Stellaris
Guilli's Planet Modifiers and Features
6,370 件のコメント
night_pryanik 19 時間前 
Some of the Planetary Features in Management section of the planet (star) don't have neither name nor proper description. In tooltip it shows text with something like "gpm_d_energy_12_desc". Here's how it looks like. [ibb.co] I thought maybe the problem is in the wrong mod load order, so I tried to put your mod almost at the top and almost at the bottom of my load order, but the problem persists.
TheKingOfCurs 20 時間前 
Thanks for your work man
It really makes the game for me so much more interesting and enjoyable.
lutharien 6月4日 7時17分 
There is a modifier for a deposit in Wonder worlds (Amoba sea), which gives +4 Social per 100 farmers, miners or technicians. Too strong, I think even half of it would be more than enough. When I get it, they greatly outperform my researchers before the computing tech updates allow for significantly more researchers.
Fatetaker 6月4日 0時51分 
@ᛣ Munin ᛉ you generally add it before, it runs ons scripts so it doesnt have a priority really but ppl have recommended before PD and event mods
ᛣ Munin ᛉ 6月3日 18時59分 
Load before or after Planetary diversity?
Wairui 5月31日 15時05分 
Awesome quality work... thank you Guilliman!
Demognomicon 5月31日 15時02分 
@Guilliman As of the update, some of the exploration system modifiers still don't get added like "discovery is meaning" doesn't add the +6 physics and engineering.
SaltySaltedSalt 5月30日 20時07分 
The GOAT is back
ColossusCrusher 5月29日 17時31分 
Bug report: I'm not seeing the decision to remove Dark Skies, and the decision to fix the weak magnetic field feature that requires a built shield generator isn't detecting that I've built one on the planet.
doctornull 5月29日 16時27分 
Yes, Giga habitable gas giants work fine with this mod.
L W 5月29日 16時25分 
Description says it has compatability with gigastructers, does it works well with gas giants/habitable gas giants?
hydra 5月28日 14時57分 
My remnants start doesnt seem to load the modifiers at game start on my capital, sorry that was a broad statement, i think i figured out a conflict with relic world flavour mod
Duke Fontaine 5月27日 14時46分 
Absolutely! And thank you! I don't want my nitpicking to distract how great of a mod this is.
Guilliman  [作成者] 5月27日 14時38分 
@hydra which modifiers do you mean? Relic worlds can still get modifiers at galaxy generation
Guilliman  [作成者] 5月27日 14時37分 
@duke thanks for the detailed feedback! Would a (some?) starting options be ok to reduce down some of the added stuff? no promises at this time as I will have to have a think about it how to easily implement some options and the time required. I did code a lot of stuff with adaptability in mind so I can do some stuff at least.
McCloud 5月27日 14時35分 
Thank you for all of the hard work you’ve put into this amazing mod. You are awesome!
Duke Fontaine 5月27日 14時30分 
I do first really want to stress that the mod is otherwise incredible! Playing without the mod makes the vanilla game feel so much more empty, but its hard to justify unless I'm playing on GA w/ no scaling and extra difficulty mods.

The largest issue has been with surveys and discoveries adding 2 to 3 times the amount of deposits compared to vanilla (even before researching anomalies/events, and even with planetary rings and minor megastructures turned off), and with the changes to research you can easily forgo science buildings on your planets for quite sometime. Planet modifiers (and relics in some cases, like the one adding extra civic points) are a bit overtuned as well, and can often times eclipse most research/building/civics options you're presented. The settings in the game start menu that lower the frequency of modifiers/relics can help, but it often results with the game balance swinging wildly one way or the other. In the past I've generally just halved most modifiers.
hydra 5月27日 13時58分 
What happened to relic world modifiers?
Guilliman  [作成者] 5月27日 12時34分 
In what way would you want the mod to be more balanced Duke?
Duke Fontaine 5月27日 12時12分 
Can anyone recommend settings at the start of the game I can change to make the mod a bit more balanced? I used to edit the files myself but it's been a pain trying to keep track and manually do it every other update.
Flakyhtf 5月26日 15時01分 
Man, I heard this mod conflicts with the orbital elysium district selection (making it crash). Any chance you can look it up? Thanks in advance, I love this mod
secomano 5月26日 13時44分 
Guilliman my man you are the best!
Guilliman  [作成者] 5月26日 12時16分 
Updated:
- 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.
- Replaced forgotten +max buildings modifiers with +max district or + max non-artificial district bonuses
- Added a planetary decision to clear the Dark Skies Modifier
- 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 :|
Guilliman  [作成者] 5月26日 11時33分 
Maybe, I want to but maybe as customized relic world instead of a complicated new planet class
joakim.westergaard 5月26日 10時47分 
Will the Archaeopolis (precursor tomb) planet be back at some point? It was definitely a favorite of mine.
Tcgirl8 5月26日 7時47分 
poggers
Guilliman  [作成者] 5月26日 7時21分 
I only have custom casus belli and wargoals. Was it a relic war by any chance?

