Stellaris

Stellaris

Realistic Terraforming - A Planetary Diversity Sub-mod 3.0
67 Comments
atticorafasciata_Lastochka 23 May, 2024 @ 1:02am 
work on 3.12?
aquelarrefox 24 Aug, 2023 @ 11:15am 
Hi, can i update the lines (resourse lines is bad) but also add weight to make ai use the paths?
Grand Poo-Bah de Canadiannaise 3 Jul, 2022 @ 10:11pm 
Will this mod, and/or the lite version, ever for fixed/updated for newer versions of the game, and it's lack of energy costs?
Leaf  [author] 3 Jun, 2022 @ 8:11pm 
Paradox must have changed their modding language, again ;_;
SG7 2 Jun, 2022 @ 12:55am 
Interesting. Seeing same as comment below.
No energy cost to terraform. This mod did work for me at time point though. Not sure what happened or what could be conflicting. Tried loading after all mods instead of just after PD mods. Same result.
Grand Poo-Bah de Canadiannaise 16 Apr, 2022 @ 2:00pm 
I really love the look of this mod, but none of the terraforming options cost any credits... it still take the more realistic amount of long time, but financial/resource cost
Leaf  [author] 12 Jan, 2022 @ 8:54am 
Ohhhhh damn I would love that, that's a really good idea. I think it might be possible through events, but it's a bit above my paygrade. MAybe float that idea by another modder see if it's in their wheelhouse.
Wilmfe23 10 Jan, 2022 @ 11:28pm 
I would also like to see the terraforming be made more complicated with risks of failure. Failure would be turning it into a tomb world. Maybe you could turn it into a gaia world from the start but with like a 1% chance of success.
Leaf  [author] 29 Aug, 2021 @ 9:42am 
Too lazy rn. Literally have to manually edit every single terraforming text file and theres about 50 or so of 'em.
Megalobyte 28 Aug, 2021 @ 7:51pm 
Do you plan on updating your lite version of this mod to 3.0? Or is it already? I like the idea, I just prefer the slightly smaller timescale.
Leaf  [author] 10 Aug, 2021 @ 10:55pm 
I play with a shit ton of mods, but the #1 mod I use to make the game longer is actually a custom made mod I’ve never uploaded, which reduces ftl travel speed. I’ve gone back and forth on how long the travel times should be. The most extreme I’ve gone is 100 years to get to the next star system (most realistic) but that kind of breaks the AI. Usually I opt for something like, 4% of normal speed I think. Makes the galaxy feel much bigger and games much longer, but I’ll admit its kind of an insane way to play. My last major game went into the 2900’s.
That Cute Dragon 10 Aug, 2021 @ 10:42pm 
Although I get the realism involved and like the premise of the mod, I'm confused by some of the time requirements as it seems a game of Stellaris often typically less time than some of the terraforming times (usually at or approaching endgame after 300 years I feel like). What settings and mods would you normally use so that games can last such long times without running out of techs or growing stale?
Brallerin 10 Aug, 2021 @ 1:17pm 
Got a Ubuntu VM set up using virtual box.

Newest version of stellaris with just this mod.
Windows: 5af5
Ubuntu: 195c
Brallerin 8 Aug, 2021 @ 4:13pm 
We all tried uninstalling and reinstalling the mod. The download size was even different on Linux and Windows. It was the only mod that created a differing checksum. Those of us on Windows got the same checksum every time however.

