Stellaris

Stellaris

Guilli's Planet Modifiers and Features
6,415 Comments
Calvin 25 Aug @ 3:57pm 
As it is currently, the planetary features added by this mod (and any other mod that hasn't been updated to 4.0.22 specifically) don't add districts due to a change to the syntax used to add them.
Fannus 21 Aug @ 5:56am 
Amazing mod, but some of the modifiers seem to be for the old system. e.g. "engineering research from miners +1.5". I haven't tested if this is just the tooltip being wrong of if it actually doesn't do anything in 4.0.
doctornull 19 Aug @ 7:36am 
Is the "Designate Trade Hub" habitat decision from this mod?

Asking because it says it provides Merchant jobs, but they don't seem to ever be worked.
Lelouch VI Britannia 19 Aug @ 7:16am 
when digsites are done the reward buildings it sometimes gives arnt buildable for some reason
Cain Bennu 16 Aug @ 9:17am 
Just a quick question; does the scaling: off turn off scaling or turn off modifiers? how does it work? If i wanted the maximum possible number of modifiers should i be selecting "off" or random+?
alfharobby 15 Aug @ 10:20pm 
@Freakshowes this mod is for Version 4, no idea why did you expect it to work on older version.
Freakshowes 11 Aug @ 8:13pm 
Playing on 3.14, I cannot use Baol relic. is this a known bug?
rostedthegamer 10 Aug @ 9:03am 
Do you have a mod where its only the relic war add on?
KGSpace 8 Aug @ 8:01am 
Wanted to offer big thumbs up for your economy tweak choice, as I'm beginning to play 4.0 with most of my standard mods. It really balances as intended and like 4.0 makes the game a matter of making real choices. No more MEGO thoughtless mining stations. Very well done .
RedRover72 3 Aug @ 8:22pm 
So, I noticed I'm not getting any rewards with precursor discoveries. In previous versions, you would get a reward, like a technology (or the option to research it), and possibly some kind of resource reward. That doesn't seem to be happening for me.

Full disclosure, I do use a number of mods, but I'm fairly familiar with using Irony to merge files and resolve conflicts. I don't recall coming across anything that would prevent this from showing up, though. Any ideas where I should look (i.e. events folder... I did double check there and no conflicts at all), or maybe I missed a new feature in the game start config that turns that off?

