Stellaris

Stellaris

WP's Planet View (4.1)
WP 🥔  [developer] Jul 18, 2024 @ 7:07pm
Compatibility / Technical / Known Issues
General Technical:
NOT achievement compatible.

The mod does NOT support 720p monitors and never will, sorry. The new UI won't fit on the screen! (And supporting 720p is, frankly, what's holding the actual devs back from making awesome planet viewer changes in the first place.)

Even though it doesn't affect gameplay the mod does not support achievements because the GUI script relies on a lot of stuff in the /common folder. Sorry, there is no way around it.

Known Issues

Multiplayer Settings:
Works in multiplayer, though please note that the in-game settings menu I made is universal and will affect all players at once.

Disabled Planet Icons:
If you click on those little red/orange/green planet icons on the galaxy map to open the planet view of an uninhabited colony there is a very annoying bug. The games hard-code, for some reason, doesn't scope the UI correctly when you access the planet viewer in this way. Therefore my effectbuttontypes can't display their art or content. This entire mod relies on those. This really sucks and quite badly breaks the UI. It's a Vanilla bug with those little icons, not a bug with the mod and so I sadly can't fix it.

As a result I've deliberately disabled the ability to click the icons. It doesn't functionally mean much for game-play, as the expansion planner, outliner, and all other methods of viewing your planets are all unaffected. In other situations you can just click the planet itself rather than the icon. It's even a little more immersive playing this way, IMO.

In the meantime you can let the devs know your desire for a fix by commenting on my bug report on the forums[forum.paradoxplaza.com].

If they can fix it I'll re-enable the planet icon clicks. I would absolutely cherish a fix for this one day.

If you really hate this, head to the overwrites.gui file and delete the keys. This will re-enable clicking. I have comments there explaining the situation - but be prepared to experience a buggy UI.

Government Zone Tooltip
One aspect of this layout I enjoyed making was to seperate the core building area from the cities and give it it's own space on the panel. In terms of gameplay I think this works quite well.

A strange upside of this was that I was able to actually show the games "Government Zone" loc text with it! This is usually buried and is something of a marker to the features origin in 4.0 where "District Specialisations" were originally known as "Zones".

Anyway if you mouse over it the tooltip refers to a mineral cost and build time that isn't actually a game mechanic.

This is tricky to remove as we need to be able to interactively mouse over the element to enable building scrolling.

For now I've left it - it's a bit of a novelty anyway.
Last edited by WP 🥔; Oct 25 @ 10:15am
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Showing 1-15 of 35 comments
WP 🥔  [developer] Mar 11 @ 3:03pm 
Compatibility:
Obviously make sure you use this with "WP's Library".

Should in general be compatible with everything that isn't also a planet viewer mod.

I recommend loading this mod as low (late) as possible in your load order as you can.

Load it above "WP's New Worlds", though.

Fully compatible with UIOD - I thoroughly recommend UIOD! Just load this second. You'll get Orries UIOD for the entire game except with my Planet Viewer.

More Buildings/Districts/Etc
Though I don't personally recommend any of these indeed, even if you play "tall" the answer is yes, it supports many increased x type mods.

Just scroll on the districts area to reveal extra districts, or scroll on the building areas likewise. Buildings is a cool improvement that used to be a nightmare for mod-making, thanks to 4.0 for this!

However: Unsupported are mods that expand the number of specialisations a district can have. I've left no room on the GUI for that. Scrolling might be possible but I haven't added it.

So 4.0 gives... and 4.0 takes away.


Planet Mods:
This should work with all mods that add new world/planet types out of the box. Mods such as:
  • Planetary Diversty
  • Real Space New Frontiers
  • All these worlds
  • Other planet affecting mods, such as GPM

And of course it works with "WP's New Worlds." which I made specifically for this UI and I recommend above all!

Note that new planets from other mod authors obviously don't have custom art to fill in areas of the "WP's Planet View" panel (like the left/bottom areas and building backgrounds). I've made sure there will still be SOME art - but it's just fallback stuff.

Additionally, if another mod creates really wacky and dramatic city view art compositions that that obscure the sky then the stars may look odd shining there.
  • If those mods want to rectify this, I have included a check against the planet flag "planet_has_obscured_skies" in my scripted trigger for them to use.
  • So all the other mod has to do is set the flag "has_obscured_skies" to the planet in question and the stars will disappear.
  • Similarly, if another mod wants to disable weather effects from appearing on their planet at game start, they can assign the flag "planet_incapable_of_weather"

