Stellaris

Stellaris

Planetary Wonders
424 Comments
WhatTheForecast 6 Oct @ 9:56pm 
The devastation the mantle crucible and its upgrades, can it ever go down, or is it permanent?
07Gasimli 6 Oct @ 9:05am 
Or is this save game compatible
07Gasimli 6 Oct @ 8:36am 
Does anyone know this mod will be updated? Or mod works after 4.1.1??
Theta-6 3 Oct @ 4:46am 
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Xahkarias 3 Oct @ 4:44am 
@Theta-6: Documents/Paradox Interactive/Stellaris/mod. But then you also need to make a descriptor file. I'm not gonna describe how, but the Gigastructures repo has a readme file that lists the exact steps how
Theta-6 3 Oct @ 4:43am 
Were do i need to put it?
Xahkarias 3 Oct @ 4:42am 
@Theta-6: A Pull Request (PR), is when someone (me) requests the repository owner (namifoodle) to merge my code changes with his. You could technically go to the Github link that namifoodle put in the mod description, find my fork there, and download my fixed version
Theta-6 3 Oct @ 4:06am 
@Xahkarias Im Completely Clueless on Github, is the "PR" Something we can Access? Like a Patch?
democracyboots 2 Oct @ 5:44pm 
@xahkarias legend
Xahkarias 2 Oct @ 4:48pm 
@namifoodle: I made a PR on your git to fix the issues with techs not appearing
SilverWolf347 2 Oct @ 12:54am 
I was able to get it working with some edits to files going off what Xaharias said. Just changing all those variables to 1.5 makes it work perfectly fine, and I've been able to actually research stuff in my new playthrough.
SilverWolf347 26 Sep @ 1:20am 
This doesn't even work in 4.0.23, the techs never appear for you to research.
Red Skull 25 Sep @ 2:05pm 
No this doesnt work with 4.1 yet and the Tech AP needs to be changed around.
DJHomeless 23 Sep @ 12:46pm 
does this work with 4.1?
Si O'son 21 Sep @ 3:42am 
wait so does this still work?
Xahkarias 17 Sep @ 6:56pm 
The issue is related to how paradox modified the code for the technological ascendancy ascension perk in a recent update. Any tech with the mention @@ap_technological_ascendancy_rare_tech, which references the chance of a tech dropping modified by the AP will not drop until the variable is replaced by 1.5, which paradox has done with all of it's techs.
Sayushi 17 Sep @ 11:17am 
Same, havent gotten a single tech from this mod in the entire playthrough
Gup 14 Sep @ 11:07am 
How do i get this tech? What is required? Im in late game in one of my runs and havent gotten any hint of this mods tech... please help
Chapter Serf 7 Sep @ 2:25pm 
For some reason, pops can't take the Culture Worker jobs that are made by the Pavilion of Wonders. Any insights?
Defence of the patience 2 20 Aug @ 3:57pm 
This mod is an absolute delight,i look forward to drawing wonder techs the same way i do vanilla megastructures!
MagnusGrey 8 Aug @ 9:14pm 
ok, @RPR i figured it out, if you pull open the files from the paradox launcher for the mod, and look around a bit there is a section for the grand archive. If you look in there for your specific event there should be a set of code that marks it complete. All you have to do is run an effect command with that code to force complete the event. Afterwards you may have to look for the specific deposit that is placed on the planed which should be included in that complete command and manually add it to the planet using a command that looks something like this.

effect add_deposit = pw_d_ark_project

that for example it the ARK project that i had to manually add back to my planet.
MagnusGrey 8 Aug @ 8:52pm 
I found this code about the event in the files, but im not sure how to trigger anything from it.

