Stellaris

Stellaris

More Events Mod
EDEN Protocol question
I've noticed that planets get automatically terraformed then get settled by my mechanical pops, aren't they meant to seed with pre-ftl civs? Am I not being patient enough or is the mod not doing as intended?
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Showing 1-6 of 6 comments
Malthus  [developer] 5 Oct @ 1:10am 
There was an on_action event deactivated, which is meant to setup the planet upon colonization. Will be fixed.
argroww 5 Oct @ 5:45am 
Ah, okay thank you. I have 2 planets already colonised with my own mechanical pops, will I need to start a new game for the fix to apply correctly?
Malthus  [developer] 5 Oct @ 9:26pm 
Originally posted by argroww:
Ah, okay thank you. I have 2 planets already colonised with my own mechanical pops, will I need to start a new game for the fix to apply correctly?
As long as your modfiles have been updated by the launcher, it should work now for any colony going forward.

For the already existing colonies there are two ways: Either you abandon them by migrating all your pops to your habitats and then wait for them to be seeded again OR you try to fire the event manually which was disabled at the time (still send your pops, save for one, to your habitats first as they would get deleted) - the event id is "mem_eden_protocol.6" when you fire it, you have to have your colony selected for it to work.
argroww 6 Oct @ 6:15am 
I started a new save anyway, but thank you for getting this fixed :)
argroww 6 Oct @ 8:46am 
How does the mod determine when to terraform planets? I've been running my current game for a while now and no new planets have been terraformed. However on my first game with this mod (before pre-FTL thing was fixed) I noticed planets get terrformed automatically. The only significant difference between the 2 games though is that on my 1st game I had a lot of spare energy, but on my 2nd I'm under-producing so slowly running out.
Malthus  [developer] 18 hours ago 
It is a bit of a complex process using random_lists and a variable on country scope.

As long as you have a system with both a valid terraforming target and the required building on a habitat in the same system the variable will be increased by 1 every year for each system where requirements are met.

Then there is a random_list (being rolled for every system where prerequisites are met each year until it succeeds in one place) that goes weight 60 for nothing happens and weight 1 * variable for terraforming happens on a random valid target within the system. Then there is a 3 year cooldown if terraforming is initiated by this random_list and the variable is reset. This process is slow, but does not cost you anything.

This also means the more systems with valid terraforming targets you have, the more dice rolls you have per year until one succeeds.

You can speed everything up however by manually terraforming planets if you have the tech for it. The building's main purpose is providing the jobs and the seeding of primitive civs.

If the current implementation does not feel good, it can easily be adjusted in a few places to speed things up or slow them down, so if you have more feedback on that, please add it here.
Last edited by Malthus; 18 hours ago
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