Stellaris

Stellaris

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File Size
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260.708 MB
Sep 19 @ 12:04pm
Oct 31 @ 9:19am
14 Change Notes ( view )

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In 1 collection by WP 🥔
My Mods: Compatibility & Recommendations
8 items
Description
What Is This?
This mod is a database of triggers, GFX assets, LOC keys, effects and some custom game objects that are useful to have centralised when I'm modmaking.

My Stellaris v4.1 mods require this library as a dependency.

What Do I Do?
Subscribe to the library then add it to your game as you would a regular mod.

Then forget about it. You're done.
  • Load order should be handled automatically, you don't have to do anything.
  • But just in case: The library should be loaded FIRST (at the top of the list - before my other mods).
  • I strongly suggest you use Irony Mod Manager[bcssov.github.io] when modding this game. It's brilliant!

What's Next?
The library doesn't do anything on it's own!
  • There should be nothing in the error log and there are zero overwrites.
  • Playing with only the library is the same as playing Vanilla.
  • You need use this library with one of my actual mods to see any changes in your game.
  • Check the collection at the top of this workshop page "My Mods" for a list of them.
  • If you're already using one of my other mods, you're done already.
  • If you don't have any of my mods you don't need this.

Configuration Settings:
My mods often include settings or additional options and tweaks for you guys to play with. You can now find all of these customisable files in the same place: Head to the library's common/scripted_variables folder. I've included a ReadMe there to help you out. You can also totally ignore them if you like.

Why does this exist?
The short story is that have about 5 released mods and more in development all dealing with planets and deposits... this cuts out a lot of placeholders and hopefully saves me a lot of headaches down the line. It also means many more fun cross compatibility features between my projects!

Another option would have been for me to bundle everything into one mega mod, but in this way you, the player, have the freedom to decide which bits and pieces you want to install for yourself. And without intrusive in-game configuration pop-ups or out of game file tampering.

To fellow mod makers feel free to check out the technical ReadMe I included in the files for more details.

📜Translations:
I only make mods in English and I only support the English language with my projects.
However! If anyone wants to make a patch for another language please feel free to message me and I'll link to your submod below.

Every single one of my mods can be translated from the library right here.

Current translations:
  • None
31 Comments
卡尔文迪斯梅特 Nov 18 @ 10:49pm 
I made a new Chinese localization translation is here.
https://steamcommunity.com/sharedfiles/filedetails/?id=3108330591
WP 🥔  [author] Nov 3 @ 6:37pm 
Literally all MW does at game start is remove some deposits and then add the corresponding amount of unexplored ones - so I'm thinking I'll make it remove 1 less (giving every planet +1 at the start)
silent_death Nov 3 @ 3:38pm 
You were right, this is definetely an Mysterious worlds issue for me. Not PFE. When loading without mysterious world, planets have many more districts
silent_death Nov 3 @ 3:30pm 
I did not save that specific one but here is another one just like that with debugtooltip
https://imgur.com/a/J1DmkOS
WP 🥔  [author] Nov 3 @ 5:33am 
All of the other planets actually look correct as far as the event code is concerned and not actually bugging. I think it's a matter of balance: Maybe PFE is spawning rarer deposits more rarely than vanilla would, so overall counts are lower?

I think the best solution in general is for me to have MW give +1 initially discovered deposit on all planets, which should smooth out the RNG on these smaller ones and give some more padding.

Beyond that I'd love to hear about that tropical world: It's bugged as far as I can see.

And perhaps a good experiment if you have the time would be to check the raw PFE balance vs Vanilla. No Mysterious worlds. That might show that it's just the PFEs' rarities are too stingy.
WP 🥔  [author] Nov 3 @ 5:26am 
@SIlent
Nice Album!!!!
Can you tell me anything about that first tropical one? It 1000% should have way more of everything. The fact it's not getting any mysterious world deposits shows me that at the very least: A size 24 world should always get 6 of them.

The way that PFE adds the basic deposits is if it see's a vanilla deposit, it swaps it for the modded ones. So maybe there is a chance vanilla spawned that world with a super low amount in the first place? I'm not sure - I'd love to know what flags are on the planet (debutooltip in the console and mouse over it).
silent_death Nov 2 @ 4:35pm 
just posting it here in the library since I do not know if this related more to mysterious worlds or PFE. A couple of screenshots for planet generation, imo overall it seems like not enough resource districts are generated compared to vanilla but check yourself.
https://imgur.com/a/wp-4-1-SEhWIVH
WP 🥔  [author] Oct 11 @ 2:26pm 
@Sylxeria
Yeah sorry if that caught you out!
Sylxeria Oct 11 @ 2:21pm 
Whew, I finally finished the 4.x Achievement Hunts and got back to modded only to see the Army Attachment mod being all wonky... Didn't know that a Library happened! :IEA_Phredrick:
WP 🥔  [author] Oct 10 @ 3:57am 
@Jolo
I don't have that issue, no! Sounds strange.