Stellaris

Stellaris

New Legendary Worlds
386 opmerkingen
xenonsoul 6 sep om 14:43 
Is there a place where I can find all the commands to give a planet any legendary modifier I want? I'd like to see everything this mod has to offer without dumping hundreds of hours of time into it
Semi-Loyal Guardsman 17 aug om 10:43 
This mod was always one of my favorite when i crave a stellaris run.
Hope the giga chads who made this keep on updating, gonna see if it works with current stellaris with the patch gogabor linked.
Gogabor 21 jun om 4:02 
If anyone is interesting here is just what I am using for myself: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3504967598
Strife 7 jun om 19:53 
should have been intergrated into guillies or even planetary diversity
Misterwheatley 18 mei om 21:28 
As someone who enjoys this mod, yet also understands the complexity of 4.0 and everything that would need to be changed, I would be very grateful for a new update. Takr your time, of course, friend. :)
Bluberg 14 mei om 23:57 
update this mod pls its so good and my runs arent the same without it
Angry marines 7 mei om 11:32 
pls update
Strife 28 feb om 11:06 
update needed please :-) at your conveniance ofc just nod so ppl don't think its a Abandoned :-P
Radishgast 31 dec 2024 om 9:41 
Bug: Titanic Cave's additional resource storage is not functioning.
Knight.R 23 sep 2024 om 14:28 
Anyone knows if it works for 3.13?
Ph00nix 11 aug 2024 om 10:01 
wow
Arkenor 28 jun 2024 om 15:25 
That'll be people, such as myself, who use Planetary Diversity. This is currently using planet types that no longer exist in PD.
Nugget 11 jun 2024 om 21:50 
It works for me. Not sure why people say it needs to be updated..
Turambar 8 jun 2024 om 3:17 
Would love an update :)
BasileusofRhomania 24 mei 2024 om 13:27 
Update?
SaniK 13 mei 2024 om 6:34 
needs update
Elwood2711 10 mei 2024 om 13:23 
May I ask when you'll be able to update this mod?
[JdG] Pejman 11 apr 2024 om 11:37 
2/2

if the effect is strong then put it on ruler type jobs (science directors governors etc)

The thing is paradox themselves know their job system is whack and they keep adding random job with each update, if you add mods I sometimes have a planet with 50 different jobs and that will cause huge lag. (the issue isn't the amount of empty slots as much as the amount of different jobs. I havn't played in a while but I doubt para ever fixed their mess)
[JdG] Pejman 11 apr 2024 om 11:36 
1/2 I don't know if you have adressed it or not with the latest update but have you thought of removing the "extra" jobs from this mods and instead using increase to resources to vanilla jobs (the issue is that the more different jobs you have on a planet the more the game lags because the computer will compare each job VS each other so it creates lag exponentially, even if it's just 1 position job now the computer will compare that 1 position to every other job to see if it has to be filled in priority or not)

for instance I liked how craked or black hole world just increased the output of researchers (although blackhole had a unique job "black hole observer" iirc that should be removed to make it work better)
StygianCoins 9 apr 2024 om 10:50 
does anyone know the planetary modifier code for legendary lore world?
slimer91 26 mrt 2024 om 4:46 
Hi. The language files are not working. To make them work you need to change the first line to the appropriate language e.g. l_russian for Russian.
༒Wanheda༒  [auteur] 2 mrt 2024 om 10:43 
thanks fixed.
kahvipensas 23 feb 2024 om 9:07 
from Irony Mod Manager:

Error at line: 125 column: 1 file: events\legw_script.txt.
Please report this error to the author of the mod: New Legendary Worlds.

Error message says:

Error in events\legw_script.txt: Ln: 125 Col: 1
}
^
Expecting: end of input or statement
doctornull 16 feb 2024 om 17:40 
Great to see this getting updated. Thank you!

Since you're making the mechanics current, could I ask you to remove the penalties from the Origins? They're too easy to work around, but doing so makes me feel like a cheese weasel.
Яндекс.Warhammer 11 feb 2024 om 4:48 
LOOKS WHO BACK
MaulMachine 1 feb 2024 om 13:37 
Neat!
༒Wanheda༒  [auteur] 1 feb 2024 om 9:02 
Fully updated to 3.10.
-TAT-Vibranium 23 mrt 2023 om 5:40 
When will the Mod Updatet to Version 3.7.3, please?
CTH2004 29 nov 2022 om 6:46 
is this still being updated, or will we have to use that updated one for now on?
thx1134games 25 nov 2022 om 9:00 
A 3.5 version has been posted to Steam. Search for "Legendary Worlds"
MaulMachine 17 nov 2022 om 19:21 
@greensniperhat what do you mean 'similar' lines of code? How similar?
Jǫrmungandr, 14 nov 2022 om 1:30 
Does the AI use the origins? Just wondering since the I find that the rate of legendary and precursor planets is so high for the AI. I spawn next to nothing but the AI will have 4 precursor/legendary planets by 2220.
greensniperhat 9 nov 2022 om 6:53 
ah ha, finally fixed it in my local copy. Just have to turn all the

set_name = "legw_color_prim"

and similar lines of code in events (legw_color.txt, legw_ship_events.txt) into

set_name = {
key = "NAME_legw_color_planet"
variable_string = "[This.GetName]"
}

and don't forget to edit the corresponding strings in legw_l_english.yml so they're named NAME_legw_color_planet and the rest.

