Stellaris

Stellaris

WP's Planetary Features Expanded (4.0)
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Opdatering: 19. sep. kl. 12:21

  • Updated to v4.0! (Phoenix). Lots of back end work. Possible bugs - need people to play-test.

    General Changes
  • Stellaris 4.x offers a fairly different experience and with worse performance. For those who want to stick on 3.14 I fully understand and am hosting the old version of this mod on my google drive you can download. Check my mod collection at the top of the workshop page.
  • I am trying something new. The mod now requires "WP's Library" as a dependency for it's data. Find out more info about that on it's mod page!
  • Unified my naming conventions for the mod version with the game version. They're now both just 4.0. I'll be doing this across all my mods.
  • Added dependencies to the .descriptor file! This means you don't have to worry about load order anymore! I'll leave my workshop guide page up for reference anyway, even though it shouldn't be necessary.
  • Wherever my mods overwrite Vanilla elements those keys are now contained within their own .txt files for easier reading and organisation.

    New Feature: Tooltip Art!
  • Planetary features from the mod now display much bigger, much more awesome art in their tooltips!
  • This was a pretty experimental thing on my end. Vanilla never does it, and I've never seen another mod do it either. But I had a hunch and it worked out!
  • I hope you enjoy the effect
  • Notably we in the community have no access to larger renders of the vanilla planetary features art. Instead I've upscaled to the best of my ability.
  • Remember that this mod does NOT touch event or game start deposits, so don't expect fancy art there!

    Environmentalist support has been added!
  • Rangers now correctly give a variety of resources based specifically on the blockers they are tending to / protecting. The logic is as follows:
  • Easy to clear and common blockers have rangers produce goods at a rate of 0.5 (matches vanilla)
  • Medium to clear and uncommon blockers are at 1.0 (matches vanilla)
  • The difficult and super rare blockers are extra rewarding at 1.5 (doesn't exist in vanilla)
  • Wet and gaia world blockers generally allow rangers to produce food
  • Dry world blockers generally allow rangers to produce energy
  • Cold and tomb world blockers generally allow rangers to produce minerals
  • The climate agnostic blockers provide a variety of differing resources just based on what I felt makes sense.
  • Let me know what tweaks you want to see. I implemented these fast, many can be better.

    Evolutionary Predators, Planetscapers & Bio-Repurposing (Domestication)
  • Added interactions for empires using these civics and tradition.
  • Basically anything organic themed can be eaten, can progress situations, generate extra food, pops - all the stuff you'd expect.
  • Give these civics a try! I haven't play-tested anything.
  • If you think I've missed a deposit that fits just let me know. Or if I've included one that I shouldn't.
  • Yes. You can eat the "Vast Corpse Pile" rare tomb world feature. (You can drink the mutant sludge, too.)
  • And the honey river on gaia worlds. For some balance.

    Housekeeping
  • Removed references to mults and mechanics no longer used in 4.0
  • Updated Betharian features, giving them tooltips for the new zone.
  • Updated alien pet features for Genesis guides!
  • Updated Xeno Zoo to the new 4.0 stuff. (Pets can now exist on resort colonies! Among other things)
  • 3 new 4.0 necessary overwrites: The scripted triggers "has_volatile_motes_deposit", "has_exotic_gases_deposit" and "has_rare_crystals_deposit" to include the PFE stuff.
  • Another overwrite: The Betharian Zone. This allows it to recognise and become usable with the Betharian features in PFE.
  • Sorry about the overwrites. It's how PDX is updating the game. Nothing I can do.
  • Adjusted rarer deposit drop rates (they were too common!) and fixed doubling-up by adding a missing "reroll_random" to some scripted_effects.
  • Fixed the fact that the game start event wasn't actually swapping vanilla SR deposits with their PFE equivalents! Woops! This explains why there were more of these types of resources spawning than there should have been in the v3.14 version.
  • Challenging blockers for each climate (e.g. the great vortex) now remove an additional district. This makes their balance line up cleanly with the agnostic blockers and better suits the red text.
  • Added "Alien Pets" icons to deposits with alien pets and the classic Betharian Stone icon to Betharian ones. It sounds small but it's a big improvement.

