Stellaris

Stellaris

All These Worlds 2.0
381 Comments
Large_Gremlin 29 Jul @ 9:12am 
Would this mod be compatible with Real Machine Worlds?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1144654097&searchtext=
Large_Gremlin 27 Jul @ 11:35am 
Without the base real space mod, it seems to crash after about 10-15 years.
Lex Peregrine  [author] 27 Jul @ 9:20am 
I have no idea why it should do that after 2 years only.
Large_Gremlin 27 Jul @ 4:46am 
Main real space crashes the game after only 2 in-game years.
Lex Peregrine  [author] 27 Jul @ 4:04am 
oh but you mean with ATW2, the older mod. You can try loading realspace after atw, but I dont know how it will affect this mod.
Lex Peregrine  [author] 27 Jul @ 3:59am 
Actually I would suggest you test Realspace, but not the one with the new planets.
Large_Gremlin 27 Jul @ 1:53am 
If there are other system scaling mods for 3.14 though, that might make this easier.
Large_Gremlin 27 Jul @ 1:51am 
Damn, so real space isn't compatible with this at all?
That sucks, since I don't think I can use system scaling on it's own as there isn't a 3.14 legacy version for it that isn't bundled with the rest of real space.
Great work! Excited to try 4.0 out
Lex Peregrine  [author] 29 Jun @ 3:35am 
The base mod will be released quite soon, ETA on the add-on is not that long, possibly during the month of July, as I can release it with the basic features I want, and add more later.
Lex Peregrine  [author] 29 Jun @ 3:33am 
In the add-on mod yes, I already have that done along with the script to spawn UNE close to COM, and option to play as one of them with the other disabled but still have Sol/Deneb. Deneb has also been changed to Denebola and has its own neighbors, if you select to disable COM you still get Denebola with primitives instead and its neighbors. But this requires overwrites so I moved it to the add-on mod.
Anyway, the base mod does update Sol to convert the planets to their proper class, but it doesn't touch the neighbors.
UltraLore 28 Jun @ 1:52pm 
will alpha centauri and sirius be more accurate to their irl counterparts? i always had a itch where stellaris just get the systems layouts very wrong
Lex Peregrine  [author] 26 Jun @ 2:12am 
Yea the play testing is going well and I've found a few issues that needed fixing, which I've done successfully. The game is quite fun, even with the vanilla star systems.
eqN 25 Jun @ 6:58pm 
As a brand new player I await your mod's next release with bated breath. Super excited!
UltraLore 21 Jun @ 4:44am 
very nice
Lex Peregrine  [author] 20 Jun @ 10:28am 
Work has also already begun on the first add-on, which will include replacements for tthe random star systems as well as empire home systems and others. This because I wanted to play test with my previous changes to UNE and COM spawning, but these will only come in the add-on to avoid overwriting vanilla stuff in the base mod.
Lex Peregrine  [author] 20 Jun @ 10:25am 
I have started playtesting the new mod, which I usually do by actually playing the game. Mostly need to confirm the terraforming scripts are working as intended. Mod should be out before the end of June.
Lex Peregrine  [author] 15 Jun @ 2:40am 
Probably being over-cautious, with the progress I did this week, I'm hoping I'll be play testing by next week. All the planets (except tidally locked and the terraformed versions) are spawning, going to work on the terraform scripts next, then I have a new feature to work on which may delay it or not.
Lex Peregrine  [author] 10 Jun @ 8:03am 
not really, but iºm not expecting for it to take months. I have all the graphical assets, so it's just coding. Depends on how often during the week I can spend time on this. Maybe weeks, I would like to get it done before August for sure.
UltraLore 10 Jun @ 3:34am 
is there any estimates on when there could be a release? (no pressure, take as long as it needs)
Lex Peregrine  [author] 7 Jun @ 1:43am 
I mean I'm working on 4.0 Lite, an upgrade to old Lite with most of the planet class variety in find in 2.0, but without the features that change mechanics or overwrite stuff. Then I plan to do an add on or two with some things like the rescaled solar systems and other features some people may like, others not, so I make them optional by doing them on add-ons.
Lex Peregrine  [author] 7 Jun @ 1:39am 
True! I'm working on it, expect the first preview post on patreon soon, I'll post the link here when it's up.
JohnnyBonny 6 Jun @ 11:06pm 
A new version would probably be the best option since allot of people are sticking to 3.14, Also with a new updated version you can expand on it and go hog wild.
Lex Peregrine  [author] 5 May @ 6:25am 
Currently the mod is probably incompatible with 4.0. I will be analysing what works and what doesn't during the week. Depending on how complex it is to fix everything, I may decide on a full or partial update, or no update at all and focus on a new version of Lite.
Another option on the table is to leave 2.0 and 2.1 as they are for people who will stick with 3.14, and work on a new updated version. Possibly the new Lite I mentioned, with future add-ons to bring back features of the other mods.
Lex Peregrine  [author] 21 Apr @ 8:50am 
Afraid not. A compatibility patch would be simple enough to overwrite my change to the defines file, but I'm not making anything more before the next update comes.
Kido Virp 19 Apr @ 10:37pm 
Legendary worlds*
Kido Virp 19 Apr @ 10:36pm 
I use mod Legendary planets, it has some planets with habitability blockers, so to make tham better i need to colonize 20% planet, and than remove blockers. Can I colonize planets with less than 40% habitability?
jacknife11480 5 Mar @ 2:25am 
Would this run with planetary Diversity?
Lex Peregrine  [author] 13 Feb @ 1:53am 
That sounds good!
Daedwartin 11 Feb @ 12:53pm 
I argue that you jshould just let subterraneans be able to go on as is. Its directly shown thats its actually possible for cave dweller species to straight up just evolve on planets that dont have life on their surface. When terraforming terraforming candidates, its actually rarely possible to find out that quite surprisingly that the planet is in fact already inhabited by a decently advanced machine age primitive species.

