Stellaris

Stellaris

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WP's Planetary Features Expanded (4.0)
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File Size
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30.873 MB
5 Nov, 2023 @ 12:36am
19 Sep @ 12:21pm
29 Change Notes ( view )

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WP's Planetary Features Expanded (4.0)

In 1 collection by WP 🥔
My Mods: Extra Info & Old Versions
8 items
Description
Background:
When Stellaris moved away from the tile system with 2.2 the studio was pretty hasty about how they translated deposits and blockers into the new "Planetary Features" system. Chiefly: there are too few of them.

PDX provided such a small collection that, despite the fact they are weighted in a variety of ways, all planets end up feeling very similar! You'll find hot springs (which look icy) in tropical environments, mote deserts (which look hot) on arctic planets and so on.

See if you can guess the planet classes in these two screenshots of vanilla game-play:


The answers are Tomb Worldand then Tropical World. Pretty rubbish, right?

Overview:
In Planetary Features Expanded you'll find 407 new deposits to discover, each with custom art and descriptions. The 11 standard habitable planet classes all now each possess their own unique list of 37 deposits. This will hopefully mean all the planets feel distinct while making colony game-play feel fresh again, too.

Things aren't too different as far as balance is concerned. My deposits provide roughly the same benefits as vanilla, such as +1/2/4 agriculture districts or +1/+3 rare crystals. The key difference is that every feature has it's own name, art, and description to make sense on the planet it's on.

You can:
  • Establish farms over mushrooms, honeyed rivers, guano piles and even edible soil.
  • Harvest rare crystals from cacti, trees, flashing fish, and webbing.
  • Generate your power from charged eels, exposed lava, and radioactive lakes.
  • And lots and lots more.
You get the idea.



Technologies:
I've included a collection of new on-theme blockers. This means new techs to clear them! In general, you'll mostly interact with just 2: A tech for simple planetary "obstacles" which are common and easily cleared, and a tech for planetary "challenges" which are rarer and more difficult.

There are also 3 techs for removing other rarer blockers you may find.

Just as in vanilla, these techs only show up if you have a colony that needs them. And just like in Vanilla, the AI will research and clear their own blockers - so the reality is you won't see most techs unless you do other play-through's with new starting habitable planets.

Tooltip Art:
New in version 4.x I've implemented a mouse-over effect so that you see the full sized art of the deposit when reading the tooltip! This means the awesome art on this workshop page is actually in game, and you don't have to squint your eyes at the very small in game feature icons. (This tooltip effect is on all my deposit mods, by the way!)




Other Notes:
  • All deposits display their associated resource with an icon in their name, to improve readability of what's doing what at a glance.
  • Rare planetary deposits are written in purple text, to make them easier to identify.
  • Especially rare (and therefore troublesome) planetary blockers are marked in red text.
  • All vanilla features/deposits still exist - they are filtered into their "correct" categories now (and nowhere else.) I.e teeming reef on ocean worlds, arid landscape on arid worlds, searing deserts on desert worlds. It's basically what I think should have been done back at 2.2.
  • All vanilla civics like "Planetscapers" and "Evolutionary Predators" work. Yes, you can eat the corpse piles. Yes, you can build ranger lodges to unveil secret additional resources from every deposit!

📜Documentation:
I'm hosting a public google sheet[docs.google.com] with most information if you want to see all the deposits at once.

The Future and Feedback:
If you have an idea for improvement idea please message me any time. Thinking up over 400 features was really difficult, and I'll take any inspired ideas you may have. Even better, if you actually provide/generate your own art I'll implement it in a heartbeat.

Check the dedicated thread below for my further thoughts on this mod.

Compatibility / Recommendations:
  • Check the collection "My Mods" at the top of this page for full compatibility/technical information.
  • I have made two sequel mods to this I thoroughly recommend! "Dangerous Wildlife Expanded" and "Mysterious Worlds". Links in the same collection mentioned above.
  • This is 100% compatible with my planet variety mod "New Worlds".
  • Same situation for All "These Worlds" or "Planetary Diversity" if you use those instead.
  • GPM is is also compatible but may be wonky, I need feedback on how they interact.
  • Italian Translation
  • Chinese Translation


Special Thanks:
I just want to take a second to give a massive thank you to PancakeLord whose EasyDiffusion guide for making Stellaris-like artwork on the Stellaris forums[forum.paradoxplaza.com] got me into this. Earlier in the year he even collaborated directly on this mod! He brainstormed several deposit concepts, wrote flavour text, and generated the art for several of them (...which I think is best art in the pack). The guy is fantastic.

[discord.gg]
Popular Discussions View All (1)
23
21 Mar @ 11:51am
The Future and feedback.
WP 🥔
310 Comments
thijn7835 27 Sep @ 12:56am 
ah thanks, I hope it helps!
WP 🥔  [author] 26 Sep @ 1:24pm 
@thinkj7835
There is a very good chance I messed something up! That is a new area of the script for 4.0. I'll add it to the list to look at.

To be clear this is a 4.0 mod right now - not 4.1.
thijn7835 26 Sep @ 1:14pm 
I can't seem to draw the betharian refining tech
Either I have reeaally bad luck or the game does not register the batharian fields
Does this mod change the batharian features?
WP 🥔  [author] 22 Sep @ 12:28pm 
@Hereward
Have fun!
Hereward 22 Sep @ 12:27pm 
@WP no probs. The initial problem was with 4.0.23. I was planning on going off line and playing 4.0.23 for a short while but Steam beat me too it with the 4.1 update and a number of the mods I subscribe too have already updated. Hey ho!
WP 🥔  [author] 22 Sep @ 12:07pm 
@Hereward
My mods aren't available for 4.1 yet, I'm not bug fixing that release until later.
Hereward 22 Sep @ 10:25am 
@WP I've run a test with just your library, dangerous wildlife and planetary features. I took an in-game screenshot and uploaded it to my profile here on steam.

I'm now going to attempt a play through (4.1 teething) with my full mod list. I'll keep you up to date with feedback, good or bad.

Thank you.
WP 🥔  [author] 22 Sep @ 9:48am 
@Hereward
Have you ever heard of the website IMGUR?
Hereward 22 Sep @ 9:04am 
The game is downloading 4.1 at the moment.

The tooltip art I'm not fussed about but the proper play through I tried had the Titanic Caves not apply any of its additions. At this point I'm assuming that is still the case and maybe brought about by the tooltip failure.

How can I send you screenshots?
WP 🥔  [author] 22 Sep @ 7:03am 
@Hereward
Please send me some screenshots of how your deposits look in game. Both the feature list + the tooltips