Stellaris
Guilli's Planet Modifiers and Features
6,358 件のコメント
Duke Fontaine 11 時間前 
Absolutely! And thank you! I don't want my nitpicking to distract how great of a mod this is.
Guilliman  [作成者] 11 時間前 
@hydra which modifiers do you mean? Relic worlds can still get modifiers at galaxy generation
Guilliman  [作成者] 11 時間前 
@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 11 時間前 
Thank you for all of the hard work you’ve put into this amazing mod. You are awesome!
Duke Fontaine 11 時間前 
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 12 時間前 
What happened to relic world modifiers?
Guilliman  [作成者] 13 時間前 
In what way would you want the mod to be more balanced Duke?
Duke Fontaine 14 時間前 
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?
Guilliman  [作成者] 5月24日 13時15分 
Good call, ill prevent that modifier from spawning if those mods are detected.
WalrusMan 5月24日 12時49分 
Hey idk if you were still interested in doing compatability with Planetary Diversity and Real Space but one thing I've noticed is this mod adds a tidally locked modifier with no graphical element whereas both of those mods have tidally locked worlds as distinct subclasses with graphics. Creates a kinda weird inconsistency, it'd be nice if that modifier was disabled if either of those mods were detected. Might be a lot of work for a small nitpick tho, only affects immersion and not gameplay.
Guilliman  [作成者] 5月24日 12時29分 
I don't think there will be any issues to use those mods together with my mod. I'm pretty sure in fact. Maybe worst thing that can happen is that the AI still does archeology on my own precursor dig sites. But that would be it
Wairui 5月24日 12時05分 
@Guilliman
Would your mod work without adversely interacting with these 3 mods that also touch on precursors/archaeology sites?
1) 'More Precursors' in kroun's Workshop - This mod adds 3 new precursors.

2) 'Prevent AI from Discovering Archaeology Sites...' and its sister mod,
3) 'Disable AI Archaeology... Exploration' both in 小咕咚's Workshop.
I'm considering to use one of the two to allow me to complete a precursor chain, which is often hard to do.
Any insight how well or bad the interaction of your mod with the above, would be much appreciated!
Demognomicon 5月24日 11時54分 
@Guilliman It doesn't seem like the science ship "further investigation" type events that add system resources like science actually get added.
Guilliman  [作成者] 5月24日 6時54分 
@provenSin, thanks for letting me know. I've done a search and found a few forgotten modifiers. They'll get correct amenities values next update (later today)
ProvenSin 5月24日 6時40分 
The Elder Planet Modifier "Primitive Reserve" with +25 Amenities is underwhelming.
arieviloj 5月24日 5時48分 
tnx fr the answer and for the update!
Guilliman  [作成者] 5月24日 5時42分 
This one: https://sp.zhabite.com/sharedfiles/filedetails/?id=1688887083

if you're also playing with other big mods like NSC it's recommended to also use the modifier mod. It's not needed if you just play with my mod and most other mods. I'll add it to the description
arieviloj 5月24日 5時33分 
"* Updated economic categories file overwrites (still recommend to also download the economic categories mod )"

what and where is this?
Guilliman  [作成者] 5月24日 3時37分 
@clone, what empire ethics and civics did you have? That didnt happen to me in my test runs (just UNE testing) so im wondering what might influence it unexpectedly.

Deposits were toned down a bit in my previous update, it might still be a bit too RNG dependent but ill see in time.
clone 5月24日 3時13分 
The balanced option doesnt seem balanced for the game start. On your normal regular empire you start with a negative food and mineral income and +- 0 energy. Building yourself out of it with just 200 minerals is a bit pointless.

Maybe if using the balance option, just give everyone a flat 25 income bonus for food, minerals and energy so they can start the game.

And yeah, its insane how many resources there are. Pretty much every star system has lots of minerals, energy + a bit of space food.