Stellaris
Ecology Mod Reborn
134 comentarios
Tovius  [autor] hace 4 horas 
it looks like I will need to do a balance patch once I have finished the comp patches.

Here is what I am currently considering:
- Waste Buildings are a planetary unique that gives jobs from city distrcts (and rural if Agrarian), maybe also waste reduction from civilians (especially at higher levels)
- Urban Park decision that gives + amenities and waste reduction, but - housing from city districts.
- Maybe a similar decision for rural districts
- Buff park zone but lock it behind environmentalist tradition (environmentalist civic also unlocks it)

If you have any other suggestions, please let me know.
The KotU 28 MAY a las 5:54 p. m. 
Would you be able to add compatibility for BPV - More building slots mod?
The KotU 28 MAY a las 2:03 p. m. 
@Tovius, Coukd you add images of what we should see, and where
Rodirik 27 MAY a las 12:24 p. m. 
It works now. Thank you for your work!
Tovius  [autor] 27 MAY a las 12:41 a. m. 
Yeah, the park zones are appearing on my end.
I should also mention that the parks are not available if playing a wilderness empire.
Tovius  [autor] 26 MAY a las 4:45 p. m. 
If you have other mods that add zones, they may not be compatible.
Tovius  [autor] 26 MAY a las 4:43 p. m. 
It should appear in the urban zone. Ill double check later tonight
Rodirik 26 MAY a las 1:38 p. m. 
I have both universal modifier patch 4.0 and expanded mod base installed. I completed the environmentalism tradition and yet no matter how much I try the new zone do not appear on any type of world.
Tovius  [autor] 26 MAY a las 12:46 p. m. 
It is a zone now.
Make sure you have the required sub mod.
Rodirik 26 MAY a las 10:26 a. m. 
Hello, is it normal that you can no longer create parks / natural habitats?
Tovius  [autor] 25 MAY a las 3:26 p. m. 
I've updated the mod for 4.0. Let me know if you have any problems.

Remember to download the required sub mods, or half the mod won't work.
Tovius  [autor] 25 MAY a las 1:00 p. m. 
I am almost done, I just need to fix one final issue with Wilderness Biomass not producing any waste.
Tovius  [autor] 25 MAY a las 12:22 a. m. 
I am getting close to an update. I just need to create a few new zones and finish bug testing.
There won't be anything unique with the Wilderness origin for the comp patch, beyond the waste worker job swap. I will try to add more for it later.
Tovius  [autor] 24 MAY a las 3:58 p. m. 
I am currently looking for suggestions for names for wilderness versions of the waste buildings. For context, I have named the jobs detritisymbionts (decomposers that recycle nutrients)
Wairui 24 MAY a las 12:08 p. m. 
Tovius - thank you for this wonderful mod. Your time is valuable, and I'm sure we all desire a quality mod - so please, do take your time!
Tovius  [autor] 24 MAY a las 10:01 a. m. 
I'm currently working on it now. I have to adjust a lot of things around to work with the new system, so it may take a bit.
WalrusMan 23 MAY a las 10:44 a. m. 
Definitely miss having this, not demanding the update or anything lol just saying this mod has become thematically integral for my games
Dr. Quackers M.D. 6 MAY a las 11:20 a. m. 
love the mod cant wait for update
Wakelessrex 8 MAR a las 5:41 a. m. 
Just wanted to say, love the mod and super appreciate it.
lightdimf 16 ENE a las 9:39 p. m. 
What about using habitability as a debuff from pollution? It has a lot of debuffs included (pop growth too) and instead of being flat modifier affecting everyone it will be much more dynamic (and will make much more sense), so some sort of space cockroaches with high habitability traits won't care about pollution while some other species can be quite vulnerable. Also habitability buffs will help to adapt to pollution. It will also make a mod more challenging a bit, since some people already pointed out here that pollution debuffs is quite negligible to be honest (can keep stability modifier tho, stability is too easy in vanilla anyway)

Also, I guess a pollution thresholds could've been based on the planed sizes if possible, it would make more sense if the big planets wouldn't be so easily polluted as a small one.
Tovius  [autor] 20 DIC 2024 a las 10:13 p. m. 
Waste is a resource that you can track on the planet screen. It should reduce by 100.
100 is only a moderate amount, though, so you might not see it reflected in the planet modifier. (The modifier also takes a month to update)
MightyShark 20 DIC 2024 a las 4:23 p. m. 
I cleared the "Great Pacific Basin" blocker with the 100 Pollution symbol next to so shouldn't it REDUCE me pollution by 100 once cleared cause i didn't see any reduction at all?
Tovius  [autor] 13 DIC 2024 a las 8:49 p. m. 
I have buffed the Environmentalist tradition slightly. In particular, the finisher now unlocks the ranger lodge building (or +10% habitability if Environmentalist)
MightyShark 6 DIC 2024 a las 5:27 p. m. 
Shouldn't this "on_action" entry have an "events" parameter assigned to it similar to other "on_actions" in the same file ?