I'm pretty certain that we can consider marginal worlds are even more habitable than even the most habitable of terraforming candidates, even the harsh ones, so letting them do so with much less issue is actually in line with how they are actually shown to function.
Lex Peregrine  [author] 5 Feb @ 10:34am 
Yea I need to take a look at the subterraneans. But even when using standard origin and traits, eventually every marginal world is colonizable. Maybe I'll come up with a different mechanic for colonizing marginal worlds in the future, first I'm interested in finding out how the next update will mess with my mod.
Despicable Neutral 5 Feb @ 9:20am 
Ahh, okay!

Speaking of limiting marginal world colonization, I just tried an empire with the Subterranean origin and Noxious pop traits. This combination allowed me to colonize marginal worlds with 80% habitability from the start of the game!

Since this is mostly a feature of the Subterranean origin, maybe replacing its minimum habitability effect for something like... "crust/mantle quality" planetary modifiers for subterranean-trait pops?
Lex Peregrine  [author] 5 Feb @ 7:48am 
Updated. Since this mod already overwrites 00_planet_classes, it was a simple fix of adding a modifier to the shattered ring so it has a minimum habitability of 40%. Clearing the blockers will increase habitability but I did not check if you only see a difference after clearing the 1st or 2nd blocker. No new game is necessary to see the changes.
Maybe the 40% habitability makes the origin a bit easier, but it is the only way if we want to avoid the solution of removing the 40% minimum for colonization feature which helps to limit marginal world colonization.
Lex Peregrine  [author] 4 Feb @ 8:51am 
Ah! Thats the problem with spending too much time modding and not enough playing, I was not aware of that issue. I'll need to take a look at it and figure out a way to make sure the segments get a minimum of 40%. Thank you for the feedback!
Despicable Neutral 3 Feb @ 5:47am 
Hello! Firstly, I love this mod and its attention to a detailed, emergent narrative.

I found what might be an unintended interaction with the vanilla Shattered Ring origin: because the origin's two colonizable segments start at 0% habitability cap (from tile blockers), this mod breaks that origin due to its minimum 40% habitability rule.

I really like the minimum 40% habitability rule, however Shattered Ring is really hampered by losing its other two colonies. Is there a way to fix this with existing mods, or is there a plan to address it later?
Lex Peregrine  [author] 30 Jan @ 5:26am 
Cybernetic city world portrait looks really cool now :)
Lex Peregrine  [author] 30 Jan @ 4:20am 
Updated.
Note the new Sol initializer I included if you want, it adds pre-ftl humans on Mars and also makes Unity pre-ftl, but read the initializer's info text before you try it. It also has an expanded Sol neighbourhood.

The marginal world spawn will probably need to be tweaked further as I haven't yet found in my current game any of the new worlds I added in the last update.
Lex Peregrine  [author] 30 Jan @ 3:37am 
I've checked, you are correct! At one point I had pc_arid use barren biosphere and its associated atmosphere, but then I changed to sparse and forgot to update the species preference.
I will update this file and upload in a few minutes, save game compatible.
Lex Peregrine  [author] 30 Jan @ 2:02am 
I'll check if there's any issue with that specific world type. Each homeworld class is meant to have an optimal biosphere and atmosphere type, but if I have the wrong modifiers spawning in the code I will need to fix.
Brainer_Securis 28 Jan @ 11:59am 
Oh! It's because the biosphere is sparse but the file gives Barren the 0.15 bonus.
Brainer_Securis 28 Jan @ 11:58am 
Though I am struggling to get it to add the habitability bonus to the home-world.
Brainer_Securis 28 Jan @ 11:18am 
I've gone through and self modified the 01_species_traits_habitability.txt file and seems to have corrected the issue.
Brainer_Securis 28 Jan @ 10:15am 
I've noticed an issue with Terrestrial dry sparse climate worlds. The species on the world gets 80% baseline habitability on their homeworld and I think it's due to atmosphere not being "optimal with increased greenhouse gases", the decreased water atmosphere seems to lower habitability.
Lex Peregrine  [author] 28 Jan @ 8:31am 
No scaling, so yes smaller worlds may be more challenging.
acki02 28 Jan @ 7:12am 
Does the machine/lithoid district-based habitability have any scaling to the size of the planet, or are smaller worlds just less habitable (on average) for species with these traits?
Lex Peregrine  [author] 27 Dec, 2024 @ 12:01pm 
Most worlds respect the vanilla deposit spawn on galaxy generation, only a few cases and especially the marginal worlds have a script that replaces specific deposits. Also each planet class has a modifier that gives a different bonus to wet/dry/cold worlds.
Peanutcat 27 Dec, 2024 @ 10:01am 
In vanilla, Dry planets are biased towards energy production, Wet towards food, and Cold towards minerals. Is that still the case in this mod? Does it change this distribution in any way?
Lex Peregrine  [author] 18 Dec, 2024 @ 6:15am 
I've updated the mod with the machine empire tweak, for now I have increased primary climate's base habitability to 80%, since they do not get bonuses from Biospheres the previous 60% was likely too low, and secondary climates to 55% which is enough to colonize and build some generator districts, 2 of them give a 10% bonus, 5 a 25%.

I've also updated the changelog including the big update a couple of weeks ago. I'll make a post in the patreon page with some screenshots of the new planets soon. I may have to tweak their spawning chances as I haven't found one in my current game yet lol