Army Mods:
This mod improves the combat screen and makes army icons bigger as a part of that. Therefore:
  • Mods that add new armies will be fully compatible, though their army icons will appear small.
  • I can easily implement compatibility with any army mod (no patch needed), as long as someone provides me with the larger icons to use (60x60). I can handle animating them and so on.
  • My own army mods: Dangerous Wildlife Expanded, Army Attachments Revived, and my upcoming Invasion mod, are all already compatible and have a lot of cool custom icons and animations ready to go for this mod.
  • As always: make sure this loads below army mods (last) so that the bigger textures are used.
Last edited by WP 🥔; Oct 22 @ 5:33am
Okay, thanks for the Info!
WP 🥔  [developer] Mar 11 @ 4:17pm 
No prob!! Thanks for the detailed report with a picture btw that makes it very easy to see what's going on!
WP 🥔  [developer] Oct 7 @ 1:20pm 
That is odd - perhaps one of your other UI mods messing with it. I definitely don't have that issue on my end!
EJR Oct 8 @ 8:06am 
That's where I'm in a bind, I tried turning off all the UI mods I could think of that could cause this. And anything that relates to backgrounds specifically are Backgrounds+ and a species dimorphism mod, both of which are not updated but neither are causing the issue to go away. IDK if it's another mod or even an issue of it being on an existing save as Planet View updated in the middle of this current game and I just turned it back on.
WP 🥔  [developer] Oct 8 @ 8:19am 
Saves shouldn't have anything to do with it! Looks to me like you have another mod updating the planet city view environments to a smaller resolution than my own.
asa Oct 9 @ 12:22am 
Hello! Nothing is working. I'm uploading only your WP's 4.1.5 mods to pure Stellaris. The game crashes and crashes at the stage of loading the map graphics. I turn off WP's Planet View (4.1), the game loads, but there is nothing from the WP's library, no mods or graphical changes. Downloading from the WP's library. What could be the problem?
pipo.p Oct 10 @ 9:56am 
Hello, it's the same here. When I add WP's Planet View, the game crashes on loading a save or generating a new game (I play with Real Space). The mod is the last down the list, right below UI Overhaul Dynamic.