There's also similar codes in legendary worlds expanded mod (lege_ship_events.txt and lege_events.txt), so don't forget to modify it if you're using that mod as well.
greensniperhat 7 nov 2022 om 5:37 
Weird, Guilli's Planet Modifiers can have blue-colored planets, and their localization code is "§B[This.GetName]§!".
Aha, I see - GPM uses this trick in its scripted event:

set_name = {
key = "NAME_color_precursor"
variable_string = "\\[This.GetName]"
}

while legw just uses:

set_name = "legw_color_prim"

I'm going to check if I can fix this in my local copy.
你的队友 31 okt 2022 om 7:13 
Function "[This.GetName]" seems not working anymore, please have a check.
RedRover72 26 okt 2022 om 14:58 
This mod is pretty cool. Still seems to be working fine in 3.5.x. Only issue I've seen is the legendary primitives have no planet name. But that's minor, everything else seems good.
Here's to hoping the devs of this mod don't let it fall, it would be a shame to lose.
A-Sartek 30 sep 2022 om 14:10 
@༒Wanheda༒ I've been trying your mod and is fantastic, it really makes exploration way more enjoyable.

Is it possible to add a global flag for this mod so I could reference it in another mod? Technically is possible to reference your mod by checking all galaxy planets for any legendaries but that is certainly resource intensive so the most efficient way is a global flag that triggers at game start.

Please, I would (and possibly others) greatly appreciate it.

Your dear galactic neighbor,
Sartek.
:praisesun:
Ruggedgolem 25 sep 2022 om 4:46 
Im gonna trust ranma100 on this and try it out as well. Will give feedback if I find anything worth reporting.
ranma100 22 sep 2022 om 8:40 
This mod still seems to be working OK, so it doesn't need an update.
Spider 22 sep 2022 om 0:24 
So 3.4 has come and gone and we’re now officially on 3.5. I think it’s safe to say that this mod might be abandoned.
Valtiel_The_First 21 sep 2022 om 8:34 
any plans for a 3.5 update?
ranma100 21 sep 2022 om 8:06 
How do you get free and instant blocker? I can never get more than maybe 25 percent.
[JdG] Pejman 13 aug 2022 om 13:14 
They should use decision instead of blockers for the treasure planet, it's to easy to get free and instant blocker removal, even possible in vanilla IIRC which means infinite resources with simple clics which isn't really balanced
WTID 8 aug 2022 om 5:29 
im checking every day , when you update to 3.4 sir.
Spider 5 aug 2022 om 8:38 
I miss this mod.
thx1134games 15 jul 2022 om 13:51 
The lgw deposits are:

effect add_deposit =(name)

add_deposit = legw_d_district_fragment1
add_deposit = legw_d_dimensional_complete
add_deposit = legw_d_dimensional_minerals
add_deposit ="legw_d_dimensional_star"
add_deposit = "legw_d_dimensional_galaxy"
add_deposit = "legw_d_dimensional_broken"
add_deposit = d_automining_1
add_deposit = d_automining_2
add_deposit = d_automining_3
add_deposit = d_automining_4
add_deposit = d_smallnexus

The standard list of built in features that can be added to a celestial body are at: https://stellaris.paradoxwikis.com/ID
thx1134games 15 jul 2022 om 13:51 
The Lgw is done in the on event for ship scans, not sure how you can do it in one command.

To do it with multi-commands:
To add a specific building, open the console, and select the planet

effect add_building =(name)

Where (name) is one of the types of building.
add_building = pre_capital
add_building = pre_lab
add_building = pre_sensor
add_building = pre_depot
add_building = pre_town
add_building = pre_obelisk
add_building = legw_pre_factory
add_building = clone_center
add_building = pre_town
add_building = pre_capital
add_building = pre_shipyard
add_building = mining_complex
add_building = pre_broadcast_tower
add_building = building_hab_capital
Shadowrunner 007 3 jul 2022 om 8:24 
Quick Question. How exactly does one use Console commands to make a world a legendary world? I've been trying to use the default paradox ones, and I've looked through the Legendary worlds planet IDs. but I can't seem to get them to load - it simply defaults to a blank modifier
Grimson 24 jun 2022 om 15:25 
I found a legendary world with some ancient buildings. But I want to specialise that planet and a couple of those buildings are just taking the spot. Is there any way I can destroy those buildings?
arnolddr 22 jun 2022 om 21:12 
Not sure if this is still being updated, but I noticed an issue with the Utopia legendary worlds graphic using a machine world, but the actual planet in the system view looks like a gaia world. Not sure if this is intentional or not, but thought I'd share.