Stellaris

Stellaris

WP's Mysterious Worlds (4.1)
159 Comments
WP 🥔  [author] 8 hours ago 
@Wayneofwilson
Sounds like it!
wayneofwilson 9 hours ago 
World exploration menu is offset where you can't even play the mod. Am I loading my mods in the wrong order?
WP 🥔  [author] 26 Sep @ 1:22pm 
@Daepapa
Ahhh nice catch! That's my mistake, will add it to the list for the next update! Sorry about that.
Daepapa 26 Sep @ 8:51am 
Update: sorry, didn't see the updated pop counts for each exploration in the changelog; the message in the UI when mousing over the clear blocker button still says "5 additional pops" instead of "500", so it would be nice to have this be adjusted and hopefully the counter works in the message too.
Daepapa 26 Sep @ 8:50am 
Hi, thanks for updating this mod to 4.0! I tried playing with it on 4.0.23 and the planetary exploration blocker is stuck at "Our next ground survey is being prepared" because 5 additional pops are required; I'm assuming this is a holdover from before the pop overhaul with 4.0? Even with hundreds of new pops on a new colony, the blocker's pop calculation never seems to be updated and is stuck on "we need 5 additional pops".
WP 🥔  [author] 21 Sep @ 2:13pm 
@Alizia
The planetary exploration blocker should appear on any planet you colonize.
@Nyyfandan
Yea! All this does, really, is shuffle some deposits.
nyyfandan 21 Sep @ 11:38am 
This is compatible with Planetary Diversity? Incredible work
Alizia 21 Sep @ 11:16am 
But I see all the "unexplored" blokers in grey and unable to interact
WP 🥔  [author] 21 Sep @ 11:10am 
@Alizia
For now it's a blocker you clear in the planetary features section. Later it'll be a dedicated screen on "Planet View", too, and very easy to find.
Alizia 21 Sep @ 11:00am 
Maybe a stupid question but... How can I explore ?
I mean the button or way to open the "Planetary Exploration Menu"
WP 🥔  [author] 17 Sep @ 8:25am 
@Silver
It's the discord linked in this mods description - member of the stellaris modding den. Scroll up just a little. I have a channel in there called wp-mods.
SilverVixen 17 Sep @ 8:19am 
forgot to mention Dangerous Wildlife too
SilverVixen 17 Sep @ 8:18am 
i understand completely, i just made a folder with Planetary Features, New Worlds, Mysterious Worlds, and Army Attachments if you want me to send them, where can i find the Discord server you mentioned? also keep up the great work your mods are some of my favorites
WP 🥔  [author] 17 Sep @ 7:43am 
@SilverVixen
I'll trickle the updates out over a week, maybe two. Probably PFE and DWE first, MW slightly after.
WP 🥔  [author] 17 Sep @ 7:42am 
@SilverVixen
I am trying to explain that I WILL "post" it as an alternative for those that want it, hosted on the mods spreadsheet / gdrive. But I need someone to send me the current version in a .zip before I release this next 4.0 update (happening soon!) or it's not going to happen. I don't have a local copy on my end anymore! Message me in my channel on the modding discord or add me as a steam friend.
SilverVixen 17 Sep @ 5:25am 
would it be possible to instead post it as an alternative mod for those that want it? also are you planning on updating all of your mods at this time or only a few for now?
WP 🥔  [author] 14 Sep @ 7:05am 
I posted a quick update on "Planetary Features Expanded" a couple of days ago and now I'm doing it here:
I'm currently updating this for 4.x! The update will be pushed to steam soon. For anyone who wants to stick on StellarisPI (3.14, arguably the best version of the game) NOW is the time to save a local copy of this mod in a .zip. Because once steam pushes it, it'll be lost for good.
WP 🥔  [author] 18 Jun @ 7:50pm 
@Nikal
Ah yeah, fair enough!

All my mods are 3.14 for now. They all work perfectly together on that game version - nothing is updated.
Nikal 18 Jun @ 7:47pm 
I didn't uninstall it; just haven't played any since 3.12. :P

