Stellaris

Stellaris

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Relevant Terraforming (3.14.X)
   
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1.012 MB
7 Feb, 2024 @ 1:31am
10 May @ 2:27am
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Relevant Terraforming (3.14.X)

In 1 collection by Easy Pete
Easy Pete's Mods
6 items
Description
Obsolete
This mod will no longer be updated. Half of its original purpose has been address with the new "rare" habitable world setting. It will be left permanently in version 3.14. A new mod has been posted that deals specifically with terraforming candidates here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=3477854332

This mod is a large tweak to galaxy generation with the goal of making terraforming a more relevant gameplay mechanic without creating so many planets that late game lag becomes an issue.

Game Start Event
This mod runs an event at game start to remove half of all non-special, non-presapient, non-pre ftl, and non-guaranteed habitable worlds. Additionally, all terraforming candidate modifiers are removed. A huge galaxy at default settings will have about ~60 habitable worlds as opposed to the vanilla ~120.

More Terraforming Candidates
A second event is then ran that adds terraforming candidate modifiers to the appropriate non-habitable worlds randomly. The amount of candidates generated is affected by your habitable world setting. This event brings up a menu where you can choose the amount of terraforming candidates. The options include vanilla candidates, 1.5x candidates, 2x candidates, and 2.5x candidates


Compatibility
Should be compatible with most mods. Any mod that makes custom habitable world systems spawn before the planet removal event may lose their habitable worlds.


Mod Redistribution
Feel free to fork this mod and tweak it anyway you want. Please give credit to MichaelMakesGames original mod that was used to make this one.

Other Mods From EP:

EP's Additional Megastructures: https://sp.zhabite.com/sharedfiles/filedetails/?id=3155789435


Thumbnail picture courtesy of Hotpot AI

Credit to MichaelMakesGames whose original mod was referenced to make this mod:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2997968164
28 Comments
Easy Pete  [author] 15 Dec, 2024 @ 7:51pm 
@Doviena the mod does nothing after galaxy generation so your save is fine
Doviena 15 Dec, 2024 @ 6:37pm 
Was just curious as to the reason. Went to play my multiplayer session with my buddy and we noticed
Easy Pete  [author] 15 Dec, 2024 @ 4:48pm 
@Doviena After some testing I realized that removing so many planets had adverse effects on several vanilla Stellaris event chains. I also added a new menu which removed part of the need for additional versions. If you want to you are more than welcome to fork this mod and change the removal values to those you want
Doviena 15 Dec, 2024 @ 4:11pm 
Why has the 'Very' version vanished?
Easy Pete  [author] 29 Jul, 2024 @ 8:51pm 
@Manko, as far as I am aware there are a possible 5 relic worlds that can spawn at game start in vanilla. 2 of which are tied to specific archeology sites. Those other relic worlds may be the result of mods your using. It would be extremely improbable for you to be consistently spawning near all 5 of the possible relic worlds
Manko 22 Jul, 2024 @ 6:37am 
This mod is brilliant, thanks!

The side effect (that the author points out already) is that this does mean I'm seeing mostly relic worlds, which feels off. Any chance of a version that includes relic worlds in the sweep, or does anyone else have a mod they like that reduces those that would not interfere with this one's scripts? I realize those are often coming from unique systems, so may not be possible to account for.
Easy Pete  [author] 5 Jun, 2024 @ 9:32pm 
@acki02 as far as I know this doesn’t break PD. I do not know about the other two. The numbers can be tweaked in the mod files if you want. I don’t plan to release variations of this mod with different values.
acki02 26 May, 2024 @ 3:33am 
How does this mod fare with GPM, PD or All These Worlds?

Also, is it possible to tweak the numbers? eg. remove only 75% of the worlds etc.
Easy Pete  [author] 13 Apr, 2024 @ 2:06am 
@Davi the mods that force spawn precursors typically set the flags for you. If you want to avoid this set guaranteed habitable to 1 or 2 so there is a habitable world near you. My mod does not remove guaranteed habitable worlds.
Davi 12 Apr, 2024 @ 12:11pm 
Yeah for precursors I use the mod that lets you select the precursor at start. I always pick zroni but because zroni needs habitable planets to appear it never spawns for me probably due to them being turned into terraforming candidates