Stellaris

Stellaris

WP's Planetary Features Expanded (4.0)
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Update: 20 Nov, 2023 @ 10:23am

Updated for 3.10.

Three main changes here:
First, the final bonuses for environmentalists (with the ranger lodge mechanic) are now implemented for the rarer blockers that can appear on all planet classes, like meteor showers or electrical storms.

Second, 3.10 Vanilla added a new mechanic for the Mastery of Nature Ascension perk! It gives you big boosts to the potency of your planetary features. It's kind of PERFECT for this mod! So I definitely recommend a mastery of nature run, it'll mean this new flavour actually has a bit more meaning for you and should be pretty fun. But anyway since Vanilla implemented the mechanic it's been added here too, many thanks for the help from Kali on steam with this!

Thirdly, my events that run to set up the deposits now check for the planet flag "wp_pfe_ignore_planet_flag" before they do anything. So what this means is that other mods can set that flag to their planet if they don't want mine messing with it. I hope that is helpful.

That's it!

Update: 11 Nov, 2023 @ 12:18pm

Installed a spell checker addon for visual studio and ended up fixing about 100 typos! Granted, most were just hyphenating words but there were some legit mistakes in there too.

Added proper support for the environmentalists civic! I missed this update in 3.9. So anyway now all the new blockers have special bonuses for people with the civic, I took the suggestions from the spreadsheet so thanks so much to the person who offered their feedback there.

Update: 10 Nov, 2023 @ 8:39am

Minor update - Just improved loc, including fixing several issues where quotes were used in lore text, which meant strings were ending in an unwanted way.

Update: 9 Nov, 2023 @ 7:30pm

Added some missing logic to a starting event

Update: 9 Nov, 2023 @ 7:29pm

Update: 8 Nov, 2023 @ 8:16pm

Cleaner event handling.

Unexplored deposits now also remove a commonly found deposit when they spawn, so numbers are 100% identical to vanilla.

It will now play even more nicely with GPM.

Tweaked the names for the unexplored deposits so that they feel even more Vanilla. Integrated the old vanilla lore for these written by paradox into their flavour texts.

Update: 7 Nov, 2023 @ 7:51pm

  • Fixed a typo on the "Bloater Herds" which had a stray "M".
  • Added an event which gives you access to the "Xenology" (Alien Zoo) technology option as long as you own a colony with any of the alien wildlife features on it. (Otherwise the tech would never show up).


  • Added a scripted trigger to show the mod is active for any other mod makers who would like to build compatibility with me.
  • Added native compatibility with planetary diversity without the need for the merger of rules. Many thanks to Inny for all the help! I recommend running both PD -and- their submod "exotic worlds" as of right now, due to the way the PD scripted triggers work. This will mean you get 0 errors and everything is flawless.
  • Added compatibility likewise with all these worlds, zenith of the fallen empires and a few others.

  • Added compatibility with GPM. It was already 90% compatible but the planets were quite crowded with features so some of the native GPM deposits weren't appearing before. Now, if my mod detects GPM exists, I'll cut away a few deposits so that there is headroom for GPM to do it's thing. So everything will show up. As a warning though, GPM itself doesn't climatise it's deposits - you'll find an "endless forest" on a tomb world and stuff like that,, which kind of goes against the point of this mod but obviously that's on his end not mine and it's totally your choice on what you run!

Have fun!

Update: 5 Nov, 2023 @ 7:11pm

Added scripted triggers for mod compatibility based on a comment on the workshop. Thanks for that! Hopefully this is useful to someone one day?

Update: 5 Nov, 2023 @ 12:36am

Version 1.

I basically haven't play tested this at all (haven't played the game since pre-first contact). Any bugs / typos / whatever the community reports I'll correct!