Stellaris

Stellaris

Guilli's Planet Modifiers and Features
Showing 1-10 of 217 entries
< 1  2  3 ... 22 >
Update: 26 May @ 12:15pm

- Reduced chance of Rare Crystal deposit appearing on crystal asteroids
- Returned some modifiers from job efficiency to job output. This didn’t work for gestalt empires with how the modifiers are setup in the base game.
- Split the economic balance option policy into Player and AI policies. AI policies have some added base resources and don't increase station resource cost as AI economic plans don't really like it (they end up building them a bit slower than they should). I really cant wait until they rebalance the economy so messing with balance isn't needed, even if it's optional :|
- Replaced forgotten +max buildings modifiers with +max district or + max non-artificial district bonuses
- Added a planetary decision to clear the Dark Skies Modifier

Update: 25 May @ 8:14am

Fixed nu bael life seeding decision: it now appears as expected

Update: 25 May @ 4:10am

- Reduced building energy upkeep from balance policy to 1 (from 2).
- Fixed Mining Nexus building showing up in energy zones instead of mining zones.
- Fixed a bug with removing and adding deposits, the amount of space deposits should be a bit less insane now.
- Replaced some pop job output bonuses with job workforce efficiency bonuses where it makes thematic sense.
- Reduced the impact of negative building cost modifiers on most planet modifiers, they felt a bit too oppressive early game.
- Reduced some trade bonuses per 100 pop on some planet modifiers as they were a bit too strong.
- Updated megacorp survey event rewards: removed trade deposit reward as that is no longer functioning and replaced energy reward with raw trade rewards. Also replaced raw energy rewards with raw trade.
- Update materials survey event rewards: lowered the chance of getting higher value research deposits on completing survey events.
- Prevented tidally locked planet modifier from spawning if the mod Real Space or the mod Planetary Diversity is detected.
- No longer removing some planetary features (deposits that give districts) when adding custom features.
- Restructured starting menu options into Feature Options and Quality Of Life options.
Added an option to disable coloured planet names.

Update: 24 May @ 2:20am

If you enable the economy balance option lithoid empires now get their own balance policy which replaces the food upkeep with minerals and adds some base mineral generation so you dont start with negative minerals.

Update: 24 May @ 1:32am

- Removed added trade deposits from galaxy generation
- Lowered space deposit spawn rates a tiny bit, especially minerals
- Fixed missing mod_planet_engineers_nanites_produces_add localisation

Update: 23 May @ 12:43am

Updated to game version 4.0

===========
=== New ===
===========
* Added an option to the start menu to disable arachnid like modifiers and features
* Added an option (default = off) to add in some economic balance tweaks to buildings, stations and some pop upkeep. I may tweak it based on feedback, and it'll stay an option until the developers give the base game an economic balance pass. Feedback most welcome on this!
It works through a policy so I can dynamically change the tweaks based on your empire type and civic choices. E.g.: catalytic empires get extra food upkeep from their metallurgist instead of minerals. And "Bio" empires from the new DLC get more food related costs instead of minerals.

===============
=== Updated ===
===============
* Updated economic categories file overwrites (still recommend to also download the economic categories mod)
* Updated event overwrites
* Updated decision overwrites
* Updated the start menu extra options localization so it's clearer what the buttons do.

=============
=== Fixes ===
=============
* Fixed all omnious/onmious localisation mistakes.
* Fixed some inconsistencies with pop job output modifier localisations that are not present in the base game

===============
=== Changes ===
===============
* Significantly reduced the chance for most negative modifiers to spawn on the guaranteed habitable worlds. Some of the very negative modifiers and some 'story heavy' modifiers are also forbidden from spawning on these guaranteed habitable worlds.
* Adjusted the spawning engine logic for planet modifiers so they follow the desired number of modifiers settings more closely while still maintaining a healthy variance. Uninhabitable world spawn with less variance between game settings to account for the deposit rewrite (see below).
I also added in a code mechanic to easily tweak the variance should additional game startup settings be desired.
Note: on game setting "max one modifier", it's still possible to get a planet with more than one modifier. This is a combination of the base game planet generation and base game events. I might try and fix this at a later point if it's really an issue, otherwise I'm content to just leave that for the sake of compatibility.

* Rewrote planet modifier generation code for habitable worlds so they better ignore Planetary Diversity mod planet class modifiers. This should ensure more modifiers if those are present.
* Overhauled space deposit spawning:
More vanilla energy and mineral deposits are deleted on game start
Deposits have a chance to be added back based on planet modifiers to uninhabitable worlds. This means on average slightly more energy and mineral deposits compared to vanilla and some more science deposits. This balances out somewhat as you now need more minerals and energy to build and upkeep the extra mining and science stations in the early game.
Space deposits for food and unity can also spawn.
This was done to make space deposits feel more thematically on point with that the celestial object is about (which modifiers they have).

!!<< Please leave feedback on this if you don't like it and why. I have coded this with the possibility of a game start option in mind. >>!!