#Society: ARK Project -> 100
option = { #Access
name = {
trigger = {
NOT = { has_country_flag = pw_grand_archive_ARK_project_completed }
}
text = pw_grand_archive.ARK_project.assemble
}
name = {
trigger = {
has_country_flag = pw_grand_archive_ARK_project_completed
NOT = {
has_country_flag = pw_grand_archive_ARK_project_secrets
}
}
text = pw_grand_archive.ARK_project.delve
}
name = {
trigger = {
has_country_flag = pw_grand_archive_ARK_project_secrets
}
text = pw_grand_archive.ARK_project
}
custom_tooltip = pw_grand_archive.1.tooltip
hidden_effect = {
country_event = {
id = pw_grand_archive.100
}
}
}
MagnusGrey 8 Aug @ 8:38pm 
Same problem as RPR below me but with the ARK project. Everything shows as done but it also says i have 2/3 complete. Any chance there is a command that works to force complete the project.
RPR]Krachboomman 4 Aug @ 12:40pm 
I have a problem with the Grand Archive. I did all the tasks, but it looks like the Zero-G Exposition wasnt a completed. And I am a 100% sure that I did the project for it. Is there anything I can do to fix this...without starting a new game?
Thx in advance
Red Skull 4 Aug @ 11:55am 
This mod is compatible with my mod, Feature Preserver ( Post Ecu and Machine/Hive world terraform)
Ikaza 26 Jul @ 6:57pm 
A number of Wonders from this mod seem to add Culture Worker jobs which aren't real. Martial Avenue for example.
holden 24 Jul @ 3:44pm 
Absolutely love this mod, but minor issue the buildings only provide 1 ruler job instead of the intended 100, I located where the issue is in scripted variables "@pw_building_ruler_jobs" is set to 1 instead of 100 should be a relatively minor fix whenever you could get around to updating it!!!!!!!!
Derelict Dawn 17 Jul @ 1:33am 
Just wanted to leave a comment letting you know how awesome the work you do is. Really, outstanding mod.
Red Skull 27 Jun @ 6:01pm 
Pavillion of Wonders gives culture worker jobs which no longer exist
stoferb 25 Jun @ 4:40am 
I always like this mod so it's great to see it keep being updated. But for this latest game update you really need to greatly increase the number of jobs from the planetary wonders to fit in with the rest of 4.0. As it is now some wonders provide hardly any benefit at all compared to regular buildings and districs. An ordinary rural district provides 300 jobs, a single beginner building provides 100-200 jobs. But some of the plantary wonders are still giving around a dozen new jobs, which used to a huge deal but is now insignificant. So for example my fully worked Abyssal crater now gives me less science than some random space station. That's not really worth it, except for the possiblity to unlock techs with the associated events.
Oliveira 23 Jun @ 1:15pm 
Namfoodle, criei um mod de tradução PT-br para vários mods da oficina, teu mod ta na lista de traduzidos. Mas tem um problema: O arquivo que ta dentro da pasta braz_por, ta sobrescrevendo a tradução (puxei os arquivos da pasta english). Consegue replicar os arquivos da pasta english pra braz_par para que eu possa substituir via estrutura de pasta (usando a pasta replace)?

Link do pack de tradução - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3498553777
kibitz! 22 Jun @ 3:39pm 
I have also seen the jobs that pops can't work with Lubrication Terminals when playing as a gestalt robot with HLB. Likewise, the Nostalgia Paradise wonder does not properly swap all of its jobs for Rogue Servitors, and some tooltips still reference 1 job instead of 100, such as the decision focus for Mantle Crucibles or the 1 Coordinator per 25 Pops effect for the Astronomy building.

Thank you for updating, I love your mod!
samsockeater 21 Jun @ 9:08am 
some of the jobs are doing the thing where they can't be worked - thus far it seems to be artificers added by the mantel crucible, and i forget the source but stewards and prosperity preachers (both being added when i think stewards are replaced by the preachers?)

first time poking this mod and thus far it's been cool and made my eccumenopoli more interesting
Valtiel_The_First 20 Jun @ 10:48am 
PRAISED BE!!
Red Skull 20 Jun @ 8:37am 
Lets go!!!
FebHare 20 Jun @ 4:29am 
Thank you for Update!
DaViper 20 Jun @ 4:17am 
I'm fairly new to the 'scene', but I wanted to let you know what tipped me into subscribing. Your change notes. You actually HAVE some. :steamhappy::steamthumbsup: (Well, that and save compatible. Heh.)
Devidose 20 Jun @ 2:55am 
Woo, just in time for another play :D
doctornull 20 Jun @ 2:04am 
Ooo nice
Namfoodle  [author] 19 Jun @ 8:23pm 
Updated to 4.0 thanks to AdmirableOstrich !
Working with no issues and updated values for 4.0 from what I can tell

Sorry for the delay, but I do hope everyone can keep enjoying the mod on the new update still
Misterwheatley 16 Jun @ 11:34pm 
Dude can you upload the fork?
AdmirableOstrich 16 Jun @ 8:07pm 
@FebHare I also have a PR open for my fork that I've been playing with for the past couple weeks without issue. I put a bunch of effort into compatibility, and quality of life changes for future modding work. Taking a look at your patch I see we caught much of the same stuff but you're missing a bunch of jobs and modifier updates. If you're going to do more work, it might make sense to work off my branch.
FebHare 13 Jun @ 6:04am 
Hello, I created and uploaded an update patch. It works on Stellaris 4.0 (at least 4.0.16).
https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3498221753
Misterwheatley 7 Jun @ 10:24pm 
@COG 4.0 rebuilt jobs, buildings and districts from the ground up.
COGunXSword 7 Jun @ 9:24pm 
Yes, its says 3.14, but has anyone checked if it's still functional anyways? Or did 4.0 completely break it?
Mage of Fables 4 Jun @ 8:10am 
Any chance on updating this mod?
Hawkatana 3 Jun @ 6:32pm 
Please update this.
Misterwheatley 1 Jun @ 11:26pm 
I can't lose another amazing mod... I'm not strong enough
帕尔帕廷 21 May @ 9:23pm 
update,please
super human 18 May @ 5:39am 
will this get updated?