Stellaris

Stellaris

MoveableModifiers
14 Comments
mal_wilson  [author] 7 Jan @ 6:37am 
I got gpm_static whatever removed. sorry about that lol.
I pushed out a new update that i was working on but got stumped for a while.

Let me know if you see anything broken in the decisions or a testing value for something. like the time being set to 5 days.
mal_wilson  [author] 7 Jan @ 12:16am 
good catch, I totally forgot about that, I was using that to learn how this stuff worked lol
ngl ive been kinda stuck on some sintaxing on this and havent pushed out that update i have like 95% done
korinisz 6 Jan @ 4:22pm 
Hello, you have a file named "gpm_static_modifiers_normal_habitable_NEW.txt", please remove it as it breaks GPM if loaded after. The included modifier isn't referenced anywhere so I'm assuming it just got mixed in.
mal_wilson  [author] 12 Dec, 2024 @ 6:32pm 
Totally fair, I would have assumed the same. thanks for the headsup.
Darthsawyer 12 Dec, 2024 @ 4:54pm 
Lol, I thought it was your mod because I disabled your mod and loaded the save and the issue was gone, but in actuality the problem goes away when you reload a save without any mod changes. My bad!
mal_wilson  [author] 11 Dec, 2024 @ 10:18pm 
Either way you can save unactivate this mod. and launch and see if those are still up.
The mod should be fine to activate and unactivate mid save, but i would probably test it without saving as you would expect.
mal_wilson  [author] 11 Dec, 2024 @ 10:13pm 
I hope not? I wouldent imagine it touches any of that. and not even sure what those edicts are decisions?
Darthsawyer 11 Dec, 2024 @ 9:06pm 
Is this mod the reason why planets have like 20 edicts like Parasitic Warfare, Cloud Seeding, Flood Protection even though the planet doesn't have any of these features?
mal_wilson  [author] 23 Nov, 2024 @ 7:00pm 
Ill toss in, it doesent modify the vanilla modifiers at all, so if you have a mod that uses those in any way it should be 100% compatible with it.
mal_wilson  [author] 23 Nov, 2024 @ 6:54pm 
It currently only works on vanilla modifiers.
and yes stuff like rich mineral deposits seem too far out their to add to a planet for me so is kinda out of the scope of the mod.
I will probably in the future expand it from just fauna to flora fauna and then microfauna/enviroment
so stuff like barren to lush
or rich microfauna
Ovid 23 Nov, 2024 @ 4:10pm 
Huh. How well would this mod interact with Giulli's Planetary Modifiers? Is your intent to only have "organic" type modifiers be transferable? Like, having a modifier dealing with fauna/Flora being transferable, while a rich mineral deposit modifier would not be transferable?
mal_wilson  [author] 22 Nov, 2024 @ 6:37pm 
I was thinking of adding blockers for the dangerous wildlife, as its supposed to be more of a hostile action.
ill look into it pretty soon. probably giving a special decision for civs with environmentalist

Any idea what it should cost/time?
I gota look into if their is a max amount of blockers. or if you could just keep adding blockers forever then removing them for like 500 building slots. that would be a bit of an issue
Prewed 22 Nov, 2024 @ 2:23pm 
suggestion: add decision to create "natural" blockers (Dangerous Wildlife,Dense Jungle,Noxious Swamp,Toxic Kelp) - for environmentalist civic - they gain bonuses for their rangers for each natural blocker (but when they terraform barren worlds - they spawn 0 blockers! and their normal nature preserves don't give bonuses for rangers; maybe add blockers as upgrade for normal natural preserves?)
恶龙维尔 19 Nov, 2024 @ 5:06am 
good work
good thought
2400 points reward for keep it going