Stellaris

Stellaris

Guilli's Planet Modifiers and Features
6,453 Comments
Archemyre 2 hours ago 
@axilianddraig It seems to just be Dynamic UI, I'm seeing planet modifiers be hidden behind the tab even without this mod.
axilianddraig 3 hours ago 
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.
Fannus 8 Sep @ 1:51pm 
Thanks!!
PineapplePizza 8 Sep @ 6:31am 
Thanks, Guilliman
KGSpace 7 Sep @ 5:30pm 
Will take what I get, but I continued to like the econ tweak and it's challenge. Continue to consider your mod essential for my Stellaris play thrus.

Probably do another Irony Mod Manager compressed merge of everything just before 4.1.
Gate 7 Sep @ 11:14am 
Thank you, can't play without this mod. You do an amazing job!
Satsuki Shizuka 五月靜 7 Sep @ 9:16am 
Hey Guilli, just wanted to say we love you and thank you for tweaking back the space deposit thing so that arc furnaces can work properly again! Don't be sad, you're doing god's work here!
doctornull 7 Sep @ 6:57am 
100% agree about the 4.0 botched update but honestly your mod does a lot to make up for their mistake. I hope you feel more able to continue soon.
Living Trash Head 7 Sep @ 6:49am 
Thanks for the update!
Guilliman  [author] 7 Sep @ 6:35am 
Updated:
• Updated planet feature deposits so they once again provide districts
• Removed econ balance tweak option (no longer needed?)
• Added a space deposit option to the QOL many section to use vanilla spawning and set it as default. The other options are still available.
• Added support for planet modifiers added by All These Worlds mod.

-----
Updates will be a lot slower as I'm turned off a bit by stellaris' most recent botched update, many bugs and worse performance. I'm just not having fun playing as much, if at all, these days.
Dan.llama 6 Sep @ 10:07am 
I think this mod is causing most of my planet types to have no modifiers and as such, zero resource districts. Shame, because this mod gives the game so much flavor
Misterwheatley 5 Sep @ 1:02am 
These things, they take time. If the dude is working on an update it will take as long as it takes.
Demognomicon 2 Sep @ 3:38pm 
Seriously out of date, such a shame for a great mod.
ALPHA Boro 2 Sep @ 5:34am 
Is there anything wrong or changed with this mod? I just loaded up my save after +-2 weeks without changing or adding any other mods but all my planet modifiers are gone but the stats/districts still work untill i try to change anything on those planets then the extra stats/districts from the dissapeared modifiers either completely dissapear on the spot or crash my game. Does anyone have any advice? This completely broke my late game save and is driving me up the wall.
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!