Trying out this new version of the game now, and the mod's page reads it's still at 3.14. Reading some comments there, I wasn't sure whether it works correctly or not.
WP 🥔  [author] 18 Jun @ 7:12pm 
@Nikal
What made you uninstall planetary features if you don't mind my asking? Something I can improve? Or just a 4.0 thing.
Nikal 18 Jun @ 5:52pm 
I used to use your Planetary Features mod, but this actually looks amazing. I love when creatives exploit this games' systems to create new dynamics. Might have to downgrade to 3.14 just to give it a spin. :)
WP 🥔  [author] 3 Jun @ 7:21am 
@Lima
Honestly I noticed an extreme amount of rudeness too and it put me off their mods also. However they work quick and definitely will be patched for 4.0 long before me it must be said! Thanks for the compliment and I will get there, but only after PDX finishes tinkering with planet view over the summer and we see real performance gains in 4.x, so it'll be a while!
Lima⚧ 3 Jun @ 5:42am 
Looking forward to a 4.0 update. I used to use Planetary Diversity but their dev team are extremely rude and very unhelpful. I use Better planet view + It's extra build slots addons which PD is causing a CTD with it. I asked about it and they shrugged and didn't care. Hope your mod works when it updates :)
Sayushi 2 Jun @ 12:43pm 
great, thanks! Yeah, an additional tab would also be sick, also adds an amazing amount of stuff that could be added/displayed even just by submods
WP 🥔  [author] 2 Jun @ 12:36pm 
@Sayshi
Heya! Yeah I suspect the pop scale changes affected this mod. It'll be improved when I eventually do a 4.0 update.

As for a dedicated button - check out my "Planet View" mod in my workshop. If you run both together you get your dedicated button! In a later edition I might make this UI panel an actual major tab on the bottom, too. I think that'd be awesome.
Sayushi 2 Jun @ 11:50am 
Again, thanks for this great mod and I hope you can make it even better in the future. Honestly kinda crazy that such a massive feature is a random mod and not an actual Paradox feature tho I think they would fuck it up somehow.
Sayushi 2 Jun @ 11:50am 
Not sure if this was already talked about but 4.0 seemingly broke further exploration due to the need of four new pops growing when 4.0 is calculating in hundreds of pops. As such, you can only explore each planet once and are mostly stuck with Size 25 planets with 2-3 slots for mining/farming/electricity - this essentially means you have to cheat each and every planet and makes the mod pretty unfun as each planet is pretty much soft locked. Still, great mod, I hope this gets fixed soon. Just dont play it on 4.0 for now.

On a different note, can you add an extra button for the Planetary Explanation? It being hidden in the planetary features as a seemingly random feature feels kinda low for such a great UI and idea. Maybe move it to planetary decisions, or, if at all possible, add an actual extra button (no idea if this is possible tho lol)
Gake 31 May @ 8:12am 
I wish that there was an updated version of it because I really don't like the At War series of mods, especially their implementation of planetary canons since they don't pose the kind of threat that they realistically should.

I want to be forced to engage a planet's defenses, losing ships in the process, just so that I can cover the transports landing armies on the planet's surface before disengaging my fleet. At War doesn't work like that. Although, I don't have First Contact and the mods that permit modding army transports are also out of date which puts a huge damper on the whole deal. Although I guess the Cloaking generators need some nerfs and a new "weapon" which just boosts your Detection needs to be added.

Anyway, I'm rambling, Defense Platforms for Strongholds and Fortress Specialized City Districts please! I'm begging you! It's too freaking cool to not do it!
WP 🥔  [author] 31 May @ 7:34am 
@Gake
Yeah I remember that mod! I never used it personally but it looked cool.
Gake 30 May @ 8:55am 
Sorry, the abandoned mod I'm talking about below is called Orbital Defense Platforms, but it functions by adding a building which spawns defense platforms. My suggestion would be to add that functionality to Strongholds.
Gake 30 May @ 8:43am 
Yeah, I can definitely see the issue of complexity. So maybe the "tiles" are just a representation of battle and the armies just beeline Strongholds/Shield Generators to turn off the guns and shield generators. What if, to reduce management, the ground battle tactics are just Edicts or Policies? Like prioritize Strongholds, Shields, all military installations, urban centers, etc?

But I get what you're saying. Perfect shield generators, outside of the armies, would definitely put the emphasis on armies and it would be easier to implement than my grand idea of planetary guns able to intimidate battleship fleets... But there is another mod that implements planetary defense stations, but it's abandoned as far as I can tell. If all you could realistically implement was just the shield generator, strongholds that spawn planetary defense stations, and ownership of the planet able to flip the control it would honestly still be super fun.
WP 🥔  [author] 30 May @ 12:19am 
@Gake
(Not sure why you commented on this mod page?)
But overall you're completely right, I think! Well.. your concept is a little more complicated than it needs to be.

But in general yes, a model where armies are better landed _first_ before effective bombardment can happen would give them a real home in the game. Generally speaking having armies disable planetary shield generators, which would exist by default, gets us the gameplay we're looking for.