I don't know anything about Stellaris modding, but if the mod is using external code packages as dependencies there might be something that's platform specific?
Leaf  [author] 7 Aug, 2021 @ 12:42pm 
Did you guys all try uninstalling the mod and reinstalling it? It's possible some of you have different versions of the mod. Steam workshop can be weird sometimes and not update properly. That's the only thing I can think of, I've got no idea why my mod would provide a different check sum for linux than windows versions of stellaris otherwise.
Brallerin 7 Aug, 2021 @ 5:43am 
Multiplayer is exactly what I, and some others, are trying to do. We had to disable this mod to play, but would like to re-enable it in the future.
Leaf  [author] 31 Jul, 2021 @ 10:55am 
I know absolutely nothing about Linux so I'm the wrong guy to ask. Having a different checksum isn't a big deal tho right? Unless you're trying to do multiplayer?
Brallerin 30 Jul, 2021 @ 12:16pm 
Seem to be encountering an issue with this Mod. It seems to be creating a differing checksum on Linux to Windows. Any help would be appreaciated
Leaf  [author] 28 Jun, 2021 @ 11:06am 
Awesome
hudsongame 27 Jun, 2021 @ 8:59pm 
Thank you very much. I just tested it and the Industrial Districts are still there after a month. Great Mod!
Leaf  [author] 27 Jun, 2021 @ 3:53pm 
Okay the mod is updated. Gonna do some tests but lemme know if I missed anything.
hudsongame 22 Jun, 2021 @ 8:34pm 
Sorry to hear that. But know this, your mod is one of the best mods in the game. I cannot thank you enough!
Leaf  [author] 22 Jun, 2021 @ 2:56pm 
I see now that the industrial district bug was probably caused by some of the other functions the mod added. The new version I'm working on should clear all that up, but god will it be a pain, I'm basically remaking the mod from scratch.
hudsongame 21 Jun, 2021 @ 6:14pm 
YAY!!!! Thanks. I hope this will clear up the Industrial Districts deal. I have been putting off playing because your mod does act as a governor on Terraforming. It really makes a difference. Again, THANKS.
Leaf  [author] 21 Jun, 2021 @ 5:31pm 
Okay, you win guys. I'm in the process of updating the mod.
Leaf  [author] 18 Jun, 2021 @ 2:41pm 
Thanks for the heads up
hudsongame 16 Jun, 2021 @ 12:54pm 
I informed Chillkroete, who did the Starting Tall - Updated mod, that I was running into this problem and he said "i would recommend you to check out mods that affect the folder common/scripted_effects especially things that change 01_start_of_game_effects it has a lot of triggers that can potentially change what spawns on a planet. I hope that helps if you want check it with other mods". Perhaps this might help you.
Leaf  [author] 16 Jun, 2021 @ 11:47am 
That is so fucking weird. How much did 3.0 change? All this does is add new terraforming options!
hudsongame 15 Jun, 2021 @ 4:54pm 
I agree with your reason for this mod. I LOVE IT. That being said, it appears with the current "improvement" Paradox has made to the game, this mod is not allowing the new Industrial Districts. They disappear after the first month of the game. When I remove this mod, they no longer disappear. I hope you will repair this problem, because Stellaris needs your mod. Thank You.
Vigorous Gil 11 Jun, 2021 @ 5:45pm 
Waiting on a 3.0.3 update
Leaf  [author] 24 May, 2021 @ 2:12pm 
Ye you know it
macubus 24 May, 2021 @ 10:46am 
Ah ok, that´s why it didn´t work in my game. So I have to wait till ur in a less lazy phase of life :-)
Leaf  [author] 24 May, 2021 @ 10:08am 
Should work with existing save games but this is for 2.8.1
macubus 24 May, 2021 @ 4:58am 
It doens´t work on existing savegames, right ? The modifications take only place when mod is activated on a new game ?
Leaf  [author] 9 May, 2021 @ 1:00pm 
@Argon
That is planned, I apologize people I am lazy
Argon 9 May, 2021 @ 8:59am 
Give it this mod in a Normal Version? To need not Planetary Diversity mod?
Fatal 8 May, 2021 @ 12:14pm 
Great mod, I wonder if an update to 3.x is planned?
masternetra 22 Apr, 2021 @ 9:12pm 
Would like to see shattered worlds added to that, playing after rapture mod which pretty KO's all the planets (and AI civs) leaving you with blackhole systems that have shattered worlds (no deposits at all either ftw).
Makk 11 Mar, 2021 @ 2:35am 
that's what the game should be like. also to megastructure. also to the sub-light flight
bandit 26 Feb, 2021 @ 1:54pm 
Any world on whether it is compatible with 2.8.1?
Rogueone 8 Jan, 2021 @ 5:11pm 
Update?
スカイ 13 Jul, 2020 @ 7:03pm 
So I'm guessing this mod isn't up to date? That's a shame. I wanted to at least terraform Titan or something with your Sol textures expansion mod.
lolic_lol 29 Jun, 2020 @ 6:53am 
No Real Space patch?
LORDJESSIAH 23 Jun, 2020 @ 5:23am 
Does this mod still work with 2.7?
Orravan 21 May, 2020 @ 11:03pm 
@Leaf
No worries at all, I'm only mentioning it to keep you updated about compatibilities.
Cheers. o/
Leaf  [author] 20 May, 2020 @ 8:32pm 
@Orravan
Yep, they changed the planet classes. Which means I've got a lot of busy work I'm gonna have to do. For now using the 2.6.3 version should solve the issue.
Leaf  [author] 20 May, 2020 @ 8:27pm 
@Forever
I really would prefer a monthly cost for terraforming, but I don't know of ways to implement it properly without it being janky. I goal for another day.

@Orravan
1) Yeah I should probably add support for those mods I've been super lazy about that.
2) Ah, fuck, they re-did planetary habitats? Well that's gonna be a pain. Still though, from what I know, terraforming them should be possible unless they, you know, changed the planet types or something. Which they may have done. I will investigate this.
Orravan 19 May, 2020 @ 8:45pm 
I'm just as infuriated about the vanilla terraforming mechanics as you are, and I've been looking for that kind of mod for a very long time.

I cannot thank you enough for creating it. I'm very happy with it overall.
Orravan 19 May, 2020 @ 8:44pm 
Two important points:
1) Your mod isn't compatible with the submods created by the author of Planetary Diversity.

Specifically, the 4 planets added by PD - Exotic Worlds (Radiotrophic, Ammonia, Methane, and Ash) are valid outcome choices, but their terraforming time/resources requirements are unchanged.

These three other "official" PD submods aren't compatible either:
PD - Shroud Worlds ;
PD - Unique Worlds ;
PD - More Arcologies ;
... but I'm singling them out, as they're very specific kinds of worlds, and as such I don't know whether they should be considered terraformable at all -- and if so, how and to what extent.

You'll be the judge of that.
Orravan 19 May, 2020 @ 8:40pm 
2) More importantly, planets with a habitat (from PD - Planetary Habitats ) are not terraformable anymore when using your mod. At all.

With one exception: oddly enough, it allows terraforming of a planetary habitat into a... *Radiotrophic* planet (from PD - Exotic Worlds). And only that one. It's possibly tied to the specific mechanics attached to these worlds (a radioactive "sap" can be collected on them, and used to alter other worlds).

Other than that, terraforming of those habitats is just straight impossible. It's worth noting that the mechanics of PD - Planetary Habitats were very recently remade, so that's the likely explanation for the incompatibility.