Stellaris

Stellaris

Guilli's Planet Modifiers and Features
6,475 Comments
Exan_Flo 26 Oct @ 6:25pm 
think there are way too many barren and habitable precursor planets
ormio 23 Oct @ 10:48am 
Maybe I am doing something wrong. Is there any tech or policy that needs to be researched or enacted so that that modifier starts to work? Anyone else has same problem?
ormio 22 Oct @ 2:14pm 
Hey. Planet modifier Ancient temple doesn't work. It is supposed to increase priest output but it does nothing.
FitnessGuru 18 Oct @ 6:31pm 
Does this mod effect the engineer trait for commanders?
tilarium 15 Oct @ 5:31am 
I’m assuming space deposits are the orbital ones. But yeah, I’m confused by the percentages too. I just shrug and put it in 50%
Chava 15 Oct @ 4:11am 
could the next update include a better tooltip explaining what the "Space Deposits:" setting "Options - Other" does? it's very unclear, especially since the default value is "Vanilla" but the tooltip says "25% is probably closer to base game"
so the whispers covenant action now turns a colonized world into a relic world, does this mod add relic modifiers to those?
WhatTheForecast 9 Oct @ 9:06am 
Suggestion: small technology after discovering precursor features allowing you to move modifiers to more suitable locations via planetary decision; i.e. precursor manufactorum discovery being able to be moved after researching living metal tech, or precursor mech/tank factories being able to be moved after researching some new relevant tech. Just a thought. Mod is great, btw.
VTX | Ghenzo 4 Oct @ 3:39pm 
After some game time (something in 2300, something in 2400) it's literally impossible to save. it is a know issue?
Zenchi.Senkusha 4 Oct @ 11:16am 
Can confirm "more precursor drop" crashing the game. (though on a faintly lesser CPU and 6400 stars)
Lowkey 30 Sep @ 2:28pm 
the option "more precursors drop" crash the game when turned on, it happen quickly during the first month. (i got a 7800X3D and i am playing on 800 star so size isn't the issue here).
Col. Hathi 28 Sep @ 3:38am 
I don't think the Heart of the Forest planet modifier works. It's supposed to improve medical jobs and provide unity per 100 jobs, but it seemed to do neither
Iadria 27 Sep @ 10:32am 
Super happy to see more updates here, thanks so much Guilliman <3
Tal'Raziid 27 Sep @ 2:30am 
Anyone else getting a ton of Collapsed Habitat wondrous planets and few others?
Alferner 26 Sep @ 2:09pm 
Shouldnt planetary shield modifiers also give a little protection against space weather like the planetary shield buildning?
holden 26 Sep @ 3:30am 
Not sure if this is even fixable but with shadows of the shroud using the composer of strand's covenant ability that spawns a gaia world seems to make it not have the normal gaia world modifiers you would get from terraforming with this mod installed, same with the endbringers ability.
Sarus 24 Sep @ 11:26pm 
Is that ol shipyard a rarity to find? often go couple saves of never finding it, miss having my Great Shipyard HQ around :lunar2019laughingpig:
Guilliman  [author] 24 Sep @ 10:13am 
· Improved mod planet modifier spawning at galaxy generation and when planetary diversity mod is installed.

> this is just improvements tot the counting checks so it should be impossible to have too many modifiers spawning now, especially at higher modifier amounts.
Keep in mind vanilla planet modifier spawning is not disabled, so some planets will have up to 3 modifiers even if you select the max 1 option.
Guilliman  [author] 24 Sep @ 10:11am 
Patched:
· Updated start menu description.
· Updated options menu for the number of planet modifier tooltip.
· Improved mod planet modifier spawning at galaxy generation and when planetary diversity mod is installed.
· Re-enabled the game start option '2-3 planet modifiers'.
· Newer vanilla planet modifiers will now have their bonuses scaled matching the chosen start menu scaling option.
· Removed old building_archaeostudies_faculty localisation overwrite mentioning Archaeopolis planet type.
· Returned trade deposit rewards for megacorp empires now that they have been re-enabled
· Fixed missing localization for science ships build speed and build cost for the survey policy
· Slightly tweaked science deposit rewards from survey events to be more likely to be smaller values
· Double science deposits from survey rewards reduced from 6/4 science value to 3/2 (halved)
· Re-added the precursor empire modifiers rewards for precursor survey events.
doctornull 23 Sep @ 6:57am 
I'd love to see Ancient Archiopolis as a district-swap for Relic World instead of Agriculture District.
Rubi 23 Sep @ 6:14am 
@Marshal Revan, Guilliman removed them when the population change update happened.
Marshal Revan 23 Sep @ 3:05am 
Does anyone know what has happened to Ancient Archaeopolis worlds? I've not seen one in months of playing and really used to like them!
Archemyre 22 Sep @ 1:31pm 
@axilianddraig It seems to just be Dynamic UI, I'm seeing planet modifiers be hidden behind the tab even without this mod.
axilianddraig 22 Sep @ 12:45pm 
Getting a weird clash with this and Dynamic UI with the Lyra 4.1 patch and updated Dynamic UI - for some reason the planet modifiers Icons now display behind panels
Agnes Bolond 21 Sep @ 12:06pm 
Weird… Will try to recreate the bugs, maybe it’s one of my compatibility mods messing up your mod’s effects
Col. Hathi 20 Sep @ 1:32am 
@Rubi, it's the same for me.