Here's the exception.txt file in the /Paradox Interactive/Stellaris/crashes/ folder (I'm on linux btw):
Application: Stellaris Version: 4.1.5 Date/Time: 2025-10-10 16:46:06 Caught signal 11 (SIGSEGV) Original Stack Trace: ./stellaris(_ZN15CButtonStandardC2EP11CButtonTypeR12CGuiGraphicsR4CGuiRK7CString8CVector2IsES6_S6_S6_P9C2dObjectS6_S9_IiE15EGuiOrientationSD_6CPointIiEfRKS9_IjEfi+0x7ac) [0x390e9bc] ./stellaris(_ZN13CEffectButtonC2EP17CEffectButtonTypeR12CGuiGraphicsR4CGuiRK7CString8CVector2IsES6_S6_S6_P9C2dObjectS6_S9_IiE15EGuiOrientationSD_6CPointIiEfRKS9_IjEfi+0x2df) [0x259599f] ./stellaris(_ZN17CEffectButtonType25InstantiateStandardButtonER12CGuiGraphicsR4CGuiP9C2dObject8CVector2IiE+0x207) [0x25954e7] ./stellaris(_ZN20CContainerWindowType20CreateButtonStandardERK7CStringP9C2dObject+0x5a) [0x3932dea] ./stellaris(_ZN16CContainerWindow14InitGuiObjectsEP9C2dObject+0x1d2) [0x391af32] ./stellaris(_ZN16CContainerWindowC2EP8CGuiTypeR12CGuiGraphicsR4CGuiR20CContainerWindowTypeP9C2dObjectP14CViewNavigator+0x160b) [0x391807b] ./stellaris(_ZN20CContainerWindowType21CreateContainerWindowERK7CStringP14CViewNavigatorP9C2dObject+0x73) [0x3932c73] ./stellaris(_ZN16CContainerWindow14InitGuiObjectsEP9C2dObject+0x1c79) [0x391c9d9] ./stellaris(_ZN16CContainerWindowC2EP8CGuiTypeR12CGuiGraphicsR4CGuiR20CContainerWindowTypeP9C2dObjectP14CViewNavigator+0x160b) [0x391807b] ./stellaris(_ZN20CContainerWindowType11InstantiateER12CGuiGraphicsR4CGuiP14CViewNavigatorP9C2dObject+0x42) [0x3932bd2] ./stellaris(_ZN4CGui21CreateContainerWindowERK7CStringP14CViewNavigatorP9C2dObject+0x48) [0x395d688] ./stellaris(_ZN8CGuiView15ConstructWindowEv+0x1b) [0x3279a7b] ./stellaris(_ZN8CGuiView6ReloadEv+0x5f) [0x3279aef] ./stellaris(_ZN11CPlanetView6ReloadEv+0x38) [0x2888d38] ./stellaris(_ZN11CPlanetViewC2EP12CInGameIdler+0x1992) [0x2886ae2] ./stellaris(_ZN12CInGameIdler20RestoreDeviceObjectsEv+0x6f6) [0x1ab7e66] ./stellaris(_ZN12CApplication14UpdateOneFrameEb+0x274) [0x31d3d44] ./stellaris(_ZN12CApplication3RunEv+0x2e) [0x31d434e] ./stellaris(_Z7RunGameiPPc+0x3baa) [0x148f2ba] ./stellaris(main+0x3c) [0x14873ec] /usr/lib/pressure-vessel/overrides/lib/x86_64-linux-gnu/libc.so.6(+0x23737) [0x7f6f5d251737] /usr/lib/pressure-vessel/overrides/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x85) [0x7f6f5d2517f5] ./stellaris(_start+0x2e) [0x14872ee] Demangled Stack Trace: ./stellaris ( CButtonStandard::CButtonStandard(CButtonType*, CGuiGraphics&, CGui&, CString const&, CVector2<short>, CString, CString, CString, C2dObject*, CString, CVector2<int>, EGuiOrientation, CVector2<int>, CPoint<int>, float, CVector2<unsigned int> const&, float, int) + 0x7ac ) [0x390e9bc] ./stellaris ( CEffectButton::CEffectButton(CEffectButtonType*, CGuiGraphics&, CGui&, CString const&, CVector2<short>, CString, CString, CString, C2dObject*, CString, CVector2<int>, EGuiOrientation, CVector2<int>, CPoint<int>, float, CVector2<unsigned int> const&, float, int) + 0x2df ) [0x259599f] ./stellaris ( CEffectButtonType::InstantiateStandardButton(CGuiGraphics&, CGui&, C2dObject*, CVector2<int>) + 0x207 ) [0x25954e7] ./stellaris ( CContainerWindowType::CreateButtonStandard(CString const&, C2dObject*) + 0x5a ) [0x3932dea] ./stellaris ( CContainerWindow::InitGuiObjects(C2dObject*) + 0x1d2 ) [0x391af32] ./stellaris ( CContainerWindow::CContainerWindow(CGuiType*, CGuiGraphics&, CGui&, CContainerWindowType&, C2dObject*, CViewNavigator*) + 0x160b) [0x391807b] ./stellaris ( CContainerWindowType::CreateContainerWindow(CString const&, CViewNavigator*, C2dObject*) + 0x73 ) [0x3932c73] ./stellaris ( CContainerWindow::InitGuiObjects(C2dObject*) + 0x1c79) [0x391c9d9] ./stellaris ( CContainerWindow::CContainerWindow(CGuiType*, CGuiGraphics&, CGui&, CContainerWindowType&, C2dObject*, CViewNavigator*) + 0x160b) [0x391807b] ./stellaris ( CContainerWindowType::Instantiate(CGuiGraphics&, CGui&, CViewNavigator*, C2dObject*) + 0x42 ) [0x3932bd2] ./stellaris ( CGui::CreateContainerWindow(CString const&, CViewNavigator*, C2dObject*) + 0x48 ) [0x395d688] ./stellaris ( CGuiView::ConstructWindow() + 0x1b ) [0x3279a7b] ./stellaris ( CGuiView::Reload() + 0x5f ) [0x3279aef] ./stellaris ( CPlanetView::Reload() + 0x38 ) [0x2888d38] ./stellaris ( CPlanetView::CPlanetView(CInGameIdler*) + 0x1992) [0x2886ae2] ./stellaris ( CInGameIdler::RestoreDeviceObjects() + 0x6f6 ) [0x1ab7e66] ./stellaris ( CApplication::UpdateOneFrame(bool) + 0x274 ) [0x31d3d44] ./stellaris ( CApplication::Run() + 0x2e ) [0x31d434e] ./stellaris ( RunGame(int, char**) + 0x3baa) [0x148f2ba] ./stellaris ( main + 0x3c ) [0x14873ec] /usr/lib/pressure-vessel/overrides/lib/x86_64-linux-gnu/libc.so.6 ( + 0x23737) [0x7f6f5d251737] /usr/lib/pressure-vessel/overrides/lib/x86_64-linux-gnu/libc.so.6 ( __libc_start_main + 0x85 ) [0x7f6f5d2517f5] ./stellaris ( _start + 0x2e ) [0x14872ee]

And here is the meta.yml, just to act as a mod list:

# Crash Information AppName: Stellaris AppVersion: 4.1.5 SCMBranch: release/4.1.5/develop SCMCommit: d8961b2796f13744733ce956d8641b49341f3044 SCMTimeStamp: "2025-10-07 09:24:16 +0000" DateTime: "2025-10-10 16:46:06" BuildType: Release Platform: Linux Architecture: 64-bit OperatingSystem: "Linux;6.6.93-desktop-1.mga9;#1 SMP PREEMPT_DYNAMIC Wed Jun 4 15:23:13 UTC 2025;x86_64" SystemLanguage: CPUModel: Intel(R) Core(TM)2 Quad CPU Q9550 @ 2.83GHz CPUSpeed: 2003 CPUPhysicalCores: 4 CPULogicalCores: 4 SystemMemory: 3907 LaunchArguments: --continuelastsave --no-sandbox -gdpr-compliant # Application Specific Data DLC_1: Ancient Relics Story Pack DLC_2: Anniversary Portraits DLC_3: Arachnoid Portrait Pack DLC_4: Distant Stars Story Pack DLC_5: Horizon Signal DLC_6: Humanoids Species Pack DLC_7: Leviathans Story Pack DLC_8: Lithoids Species Pack DLC_9: Necroids Species Pack DLC_10: Plantoids Species Pack DLC_11: Synthetic Dawn Story Pack Mod_1: Aesthetic Terraform Stations Mod_2: Astronomical Emblem Pack Mod_3: "Flags: Emblems & Backgrounds UP-TO-DATE" Mod_4: Flat Nameplates Mod_5: Homeworld Emblem Pack Mod_6: Light Borders 3.12 Mod_7: No Clustered Starts Mod_8: Real Space - Colour Out of Deep Mod_9: Real Space - Ships in Scaling Mod_10: Real Space - System Scale Mod_11: Real Space 4.0 Mod_12: "Restored Content: Fungoids" Mod_13: Softer Hyperlanes (Blue) Mod_14: "Tier Numbers: Tech" Mod_15: UI Overhaul Dynamic Mod_16: WP's Planet View Mod_17: Whiter Stars ChecksumStatus: Modified
Last edited by pipo.p; Oct 10 @ 9:57am
WP 🥔  [developer] Oct 10 @ 10:28am 
Are you playing in English?
pipo.p Oct 11 @ 3:31pm 
No, I'm playing in French and my locales are all set to fr_FR.UTF-8
Also, just in case, my /steamapps folder is on a separate SSD in /SteamLibrary (as Steam OS allows).

Do you want me to switch to English in the launcher, to test something?

Or could it be because the mod is 2 GB (I have only 4 GiBi RAM)? That would be odd because I could play with Planet View earlier this year and I really enjoyed it.
WP 🥔  [developer] Oct 11 @ 7:42pm 
@Pipo
I've heard that it crashes unless played in English so if you test that and confirm it'll be helpful to me!
asa Oct 12 @ 9:30am 
Originally posted by WP 🥔:
@Pipo
I've heard that it crashes unless played in English so if you test that and confirm it'll be helpful to me!
Everything seems to be correct. The problem of localization of your WP library files and mods into other languages. Crashes due to missing localization key. I only load your mods on pure Stellaris and it gives a 100% error at the stage of creating a new game- loading the galaxy map. Here are excerpts from the logs:
[deposit_type.cpp:342]: Missing name localisation for deposit d_pets_common_1_nuked

[localization_util.cpp:26]: Missing localization key [wp_mw_requires_colonisation] for custom tooltip fail_text at file: common/button_effects/wp_mw_button_effects.txt:71(inline_script) common/inline_scripts/wp_mw/button_effects/explore_region_buttons.txt line: 9

[portraitobject.cpp:679]: Failed to find portrait selector sl_militarium_admiral_female_01

[game_util.cpp:443]: Failed to unregister used portrait in gamestate: portrait 'sl_militarium' for the class 'HUM' is not found in portrait set database

[portraitobject.cpp:679]: Failed to find portrait selector sl_militarium

[guigraphics.cpp:354]: Failed to create gui object. Could not find sprite type []
pipo.p Oct 12 @ 3:59pm 
Yes, there is no localization file in the /english folder, except for an overwrite of a handful of vanilla keys like districts renamed into cities (in /english/replace).

1) I emptied my /french folder that i added last year with a custom translation in French of the then wp_pv_l_english.yml (13.9 Kibi) -> game still crashes, then
2) I switched to english in the Steam launcher -> game still crashes.

This makes me think: is it normal that the mods totally lacks localization in English? Is there a difference between the mod uploaded for linux (Steam OS), and the mod uploaded for Windows?

By the way, in the error.log, there are ~200 lines for 'Inexistent sprite type "wp_mw_xxx"', and another ~200 lines for 'Missing localization key for custom tooltip at file: xxx/wp_pv_button_effects.txt, which correspond some 'wp_aar_xxx_flavour' strings in this file, even when starting a game in English.
WP 🥔  [developer] Oct 12 @ 6:43pm 
@Pipo
Localisation is in the library, it is totally normal.
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