Stellaris

Stellaris

Giga Diversity
 This topic has been pinned, so it's probably important
taimao  [developer] Nov 3, 2020 @ 5:04pm
Suggestions
Please, let me know any suggestions of things that you want to see added into Giga Diversity
Last edited by taimao; Nov 29, 2021 @ 2:34pm
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Showing 1-15 of 20 comments
Jetharius Nov 19, 2020 @ 9:54am 
Hey Tai, I've been doing some deep modding with some friends. We grabbed your mod and had some unique experience. Energy and food dynamics were a struggle for us in a way we were not accustomed too... we disabled giga diversity and everything generally went back to normal. I play a bio-hive, friends play some other dynamics, but all of us suffered the issue with energy and food generation... I have had some modding experience with Rimworld and some other games and I haven't dug into this issue but wanted to alert you to this regardless...
taimao  [developer] Nov 19, 2020 @ 10:56pm 
@Jetharius I will have look into this. What other mods are you using?
doctornull Nov 24, 2020 @ 1:32pm 
Origin Suggestions:

"Sanctuary Interloper" - The Great Ring, except it's full of primitives and you start on a PD Rogue World orbiting the black hole.

"Doom-ish" - Doomsday except you also have a bunch of Planetary Habitats so it's not going to destroy your everything even if you somehow fail to expand.

"Topiary" - You must start out on a Rare world. All the various Rare world types exist as small-ish moons around a few gas giants in your home system. There's also an abandoned orbital ecosystem and an abandoned orbital habitat with clues about your creator. Lower population to start due to smaller planet size, but you ought to be able to rapidly expand to a couple of other planets or at least the habitat.
taimao  [developer] Nov 24, 2020 @ 2:25pm 
@doctornull Some if not all of these are feasible. I really like the sanctuary interloper idea.
Last edited by taimao; Mar 8, 2021 @ 7:34pm
doctornull Jun 16, 2021 @ 12:19pm 
"Abandoned Shipyard" - Start on an Equatorial Shipyard with a Mining barren planetary habitat and a Hydroponics frozen planetary habitat. Unlike the vanilla Equatorial Shipyard start, no special buildings or deposits. You get energy from the capital's generator districts, food from the hydroponics hab, and minerals from the mine hab. Habitat preference (but no productivity bonus and no growth malus traits).
Chera Jul 16, 2021 @ 2:17am 
Thank you tai_mao2 for leading me here :D

As commanded, I suggest a compatibility patch for the Megaflora terraforming issue: a Megaflora Hive can't terraform any planet because it does to passively by colonizing. There are however "valuable worlds" added by Guilli's PM, which cannot be colonized and are therefore locked out from play for Megaflora (and infested world) Hives.
taimao  [developer] Jul 18, 2021 @ 10:20am 
Originally posted by Chera:
Thank you tai_mao2 for leading me here :D

As commanded, I suggest a compatibility patch for the Megaflora terraforming issue: a Megaflora Hive can't terraform any planet because it does to passively by colonizing. There are however "valuable worlds" added by Guilli's PM, which cannot be colonized and are therefore locked out from play for Megaflora (and infested world) Hives.
In the other place I found your comment I forgot to ask if you use the mod Gigastructural Engineering. That will help me plan
Last edited by taimao; Jul 18, 2021 @ 4:30pm
Chera Jul 18, 2021 @ 1:07pm 
I am indeed using it. Load order (with Guilli's PM) is according to your mod description. The only PD Submod I'm using is Unique Worlds.
The Illusion Oct 14, 2021 @ 2:15pm 
Could you add APSR to this?
Inny Nov 17, 2021 @ 3:34am 
Hi, looking at how you handle capital building triggers for habitats, I suggest that you check them by district types as you'll catch more edge cases that way.
Here's how they're checked in the Merger:
OR = {
is_planet_class = pc_habitat
# Workaround for special habitats
uses_district_set = habitat
# Planetary Diversity
uses_district_set = pdplanethab
}
taimao  [developer] Nov 17, 2021 @ 2:34pm 
Originally posted by Inny The Merger:
Hi, looking at how you handle capital building triggers for habitats, I suggest that you check them by district types as you'll catch more edge cases that way.
Here's how they're checked in the Merger:
OR = {
is_planet_class = pc_habitat
# Workaround for special habitats
uses_district_set = habitat
# Planetary Diversity
uses_district_set = pdplanethab
}
I'll difinitely look into it. Just be mindful I piggyback on a lot of the changes to triggers that PD, GE, and GPM make. I think the section you are talking about is from PD Planetary Habitats. It might be helpful for the PD maker to see this too
Last edited by taimao; Nov 17, 2021 @ 2:35pm
taimao  [developer] Nov 17, 2021 @ 10:29pm 
Originally posted by The Illusion:
Could you add APSR to this?
Not sure, but I will look into what that is to see if it fits my theme
Alexolas Dec 28, 2021 @ 4:15pm 
hmm. could you add a thing where the Planetary Habitats count towards / are affected by the "Habitats & Orbital Elysium" limit in Gigastructures's game-initial settings?
taimao  [developer] Jan 14, 2022 @ 11:01pm 
Originally posted by Alexolas:
hmm. could you add a thing where the Planetary Habitats count towards / are affected by the "Habitats & Orbital Elysium" limit in Gigastructures's game-initial settings?
I have added that feature after sorting out how to add it into the decisions that PD has to destroy the planetary habitats and also for terraforming connections that also reduce the number of habitats
Alexolas Jan 16, 2022 @ 6:17pm 
Originally posted by tai_mao2:
I have added that feature after sorting out how to add it into the decisions that PD has to destroy the planetary habitats and also for terraforming connections that also reduce the number of habitats
um... i'm not entirely sure what you mean by that... but a brief playtest (with Gigastructures, Planetary Habitats, and this mod) reveals that it is still possible to build planetary habitats ad infinitum, and that the Gigastructures setting has no effect on it.
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