Btw, I think the soul gem relic needs an update? It looks like it still wants to spawn in the old type of leaders from before the leader overhaul.
KGSpace 19 Sep @ 8:26pm 
Updated on 9/15 version with 4.0.23. Playing game with that. Is the 9/17 update save game compatible with 9/15 version and 4.023?
stephen 19 Sep @ 1:13pm 
I don't know if it is just me but even though the mod says its been updated, nothing has changed. There are no new planetary modifiers, just the base game ones. What I don't understand though is that even on older versions there are no new planetary modifiers. If I am missing something then please let me know because I loved the variety this mod gave me. Thanks
Rubi 19 Sep @ 12:16pm 
Is anyone else not able to select the "2-3 per planet (Extra High)" option when starting a new game?
Demognomicon 19 Sep @ 9:06am 
@Guilliman Thank you for updating!
Col. Hathi 19 Sep @ 8:03am 
Awesome ^^ Really appreciate it
Guilliman  [author] 19 Sep @ 8:01am 
Indeed, I saw that as well in my last game. I have a few tooltip overwrites left I think. I'll clean em up soonish.
Col. Hathi 19 Sep @ 6:20am 
It's also listing the Archaeo-Engineers as Biologists when you look at the Planet Production tooltip.
Col. Hathi 19 Sep @ 5:53am 
Hmm, I know that the archaeopolis planet was removed, but when you look at the Remnants origin, it says it comes with a Faculty of Archaeostudies and a Archaeostudies technology that looks to be unlocking that Faculty of Archaeostudies building, and the building still says that it gets a bonus when built on an Ancient Archaeopolis World.
doctornull 19 Sep @ 5:50am 
I regularly use GPM + Giga + UI Overhaul Dynamic with no problems so perhaps the blame is on Planetary Diversity
Guilliman  [author] 19 Sep @ 2:49am 
Not an issue here. I dont edit UI.
Agnes Bolond 19 Sep @ 1:48am 
Looks like this + Giga + UI Overhall + Planetary Diversity crashes instantly the game once you try opening the planetary tab
Quindite 18 Sep @ 9:35pm 
Ive noticed the removal of the econ change option, sucks to see it go. hope its still being considered / worked on
Destest 18 Sep @ 2:47pm 
Found what I think might be something that was overlooked. Using Idylic Bloom to terraform a Superhabitable in Planetary Diversity to a Gaia world with this mod above it in the load order causes the planed to become a regular Gaia world instead of the special Superhabitable Gaia that PD has
joakim.westergaard 18 Sep @ 12:24pm 
Thanks for the updates!
Are you still planning to reintroduce the archaeopolis planet? It was one of my favorite features 🙂
Timou 18 Sep @ 12:25am 
@Gake
Try this mod Nebula System Graphics Remover
Gake 17 Sep @ 8:10pm 
Gah, it's Real Space doing it? Crap. That's the one mod I can't remove from my list easily.
Guilliman  [author] 17 Sep @ 7:45pm 
@Gake I think that's another mod doing that (real space possible)

small update:
• Updated fallen empire building rewards from precursor digsites or artifact reverse engineering so they once again work and expanded the list with all the newer posible ones.
*** there still seems to be a weird bug where the reverse engineering action fails this, looking into that
• Fixed Orbital Fabricator ship component so it again produces alloys and minor artifacts
• Fixed Singularity Matrix ship component so it again produces 1 of each science type
• Replaced few non-functioning precursor planet modifiers with different ones
• Fixed a few missing modifier localisations

Also previous unmentioned update:
• Fixed planet modifiers so they again provide planet energy/mining/food districts
Gake 16 Sep @ 11:06am 
Anyway to disable this mods nebula spawning? I hate spawning as Earth only to suddenly find myself in a nebula which is... Rather immersion breaking.
Guilliman  [author] 16 Sep @ 9:39am 
2-3 per planet (extra high) is experimental but I had to disable it last minute duo to some weird bug where some planets ended up with 5+ modifiers. I already wrote it in the localisation at that point <.<
It'll be fixed when I can find the cause of that bug
Sarus 15 Sep @ 7:26pm 
Indeed it should! specially that shipyard, always so happy when i find one close to my position, love it far more than the megastructure shipyard
But they so rare! T^T

Anyways: Is it just me that on a new startup, cant select number of modifiers: 2-3 per planet (extra high) it seems to skip over it and go back to first in list?
KornFlaks 15 Sep @ 7:07am 
Thanks for the update, I love this mod. This should be baked into the game frankly, unplayable without IMO.
doctornull 12 Sep @ 8:17am 
Some of your techs use the @ap_technological_ascendancy_rare_tech value which has been deleted from the vanilla game, so those techs won't appear for players with the AP.

A text-replace to its expected value (1.5) should fix these techs to appear when the player has the AP.
Deranged question: how do I pronounce your name?
Zalpha 9 Sep @ 6:05am 
I am glad this mod is back and updated, it is my favourite. I like the more resources on planets but what I really love are the events and how it is tied to your races choices (ethics), really brings the game to life and I love it. So thank you for your years of effort on this mod and sharing it with us.