on_colony_monthly_pulse = {
ecopops.4
}
romannets 29 NOV 2024 a las 4:09 a. m. 
A great mod with even more potential, adds a whole new element to the game. But i would combine it with extra building slots.
Lavoroxan 19 OCT 2024 a las 12:48 a. m. 
Wish there was a harder version of this mod. 30 Years with max pollution on capital and nothing has really happened. I choose to not clear depleted resources when i play lol to give that sense of actual change. Still very thankful you brought this mod back up to date.
Daevinski 15 SEP 2024 a las 10:45 a. m. 
For people looking for details about the mod, there you go: https://sp.zhabite.com/workshop/filedetails/discussion/1603330813/3774483849444315136/
miyakolily 12 SEP 2024 a las 9:31 p. m. 
Waste processors help you deal with, or improve the bonuses from, storms which deposit dust on your planets?
Tovius  [autor] 11 SEP 2024 a las 12:01 p. m. 
I feel like this mod should interact with the new Cosmic Storm DLC in some way, but I haven't delved into the new mechanics enough yet to know what to add. Any suggestions?
Heket 4 JUN 2024 a las 12:02 a. m. 
I guess they really wanted a planet dedicated to galactic garbage.
tilarium 3 JUN 2024 a las 9:35 a. m. 
Guess it all comes to the dice rolls. Game AI can be so weird sometimes.
Tovius  [autor] 3 JUN 2024 a las 9:05 a. m. 
Funny, I've had people complaining about the exact opposite problem, but I can limit how many the ai builds.
tilarium 3 JUN 2024 a las 6:04 a. m. 
Suggestion: Put a limit on the number of waste plants a planet can have. One game I saw the AI build just districts and waste plants on one planet.
Tovius  [autor] 11 MAY 2024 a las 7:42 p. m. 
I wouldn't recommend it.
Ever Universe 11 MAY 2024 a las 11:44 a. m. 
Is the mod save compatible?
Tovius  [autor] 11 MAY 2024 a las 10:31 a. m. 
Updated to 3.12, and Parciwel, your problem should be fixed.
Tovius  [autor] 9 MAY 2024 a las 1:21 p. m. 
It hasn't been updated for 3.12 yet, so I would expect having issues.
Parciwel 9 MAY 2024 a las 11:50 a. m. 
Oh thx, btw I have the Land Ethic AP, but still got resource depletion although the tooltip says it stops that (A mineral deposit ran out).
It may be tied to my german localisation, but I doubt that. From wehat I know about stellaris modding, that should have no impact.
Tovius  [autor] 9 MAY 2024 a las 8:30 a. m. 
There is actually a policy that controls what resource Waste Workers give
Parciwel 9 MAY 2024 a las 7:28 a. m. 
Just a quick question, why do waste workers produce Amenities? Wouldn't it be more fitting if they produce minerals and with an ascention perk or the completion of the tradition tree, even a small amount of strategic rescources? I mean, they are recycling the waste, where does the waste go? Especially with the depletion of mineral deposits, this would be a fitting way to make a renewable mineral production before you can get the matter extractor.
PLMMJ 25 MAR 2024 a las 8:27 p. m. 
What does the mod do? The description doesn't describe it. Does the image show everything?
Tovius  [autor] 18 MAR 2024 a las 11:08 p. m. 
Fixed
Big Sneezy 18 MAR 2024 a las 8:55 p. m. 
Noticed this overrides some base game logic around certain deposit types, such as d_unsupervised_settlement. The base game has rules related to robot pops and an inline script that are removed by this mod.
Iceobeasty 15 ENE 2024 a las 5:35 p. m. 
ai on tomb worlds have absurdly disastrous climate so they spam waste recovery buildings and repeatedly die off
Tovius  [autor] 15 ENE 2024 a las 10:21 a. m. 
I have no idea what you mean by that. Please elaborate.
Iceobeasty 14 ENE 2024 a las 8:00 p. m. 
ai tomb worlds need hard limits
Tovius  [autor] 30 DIC 2023 a las 1:16 p. m. 
There are no incinerators in this mod, as far as I know.
Arswind 30 DIC 2023 a las 10:19 a. m. 
why trash incenerator producing waste?
Spider 12 DIC 2023 a las 2:10 a. m. 
Would you be able to add support for this mod?

https://sp.zhabite.com/sharedfiles/filedetails/?id=3108359904

Getting rid of the 'dangerous wildlife' blockers there could trigger the same event that getting rid of the vanilla one could.
Naptime Hyena 24 NOV 2023 a las 7:41 a. m. 
lets goooo!