* Adjusted effect of leader skill levels on some resource survey rewards amounts.
* Lowered the base leader XP from survey events
* Precursor digsites
Reduced the spawn chance of precursor digsites
Reduced the difficulty of the precursor digsites
Increased the chance of getting a cool reward from precursor digsites instead of a generic research resource reward

* Adjusted kilo-structures cost/upkeep/output and improved the tooltips so they better show the bonuses they give.
Note: this is mostly a balance change, they cost a fair bit more but output a tiny bit more too.

===============
=== Removed ===
===============
* Removed archaeoengineers overwrite
* Removed all modded pop jobs. Instead, planet modifiers and features will interact with existing pop through modifiers
* Removed the archaeocenter building overwrite
* Removed precursor bunker grid building and modded defensive armies
* Removed the precursor modded research center (until I can do something cooler with it)
* Removed the Archaeopolis planet
* Removed the naming of precursors from event text in my modded survey events as they made little sense (and will bug with the precursor choices in 4.0)
* Disabled Ghost Ship Planet modifier until I can do something more thematic cooler with it
* Disabled Cursed World Planet modifier until I can do something more thematic cooler with it
* Disabled spawning of extra primitive relic worlds duo to bugs

=============================================
=== Things not included but semi-planned: ===
=============================================
* Rewrite of the capital planet modifiers option/mechanic. This is due for an overhaul but will be done at a later time.
* Not tested the origins included in this mod, let me know if anything there is broken.
* Not tested ringworld and habitat modifiers. Let me know if anything is broken. I want to improve these as well but that won’t be immediate.
* Precursor Relics bonuses could use a pass, especially with the new modifier possibilities.
* Precursor empire bonuses conversion to specimens if you own the DLC for them. This is a WIP but running against some hardcoded issues, so rewarding them is a bit more complex than I thought it was going to be. As a result, the precursor empire modifiers are temporarily disabled.
* Overhauling the spawning of additional hostile space creatures (mostly drones on ring mining sites). This could be improved and made more thematically.
* More options for events for militaris empires and other ethics
Suggestions welcome!

Update: 22 Sep, 2024 @ 5:11am

- Fixed version numbering
- Added scripted trigger is_gpm_precursor_tomb (scope=planet)
- Fixed type in killbots events
- Adjusted war goal acceptance base value for relic war goals to 5 (from 20)
- Fixed missing bracket in gpm_components.gfx file

Update: 15 Sep, 2024 @ 4:03am

Forgot to remove the git files before uploading. They have been removed.

Update: 15 Sep, 2024 @ 3:58am

- Changed personal AI assistant tech leader skill level bonus
- Overhauled and buffed the planet wonders deposits. The bonuses are way more creative now while still matching the previous bonuses themes, so don't worry it shouldn't effect your saves too much.
- Manufacturing hub building unlock has been updated to be a bit better and more exciting choice to build
- Mini megastructures have been improved and made mechanically more fun. They now double deposits in their system when repaired and add new deposits where there are none.
- Precursor historian trait has been disabled for the time being as it was a bit redundant since the trait rework.
- Improved modded exploration traits to match new leader traits mechanics.
- Added two utility ship components from my old component mod as rewards from precursor discoveries
- You no longer get FE building unlock rewards from reverse engineering minor artifacts if you have the cosmogenesis AP. Since you'll be able to build them anyway. Instead the other rewards have more chance to show up.
- Improved the reward weightings in the reverse engineer artifact action.
- Improved the reward weightings in the first reward stage of precursor dig sites.
- Further improved the planetary modifier generation if you're playing with planetary Diversity. Planet modifiers will be more common in general to account for the planet 'class' modifiers from PD.
- Reworked and reduced the power of the Singularity Matrix Ship Component a bit.
- Some survey events have been given unique options and deposit rewards for rogue servitors
- Added compatibility support for two modded ringworlds
- Fixed nu boal relic decision overwrite
- Fixed gaia seeder event
- Fixed a bug with fallen banner relic unlock event check, the relic should now once again be findable
- Adjusted economic categories overwrite to be less oppressive and work better with other mods

Update: 7 Jun, 2024 @ 9:03am

Patch 07-06
- Changed healing flowers tech bonus to something else so it no longer breaks the lathe megastructure
- Increased a few discovery tech bonuses
- Updated Planetary Diversity compatibility
- Planerary Diversity planet modifiers are now ignored when counting number of spawning guilli's planet modifiers
○ Dev note: For example, if you chose to have max 1 planet modifier per planet and there already is a planet modifier from planerary diversity it will now spawn a planet modifier from my mod as well. Previously PD modifiers would
block that as the limit for 1 modifier was reached.

- Unrepaired kilo structures (from this mod) now produce some unity
- Unrepaired precursor shipyards now produces 1 minor artifacts until you repair it
- Fixed missing ranger lodge bonuses on blockers
- Fixed deprecated or changed fallen machine empire script triggers