Stellaris

Stellaris

41 ratings
MoveableModifiers
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483.206 KB
18 Nov, 2024 @ 9:34pm
22 Oct @ 12:39pm
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MoveableModifiers

Description
A simple mod to keep a copy of the planetary modifiers, and then put those modifiers onto your other planets.

At the moment you will need the glandular acclimation tech, and for the world you are trying to add these modifiers to be a normal* type of planet, so non station/arcology, you also need to be a non gestalt empire. at least for the version 1 of this mod.

I wanted to have a breeding program for the docile fauna and then introduce them to my other planets. Instead of them getting all killed off when I terraform a planet :(

Description and features are subject to change. This is version 1 and basically a personal mod project.
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Version 1.4
I added a few more techs needed or ascension perks.

Foreign Soil Enrichment+World Shaper Will let you improve a normal world into a lush world.

Introducing dangerous wildlife will let you exterminate docile fauna/titanic wildlife/subterranean wildlife.

Lithoids/subterranean origins should have an ai focus on spreading subterranean wildlife. not sure if thats working.
plants/fungi civs should focus lush worlds if they have the prerequisites.
14 Comments
mal_wilson  [author] 7 Jan @ 6:37am 
I got gpm_static whatever removed. sorry about that lol.
I pushed out a new update that i was working on but got stumped for a while.

Let me know if you see anything broken in the decisions or a testing value for something. like the time being set to 5 days.
mal_wilson  [author] 7 Jan @ 12:16am 
good catch, I totally forgot about that, I was using that to learn how this stuff worked lol
ngl ive been kinda stuck on some sintaxing on this and havent pushed out that update i have like 95% done
korinisz 6 Jan @ 4:22pm 
Hello, you have a file named "gpm_static_modifiers_normal_habitable_NEW.txt", please remove it as it breaks GPM if loaded after. The included modifier isn't referenced anywhere so I'm assuming it just got mixed in.
mal_wilson  [author] 12 Dec, 2024 @ 6:32pm 
Totally fair, I would have assumed the same. thanks for the headsup.
Darthsawyer 12 Dec, 2024 @ 4:54pm 
Lol, I thought it was your mod because I disabled your mod and loaded the save and the issue was gone, but in actuality the problem goes away when you reload a save without any mod changes. My bad!
mal_wilson  [author] 11 Dec, 2024 @ 10:18pm 
Either way you can save unactivate this mod. and launch and see if those are still up.
The mod should be fine to activate and unactivate mid save, but i would probably test it without saving as you would expect.
mal_wilson  [author] 11 Dec, 2024 @ 10:13pm 
I hope not? I wouldent imagine it touches any of that. and not even sure what those edicts are decisions?
Darthsawyer 11 Dec, 2024 @ 9:06pm 
Is this mod the reason why planets have like 20 edicts like Parasitic Warfare, Cloud Seeding, Flood Protection even though the planet doesn't have any of these features?
mal_wilson  [author] 23 Nov, 2024 @ 7:00pm 
Ill toss in, it doesent modify the vanilla modifiers at all, so if you have a mod that uses those in any way it should be 100% compatible with it.
mal_wilson  [author] 23 Nov, 2024 @ 6:54pm 
It currently only works on vanilla modifiers.
and yes stuff like rich mineral deposits seem too far out their to add to a planet for me so is kinda out of the scope of the mod.
I will probably in the future expand it from just fauna to flora fauna and then microfauna/enviroment
so stuff like barren to lush
or rich microfauna