Stellaris

Stellaris

Yet Another Planetary Sky Fix
31 Comments
DarkCrimson21 10 Jun, 2024 @ 7:34am 
Another lost mod...
Needs to be updated, several things are broken:
* Happiness on Gaia planets don't apply to Machines/Robots. (Was changed to use universal pop_happiness in one of the recent patches.)
* Nanite planets are missing/crashing the game. (pc_nanotech needs to be added.)
* Synaptic Lathe is missing/crashing the game. (pc_cosmogenesis_world needs to be added.)
* Game isn't spawning Barren planets correctly. (rl_barren_planets list needs to be added.)
Gorehuchi 12 May, 2024 @ 8:47am 
I think this is causing the Synaptic Lathe megastructure UI to break as of 3.12.2
xDanilor 21 Oct, 2023 @ 6:10am 
does this mod need an update?
corsairmarks  [author] 15 Mar, 2023 @ 4:04pm 
@Venom cheers - thankfully nothing with planet_classes this time.
Venom 15 Mar, 2023 @ 9:18am 
Thanks for the immediate update
corsairmarks  [author] 8 Dec, 2022 @ 10:30pm 
Alright, I un-borked it for 3.6 "Orion" (and the 3.5 "Fornax" Toxoids features).

Short version, this mod was missing the new toxoid star class, and some balance changes for ringworlds.
Peter34 30 Oct, 2022 @ 7:33pm 
Please update this for 3.6 when it leaves beta.
Incompatible with 3.5 & 3.6 due to new planet classes added in the Toxic God origin.
MinnesotanIceCube 30 Sep, 2022 @ 10:15pm 
I don't know why. I really don't. But anytime i have this mod enabled, the system spawned at the end of the "Quest For The Toxic God" origin and situation introduced in Toxoids is missing both it's special Star and the toxic god itself. I don't know if your mod is not playing nice with another mod i'm using, but I've been slowly going through my mods and this appears to be the culprit. Again, I cant conceivably think of why this would be the case.
WP 🥔 28 Sep, 2022 @ 7:35pm 
Alright man, all good! Still a big fan of your mods, thanks for the clarification.
corsairmarks  [author] 28 Sep, 2022 @ 7:26pm 
@WP - I think that's the only overlap, but I haven't checked everything in RealSpace. Beware - I haven't updated for 5.1 yet. I think I'll be able to spend some time on things this weekend!
WP 🥔 26 Sep, 2022 @ 4:09pm 
Weird question. If I use your complete collection of subtle polish (which includes this) with real space (which this isn't technically compatible with), will I experience issues?

I appreciate that it might not matter because, like you said, real space already activates this art anyway, but is that the extent of the conversation?
Hot Wet Nobel Laureates 6 Jul, 2021 @ 10:42pm 
Ok, thanks for the clarification.
corsairmarks  [author] 6 Jul, 2021 @ 10:34pm 
@Hot Wet Nobel Laureates no, it should not conflict. The only conflict would be if there is a file named exactly "00_planet_classes.txt"
Hot Wet Nobel Laureates 6 Jul, 2021 @ 5:43pm 
Will this not conflict with Real Machine worlds as it uses a file called "rmw_planet_classes"?
corsairmarks  [author] 3 Jul, 2021 @ 7:53pm 
@Rogueone it looks like ACOT (the base mod at least) does not change the default planet classes. That means this should work with it. No promises about the submods, but you can easily check yourself.

For each mod you want to know about, check here: steamapps/workshop/content/281990\{mod_id}/common/planet_classes . If you have multiple Steam libraries, mods are installed in the same parent folder as their corresponding game. The mod ID is visible in the Steam store link for any given mod - ACOT is 1419304439 and this mod is 2527918521, for example.

If there is a file named "00_planet_classes.txt" in another mod, then it is not compatible with this one. Otherwise go ahead - it should work just fine!

Final caveat: mods that add planet are may or may not make tall sky art, so it may look weird if you also use the PD expanded window mod.
Rogueone 3 Jul, 2021 @ 2:07pm 
Is this good with ACOT?
Venoum 29 Jun, 2021 @ 5:12pm 
that's the one. huh, weird.
corsairmarks  [author] 29 Jun, 2021 @ 3:49pm 
@Venoum Presumably you mean this mod: https://sp.zhabite.com/sharedfiles/filedetails/?id=2529105358

It does add some planet classes, but there shouldn't be a conflict. To test, I added both mods and started up a fresh game with only these two. The game shows me the correct habitability on my homeworld and guaranteed colonies.
corsairmarks  [author] 29 Jun, 2021 @ 3:39pm 
> Could that have been causing conflicts, as food and consumer goods started in the red with both on?

Probably due to your homeworld also having low habitability. I had the same thing happening to me before I fixed it. You can even see in the preview image that the empire I was using has only 40% habitability on their homeworld - oops.
Venoum 29 Jun, 2021 @ 1:08pm 
Just had it today, but I'll see what I can do. Also have that recent event mod on the front page installed. Could that have been causing conflicts, as food and consumer goods started in the red with both on?
corsairmarks  [author] 29 Jun, 2021 @ 9:29am 
@Venoum yes that was the problem I patched. Try unsubscribing and resubscribing to the mod. If you open the mod's folder (assuming Windows: SteamLibrary\steamapps\workshop\content\281990\2527918521 - my example is from a Steam library on a secondary drive, the default Steam library is in your system drive + Steam fodler).

You should see one file of actual code changes: common/planet_classes/00_planet_classes.txt. If you see common/planet_classes/50_display_moon_overrides.txt - you have the old, broken version.
Venoum 29 Jun, 2021 @ 8:56am 
Hey, think this might be causing some issues. Encountered a problem where the first habitable planet, Continental in Alpha Centauri in my case, gets a whopping 10 percent with no modifiers to indicate why. No mods I have beyond this one alter planet objects as far as I'm aware. help?
corsairmarks  [author] 28 Jun, 2021 @ 11:45pm 
I resolved the habitability problem. Apparently planet_classes do not allow for individual overrides. The fixed mod is compatible with PD, for reals this time.
TheyCallMeVincenzo 28 Jun, 2021 @ 7:40pm 
Causes habitability fuck ups with Planetary Diversity.
corsairmarks  [author] 28 Jun, 2021 @ 2:03pm 
@Biggus Dickus I looked through the files for both of those mods. This mod is compatible with Planetary Diversity - PD doesn't change the basic planet classes. This not is not compatible with Real Space - but if you use RS you don't need this mod because it contains the same change to make the moon-skies display.
corsairmarks  [author] 28 Jun, 2021 @ 1:24pm 
@Kayzer yes this mod will work with Ironman mode. If you are asking about achievements - no it is not. I forgot to include that in the description.
Kayzer 28 Jun, 2021 @ 1:03pm 
hey, nice mod ! is this iron-man comptible ?
Profile Name 28 Jun, 2021 @ 11:25am 
can a compatibility mod be made for real space and planetary diversity?
falhxer 28 Jun, 2021 @ 3:23am 
simple yet cool mod