Thanks!
Ulthar 3 Aug @ 4:32pm 
does this work with modjam 2025?
dylangriffith2476 2 Aug @ 6:50am 
i cant get this mod work, i have
tried several things and tried to run only it and the menu or nothing will pop up
dzantor 28 Jul @ 11:13pm 
oh no! most favorite planet ever was removed? is there any info why archaeopolis was removed?
ZeroChance 28 Jul @ 8:14pm 
Archaeopolis planet was removed. It says this at game start in the dialogue box.
dzantor 28 Jul @ 9:38am 
Anyone else has same problem with archaeopolis as I do? Any idea on solution?
dzantor 27 Jul @ 4:02am 
Hey!
Is archaeopolis removed from the mod? I have tested several maps and no archaeopolis what so ever.
SacredDatura 23 Jul @ 5:34am 
Love all the flavor this adds to the galaxy! But I'd like to see a balance pass. Currently some resources are strongly favored - minerals and society research bonuses in particular are significantly more abundant in every game I've played.
Update plz, precursor first exploration rewards didt gives, lot of first explorations project did work too
fedekk2014 20 Jul @ 11:17am 
where ancient archaeopolis and pc_gpm_precursor_tomb does not exist?
Why now precursors first exporation didnt wright in window what they give? Just empty window we no rewords (but reword exist coz i see it after in techs )
Stern 19 Jul @ 7:37am 
Hello, I would like to use a colleague's French translation, but I get a red error in the launcher every time I recreate the mod. It's only with this mod that it gets stuck.
Morken 18 Jul @ 9:33pm 
Playing the Interplanetary Settlers (Sol) origin from Planetary Diversity. Earth received modifiers, but Luna and Mars does not. Any chance of changing this?
Larkas 13 Jul @ 9:34am 
Might I suggest setting up a wiki of sorts to easily document the additions made by the mod? I love it, but it can get a bit overwhelming at times 😅
GreenSprout 12 Jul @ 5:39pm 
Is there a way to avoid selling off all the interesting modifiers when playing a MegaCorp?
korinisz 11 Jul @ 3:51pm 
@Hawoona No, that will break the mod.
Francisco 11 Jul @ 3:10am 
The explosive atmosphere planet feature has a small localization error
Red Skull 9 Jul @ 6:18pm 
@nickwest try Jojos Otter editor
Hawoona 9 Jul @ 2:42pm 
Hi, do I still need to subscribe to Guilli's Planet Modifiers and features - 3.14 patch who added new stuff and fixed some bugs?
Wicloz 9 Jul @ 12:11pm 
more than 8 years of updates holy
nickwest 27 Jun @ 12:11am 
Can we get a list of the id's for all the planet modifiers? I would like to add a few of them to my planets for RP reasons
Watchman 26 Jun @ 11:56am 
Is it compatible with Planetary Diversity? People say that it is not anymore
Gentleman catfish 26 Jun @ 10:02am 
also somewhy i cant remove modifiers with a command
Gentleman catfish 26 Jun @ 10:00am 
Hello there! i have a question, how can i add modifiers like precursor one(energy grid for example) with their initial power? cuz when i use command to spawn them they appear twice as strong. like if i chose an origin that gives 2(or 3) precursor modifiers to my capital, they seems to be weaker than ones that i spawn with a command
nickwest 25 Jun @ 3:58pm 
Do you have a list of all the planet modifiers?
惘想 24 Jun @ 7:22am 
not get relic when kill the ai country,
以非宣称遗珍的方式灭国不会获取被灭国家的遗珍。
eqN 21 Jun @ 9:45pm 
Everyone saying this is overpowered, try playing with the economy tweaks in this mod's settings. That and/or raising the tech/tradition costs works well for finding a good balance quite easily.
eemilc 18 Jun @ 6:48am 
Amazing mod just way too overpowered
Divinicus 16 Jun @ 8:57am 
This mod, with it's science counterpart, is as great as ever. It ads a tons of flavour which you really really want.
Unfortunately, it makes you way overpowered, reaching in 2275 the level of power you generally get only by 2350.
I have to uninstall this mod, but I so wished it could exist without shattering game balance.
GreenSprout 13 Jun @ 11:02pm 
Is there a way to avoid having to sell all the modifier planetary features as a Megacorp?
Rin Palora 13 Jun @ 5:39am 
Thank you
Demognomicon 12 Jun @ 8:38pm 
Love the mod, but it could sure use some updating.
bnsfc 12 Jun @ 7:51pm 
It seems that archeotech edicts wont pull from the edict fund, but always from produced unity, is this intended?
Red Skull 8 Jun @ 7:37am 
Does anyone know how to force wonder planets to spawn? Or increase the chance a bit more

Also is it safe to assume that all the unique buildings have been removed?
Tal'Raziid 6 Jun @ 3:11pm 
I've found that i can only trade certain relics to others. I cant trade the Cloaking Device, Archaeo Shield Generator, Zero-Energy Generator, or Daedalus Seal; anyone know why?
우주 공무원 5 Jun @ 8:10pm 
Hello, thank you for the wonderful mod, I am Korean. Your mod is really cool and Huelong. But certain planets are so beautiful that the planet looks beautiful in the precursor shipyards or the precursor energy grid, so is there a cheat to add artificially? Bonus for additional planet motifs vary depending on planet size, is there a way to control them with cheat? Please tell me. Please
night_pryanik 4 Jun @ 10:40pm 
Some of the Planetary Features in Management section of the planet (star) don't have neither name nor proper description. In tooltip it shows text with something like "gpm_d_energy_12_desc". Here's how it looks like. [ibb.co] I thought maybe the problem is in the wrong mod load order, so I tried to put your mod almost at the top and almost at the bottom of my load order, but the problem persists.
TheKingOfCurs 4 Jun @ 10:21pm 
Thanks for your work man
It really makes the game for me so much more interesting and enjoyable.
lutharien 4 Jun @ 7:17am 
There is a modifier for a deposit in Wonder worlds (Amoba sea), which gives +4 Social per 100 farmers, miners or technicians. Too strong, I think even half of it would be more than enough. When I get it, they greatly outperform my researchers before the computing tech updates allow for significantly more researchers.
Fatetaker 4 Jun @ 12:51am 
@ᛣ Munin ᛉ you generally add it before, it runs ons scripts so it doesnt have a priority really but ppl have recommended before PD and event mods
ᛣ Munin ᛉ 3 Jun @ 6:59pm 
Load before or after Planetary diversity?