Stellaris

Stellaris

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File Size
Posted
Updated
2.500 MB
Nov 22, 2016 @ 3:32am
May 23 @ 5:50am
21 Change Notes ( view )

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In 1 collection by Sam
Sam's Stellaris Mods
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Description
This mod adds tilesets and portraits for AI and Tomb Worlds, and a ringworld tileset.

About
Stellaris currently uses the tundra tileset and portrait for Tomb Worlds and the tropical tileset and portraits for Ringworlds. This mod aims to add unique tilesets and portraits for each of these. I have decided upon a green hued blasted wasteland for Tomb Worlds.

Changes
  • Gaia world tileset
  • Tomb World portrait
  • Tomb World tileset
  • AI world tileset
  • Ringworld tileset

Updates
  • Gaia world tileset no longer needed

Other mods:

Compatibility
This mod makes changes to Stellaris\common\planet_classes\00_planet_classes.txt, specifically pc_gaia and pc_nuked classes.

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Popular Discussions View All (1)
0
Sep 6 @ 3:01pm
Not Compatible with ST: New Horizons
HighKings_Ruin
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158 Comments
Kennywnorth Oct 28 @ 6:49pm 
could you make a patch between this and the "Alternative Tilesets' mod? I would like for tomb worlds to have your greenish tiles and his brownish tomb world tiles as one tileset. Yours would be like fallout 3 east coast and his would be like Fallout 1 and 2 california
TechSY730 Jun 18 @ 9:23pm 
I've made a compatibility patch between this and Real Space 3.1 , because the old compatibility patch is very out of date.
https://steamcommunity.com/sharedfiles/filedetails/?id=1416025776

If you are seeing "exploded" ring worlds and use this and Real Space, this patch will fix it.
Spacemike Jun 5 @ 12:13am 
Indeed it was! not if statements are much cleaner and a bit easier to use, with the ability to just do else_if = { limit = { } } instead of else ={ if = { limit = {} } }
Sam  [author] Jun 5 @ 12:03am 
Well, that is a relief. It can get ahrd to parse what is on the screen with a huge nest of else conditions.
Spacemike Jun 4 @ 11:57pm 
that's true, but i think it has something to do with the game engine, but then again i've never really develed into the workings of Paradox's special game engine, but i am familair with the source engine and it's use of LUA.

No problem, i will say that if statements are a bit more sensible now though, instead of having to have the else statement inside of the if statement (like: if = { else = { } }) it now follows a more common use of the if statements with the statements being one after the other (ie: if = { } else_if = { } else = { }).
Sam  [author] Jun 4 @ 11:52pm 
Well the system is basically just a long list of attributes or members defined in the source code anyway. The conditions, if and else structure, is basically hard coded to be read by their own ad hoc interpreter. They didn't really need to reinvent the wheel on this one. It doesn't increase file size, and LUA is easy to learn. You have far more control over mod functions then you do with this script language. Factorio is a great example of good mod integration, which uses LUA.

Anyway my complaining aside, thanks for the heads up. That probably means I have a lot of work to do to get my current project to work.
Spacemike Jun 4 @ 11:40pm 
I am pretty sure they did, i know just recently like in the past month they changed around the if else statement system quite a bit and included else_if as well, i was just making a suggestion to let you know there is a bit of an easier and more mod compatible way to do it. And, true, using LUA or some other scripting language might've been better, but will all the planets and special functions and such things might've gotten quite messy and a bit harder to code for some, probably the best option would be to have the option to do either LUA or their ingame code, but that might make things more complex overall and increase the file size a good amount.
Sam  [author] Jun 4 @ 5:44pm 
Perhaps they have changed it. I may give it another go. Don't ask me why that this/was the case, it's just part of the mystery of their scripting langauge. If only they used something like LUA and gave us more access.
Spacemike Jun 4 @ 4:53pm 
When did you last try it? i tried it a day or two ago, and i do know they changed the coding structure and such a good amount recently to make the game more moddable and make mods more compatible with each other.
Spacemike Jun 4 @ 4:13pm 
Huh, odd, i'm not sure why that would be the case, i tried it on my pc and made a mt_planet_classes.txt file with only the ringworld habitable section in it and edited the ringworld section and only that ringworld section just fine. although, i do have a good amount more mods, but that shouldn't have much to do with it as i added the file into a mod that was all the way at the top of the mod list (and most likely at the beginning of the load order too)