built-in compatibility with Planetary Diversity.

When to Install
This mod can be safely added to your save after the game has started, but not removed. If this mod is not active at game start, you will miss out of the Extensive Moon System (Moon) modifier being applied to the moons of gas giants with Extensive Moon System and minerals being added to some planets with modifiers but no deposits. Removing this mod will result in unknown planetary modifiers - which Stellaris may or may not handle gracefully.

Known Issues
Overriding static modifiers and preempting events cause the game to log errors, so expect to see twenty-four (!) lines in the error.log file similar to:
[20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_hazardous_weather already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 4 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_dangerous_wildlife already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 24 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_weak_magnetic_field already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 54 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_strong_magnetic_field already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 79 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_unstable_tectonics already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 104 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_tidal_locked already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 133 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_chthonian_planet already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 157 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_asteroid_impacts already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 177 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_extensive_moon_system already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 206 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_carbon_world already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 234 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_wild_storms already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 260 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_low_gravity already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 280 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_high_gravity already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 321 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_mineral_rich already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 362 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_ultra_rich already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 396 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_mineral_poor already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 421 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_titanic_life already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 452 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_asteroid_belt already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 484 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_natural_beauty already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 512 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_atmospheric_aphrodisiac already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 535 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_atmospheric_hallucinogen already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 555 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_lush already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 575 [20:57:42][game_singleobjectdatabase.h:165]: Object with key: pm_bleak already exists, using the one at file: 01_planetary_modifier_enhancements_planetary_modifier_overrides.txt line: 606 [20:57:44][eventmanager.cpp:368]: an event with id [game_start.2] already exists! file: events/game_start.txt line: 253
Changelog
See the Change Notes

Source Code
Hosted on GitHub[github.com]

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24 Comments
#1Smitty Werben Jaggerman Jensen Jan 2, 2024 @ 5:35pm 
will this still work in 3.10?
Athena Dec 11, 2023 @ 7:44am 
Will this be updated soon?
corsairmarks  [author] Apr 25, 2023 @ 6:33pm 
@Frigglish It should find and apply the modifiers automatically.
Frigglish Apr 25, 2023 @ 9:18am 
If one is coding a system initializer with an Extensive Moon System gas giant, is it necessary to tag individual moons with the relevant modifier in the initializer, or will that take care of itself and tagging them will end in duplicate modifiers?
Peter34 Jan 11, 2023 @ 12:54am 
Thanks! I'll try it out.
corsairmarks  [author] Jan 10, 2023 @ 9:32pm 
@Peter34 here's that building mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2916269980

I decided to make the Culture Worker re-introduction into its won mod, which will also be going up shortly on my workshop.
corsairmarks  [author] Jan 7, 2023 @ 5:25pm 
It's very unlikely to have more than 1 of the same rare deposit, unless a system is specifically scripted that way. But it does make sense to tame it back down to something like 15%, I just got excited.

I think I'll also re-introduce Culture Workers to Ecu and Hab districts.
Peter34 Jan 5, 2023 @ 4:22pm 
The problem is that sometimes you get 3 Alien Zoo deposits on the same planet. I don't know if that's from a mod (MEM) or vanilla, but if each Alien Zoo boosts by 25% then that's a +75% boost, and... I'm not sure that's too good.

Still, I'm glad you're willing to look into this matter, because exploration and discovery is supposed to be fun, and discovering Beth Stone or Alien Pets just isn't fun.
corsairmarks  [author] Jan 5, 2023 @ 4:16pm 
@Peter34 those buildings are definitely ripe for some enhancement. I think that Betharian Power Plants would be better is it added base technician output (similar to the power hub buildings) - maybe +2 energy output per tech, and it would be stackable with the other building in order to really lean-in to an energy center. Combo that with changes to the Betharian Stone deposit to add +4 Generator districts.

As for the Zoo - I'm thinking of adding back the Culture Worker they used to have, then boosting Culture Worker output by +25% (they are a rare job - but it would make the planet a more compelling place for building them). Maybe add a bonus Culture Worker per X pops too.

Healthcare Workers are ok as-is, I think. They boost organic Pop assembly and habitability, which are useful for some empires.

I'll release a new mod since they will go nicely as a standalone pair of buildings.
Peter34 Jan 3, 2023 @ 6:51pm 
You make a lot of good mods! Could you please make a mod that re-balances Beth Plants, Alien Zoos, and Gene/Cyto Clinics?

Gene Clinics are frequently claimed by "meta" players to be a bad use of Pops. I think they're almost good enough but not quite. I think if each Job added (2, or 4 for the upgraded version) +1% Happiness to the planet, then they'd be spot on and very worth constructing.

Betharian deposits are underwhelming. I used go to "Yay, Beth!" back before v2.2 with the 5x5 tile grid, because Betharian stone was useful, but now they almost never occur on a planet with many Geneator District slots anyway. Vanilla adds +4 Jobs, +10 Energy. I suggest changing that to +6 Jobs and +2.5% Energy from Technician Jobs, and still +10 Energy.

Alien Zoos could add Happiness, but then they won't work for Gestalts, except Rogue Servitors. Maybe have each Zoo add +1 Stability? It ain't much, but it'll cause that "yay!" reaction, since they're no longer 100% similar to a Holo-Theatre.