Regarding mutually exclusive modifiers. Examples always welcome. As for the weak/strong magnetic modifier, ill check the weights. It's also possible this is a rare case of a vanilla event adding it after galaxy generation, and since vanilla events dont check for my modifiers they can spawn it alongside my own opposite versions.
Olafr_the_Viking 5月26日 7時11分 
I'm having an issue where war score never changes for my opponent, it seems bugged somehow, and I was just wondering if this mod touches on that in any way, since it is one of the few mods I use that interact with many game systems at the same time?
Teslacraft 5月26日 5時37分 
The Return of the King
Wairui 5月25日 18時29分 
@Auspician I found similar mutually exclusive planet modifiers in older versions when I last played a few years ago. They weren't common but quite noticeable.
brown.brandon.p 5月25日 17時57分 
Ahhhh, Thanks for the heads up. Sad to see them go but excited to see what else you might come up with
Auspician 5月25日 16時21分 
Incredibly excited to be playing 4.0 with my favorite mod again! Thank you! I also wanted to share that I found a planet with both a Weak magnetic field and a Strong magnetic field... maybe it should be mutually exclusive? Thanks again for breathing life back into the game!
Royal Raven 5月25日 15時50分 
Alright, my favorite mod is back! Thanks for the update.
Guilliman  [作成者] 5月25日 11時25分 
Probably in some form, either as a separate mod or as something ontop of existing relic worlds. I have some ideas to experiment with.
Voidlord 5月25日 10時54分 
Is there a chance Ancient Archaepolis will be brought back at some point?
hydra 5月25日 10時53分 
Hi Guilli, small thing found the description of Precursor Prison Planet is a bit broken, other than that i love the new modifiers! thanks!
Guilliman  [作成者] 5月25日 9時48分 
Those have been deleted, please have steam verify your game files, it'll force the mod to update correctly. Steam sometimes doesnt correctly delete/update files from the workshop mods.
brown.brandon.p 5月25日 9時20分 
Ancient Archaeopolis. I believe they are added by this mod? It looks like the districts jobs and benefits arent updated to 4.0. A restored city district gave 20 housing and 5 clerk jobs.
Guilliman  [作成者] 5月25日 8時15分 
Updated: Fixed nu bael life seeding decision: it now appears as expected
LysdexicsUntied 5月25日 7時30分 
Thanks for updating Guilli, I can play Stellaris again
Cicilka 5月25日 6時15分 
Hi! Found out yesterday that the option to terraform to gaia world doesn't appear after activating the Baol relic. Just checked file integrity and waited a month in-game, but no change.
SEVEN GOON SESH 5月25日 6時12分 
Will force update then, thanks.
VVenchov 5月25日 4時30分 
I Love this mod, great work :Gifting:
Guilliman  [作成者] 5月25日 4時17分 
Have steam check integrity of game files @SEVEN, i have a feeling steam bugged the update download.

---
Also just patched:
* Lowered balance option building upkeep cost from 2 to 1
* Some fixes to galaxy gen deposits
* Fixed mining nexus building from appearing in the wrong zone
* Updated some more modifier bonuses
* Adjusted a few trade modifier bonuses
* Lowed building cost modifier bonuses
* Updated all survey events megacorp option rewards from energy to trade
* Adjusted materialist survey event reward options so they are more likely to give a smaller science deposit
* Prevented tidally locked modifier from appearing of PD or Real Space mods are detected
* Restructured start menu options in Feature Options and QOL options, also added an option to disable coloured planet names.

See changelog for details
SEVEN GOON SESH 5月24日 22時52分 
Update: Having only this mod enabled still results in inability to produce special resources on planet. Something went very wrong in a recent update to the mod
SEVEN GOON SESH 5月24日 19時07分 
Currently cannot produce special resources (motes, gases, etc) on planets. When I disabled this mod it began working
jchokey 5月24日 18時00分 
THank you!
Azriel Ragia 5月24日 14時38分 
@doctornull
That did it. Thank you!
doctornull 5月24日 14時19分 
@Azriel Ragia - try telling Steam to verify the integrity of Stellaris game files, that also forces it to refresh out-of-date mods
Azriel Ragia 5月24日 13時59分 
@Guiliman. Good Sir and/or Madam. The one whose Mod I cannot play without. My launcher is still telling me this is for version 3.13. Is this true or is my display lying to me and this is playable right now?