    Reworked technology handling
  • The Vanilla tech regarding mining/synthesizing strategic resources are coded to search your countries owned space for the related deposits
  • So in order for them to work with PFE they need to be overwritten to include the new PFE variations too!
  • In previous editions of the mod I side-stepped this with my own events...
  • But the performance cost annoys me.
  • And since I have to overwrite stuff due to 4.x now ANYWAY...
  • I've killed the events and just started overwriting the technologies.
  • In for a penny, in for a pound am I right?
  • I actually improved performance on the synthesizing techs while I was at it.

    Let me know if you find any weirdness!

Opdatering: 16. apr. kl. 6:54

Woops! All 11 of the ultra rare blockers were assigned to the "Arid" tech... which made them pretty challenging to clear! Fixed now. Thanks to generalisator for the report.

Opdatering: 3. apr. kl. 9:53

Okay, fixed the critical errors (and reduced loading times massively!) by implementing optimize_memory at many low level scripted effects [rather than just a couple of very high level ones in the original experiment]. Continued to use inlines around the middle of the chain.

Should be all good now! Looking forward to reports.

Opdatering: 3. apr. kl. 8:54

Reverted to previous version, undoing the scripted effect change.


The update sadly caused a fatal error with mysterious worlds (Went over the 5 max of scripted effects!)

Opdatering: 3. apr. kl. 1:13

Minor update today. Shifted two unecessary inlines into scripted_effects where they fit better and started using optimize_memory!

This should mean things are just that bit more efficient/cleaner. Let me know if you guys spot any unintended behaviour!

Opdatering: 30. mar. kl. 5:28

Updated! The mod should now have full support for the new Cosmic Storms "Planetscapers" civic. I'd missed this, thanks to "RK" for the report.

It continues to be the case that this mod doesn't affect your starting capital planet (for simplicity and to prevent a lot of weirdness). So if you run this civic - which adds extra blockers to your homeworld - be aware that's all vanilla behaviour and you might get e.g a massive glacier on a continental world. It's expected.

Opdatering: 19. feb. kl. 13:57

Updated!
Fixed the terraforming bug. I introduced it in the last patches when I streamlined and simplified everything with inlines. Turns out there is a weird quirk of the vanilla engine: I MUST define a non-zero drop weight for the new deposits (even if they don't spawn naturally, I add them via events) in order for the "terraforming_swap_types" block to properly check for potential conditions and add things. Super weird - you can see PDX themselves messing with this in the Vanilla buzzing plains deposit.

So anyway, weird situation but easy fix. Terraforming works again! Sorry about those of you affected the past couple of days!

Opdatering: 14. feb. kl. 1:11

Lots of changes in the backend, including some key swaps (sorry).

More playing with inlines to make everything much cleaner (I learned that you can brace basically anything and only change a section of a key!).
Removed most of the scripted_variables controls as in all reality it doesn't feel like anyone was using them.
Main reason for this update is getting compatibility ready for my new mod "Mysterious Worlds" which adds planetary exploration.

Opdatering: 1. feb. kl. 21:00

Updated a bunch of backend to use inline scripts.
Sadly things like terraforming swaps seem a bit annoying to inline so with my current knowledge I can only really do so much. The gains here werent as awesome as over on todays "Dangerous Wildlife Expanded" update. Nonetheless I've de-bloated enough script now that CWTools doesn't freak out anymore, so I'll take it as a win.

Opdatering: 31. jan. kl. 13:41

Paradox enacted a bunch of changes to the way strategic resource planetary deposits work in recent updates. Most notably, they now give the SR directly instead of requiring a building. There was actually a fun mod doing this on the workshop with a good discussion on the suggestions section of the official forums for a couple of years now, and I was tempted to implement into PFE for original release! I didn't because it would have been inconsistent with Vanilla, but now that Vanilla itself has changed I'm happy to do it!

Changed special resource category from "deposit_cat_rare" to "deposit_cat_rare_resource"
Strategic resource deposits no longer give mining buildings and instead give +0.2/+0.4 of the resource to mining activities on the planets
All strategic resource deposits now give +3 mining districts
Mastery of Nature / Cultivated Worldscaping code updated to the new script value (paradox changed this, so it was broken)

This update isn't extensively tested. If I forgot something or there are bugs drop me a message, I'll be quick with updates for the next few days.