The other issue is that many current players hate the current micro associated with army gameplay. This is actually an a different arena of discussion, really - transport fleets. But players muddy them and condemn all army gameplay at once. Which is a shame. Anyway, make transport fleets fun and frictionless and then the army-first model of planet conquering becomes very appealing. Bombardment in this world is usually about supporting invasions, with certain civics/fleet stances able to break the rules.
Gake 25 May @ 4:58pm 
I've been thinking of something that would mesh really nicely with an "army view" of a planet's surface: you know that orbital guns mod? What if all Strongholds spawned "Defense Platforms" inside of the planet. Just land your forces, take over the strongholds thereby taking control of the defense platforms, and THEN you can bombard the planet into submission. Planetary Shield Generators also spawned a unique "Defense Platform" with an aura which provided those Stronghold's "Defense Platforms" with a metric ton of shielding and reduced all damage taken from Orbital Bombardment until either captured or destroyed. If the "Defense Platforms" were just REALLY POWERFUL it would completely shake up the game making armies matter again.

But it would be pretty cheesy if destroying the Defense Platforms destroyed the Stronghold thereby unemploying the pops that were once contributing to armies.
SilverVixen 17 May @ 3:23pm 
maybe for the army battle screen its more in deapth such as units being on the different continents and fighting on their continents
WP 🥔  [author] 12 May @ 1:46pm 
@tomtl
I had the exact same idea tbh! I think it's a cool army screen, too. Keep an eye out on my workshop for the next version of "Planet View". I'll be seeing what I can do.
tomti 12 May @ 4:32am 
please use your interface for a army battle mod with planet screen
roymend1 10 May @ 2:10pm 
Big YES PLEASE for updating MW/PFE/DWE trinity! These are the mods that actually make me care about planets in Stellaris, thanks for the awesome work WP!
WP 🥔  [author] 7 May @ 2:32pm 
@Tilarium
That'll be a long wait I'm afraid for PV and NW. I'm not touching any of the planet_view.gui stuff from 4.0 until the dust settles.

That said I'll look into the MW/PFE/DWE trinity - these can likely be updated sooner.
tilarium 7 May @ 2:20pm 
Awesome. Can't wait to give it a run once everything is all updated for 4.0.
WP 🥔  [author] 7 May @ 1:46pm 
@Tilarium
Yes!! I had a primitive version of this concept in PFE (and DWE) on their first releases, then realised there was a much cooler way of doing it dedicated to it's own mod. And that's where this comes from!
tilarium 7 May @ 12:49pm 
@WP Cool mod WP. Wasn't this part of Planetary Features before? I seem to remember having this feature before.
WP 🥔  [author] 5 May @ 1:34pm 
@Storm
I havent tested with this in 4.0 yet, sorry! If it's an earlier version I'm not sure what your problem is - there is nothing to do with science ships in this mod.
Storm (Ysmir) 5 May @ 1:03pm 
Heyo! For me before beforehand the exploration feature wasnt work, it said just via using the science ship that it was already explored, is there a load order mishap I made by any chance or what?
WP 🥔  [author] 5 May @ 9:48am 
@ZaeZae
Explain more of this idea, please?
ZaeZae124 4 May @ 3:08pm 
you could expand this mod to combat aswell, when the invading armies attack we could help them win the campaign on the planet by using different tactics maybe?
WP 🥔  [author] 15 Apr @ 12:23am 
@Nyxwit
This mod doesn't do anything with planetary modifiers, only features. So not sure sadly where the conflict is!
Nyxwit 13 Apr @ 9:42pm 
From what I've gathered, planetary features don't become hidden when playing with GPM. I've loaded MW below GPM, but beyond that im not to keen on how to try and fix compatibility on my end.

- "Terraforming cleans up planet modifiers and has a chance to roll new positive ones."
- "Over 400 new Planet Modifiers have been added.
· Most are spawned during the game start."

Perhaps its due to "new" planetary modifiers or an issue with when they spawn. Such as if MW hides the generic modifiers, only to have GPM come in after and overwrite them. I'm no mod maker and I know very little on how these things interact with one another, but I hope this helps.
Also, it would not surprise me if im missing something basic, in which please let me know.
WP 🥔  [author] 13 Apr @ 8:02pm 
@Azure
It's written in the description.
Azure 13 Apr @ 7:16pm 
Is this compatible with Planetary Diversity?
WP 🥔  [author] 13 Apr @ 2:36pm 
@Nyxwit
Thanks!
If you tell me the specific incompatibilities I can see what I can do, but I don't run GPM so compatibility is a very low priority to me. I can't imagine they conflict in many ways really, it should work out of the box.