Stellaris
Guilli's Planet Modifiers and Features
댓글 6,363
SaltySaltedSalt 8시간 전 
The GOAT is back
ColossusCrusher 2025년 5월 29일 오후 5시 31분 
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 2025년 5월 29일 오후 4시 27분 
Yes, Giga habitable gas giants work fine with this mod.
L W 2025년 5월 29일 오후 4시 25분 
Description says it has compatability with gigastructers, does it works well with gas giants/habitable gas giants?
hydra 2025년 5월 28일 오후 2시 57분 
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 2025년 5월 27일 오후 2시 46분 
Absolutely! And thank you! I don't want my nitpicking to distract how great of a mod this is.
Guilliman  [작성자] 2025년 5월 27일 오후 2시 38분 
@hydra which modifiers do you mean? Relic worlds can still get modifiers at galaxy generation
Guilliman  [작성자] 2025년 5월 27일 오후 2시 37분 
@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 2025년 5월 27일 오후 2시 35분 
Thank you for all of the hard work you’ve put into this amazing mod. You are awesome!
Duke Fontaine 2025년 5월 27일 오후 2시 30분 
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 2025년 5월 27일 오후 1시 58분 
What happened to relic world modifiers?
Guilliman  [작성자] 2025년 5월 27일 오후 12시 34분 
In what way would you want the mod to be more balanced Duke?
Duke Fontaine 2025년 5월 27일 오후 12시 12분 
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 2025년 5월 26일 오후 3시 01분 
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 2025년 5월 26일 오후 1시 44분 
Guilliman my man you are the best!
Guilliman  [작성자] 2025년 5월 26일 오후 12시 16분 
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  [작성자] 2025년 5월 26일 오전 11시 33분 
Maybe, I want to but maybe as customized relic world instead of a complicated new planet class
joakim.westergaard 2025년 5월 26일 오전 10시 47분 
Will the Archaeopolis (precursor tomb) planet be back at some point? It was definitely a favorite of mine.
Tcgirl8 2025년 5월 26일 오전 7시 47분 
poggers
Guilliman  [작성자] 2025년 5월 26일 오전 7시 21분 
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 2025년 5월 26일 오전 7시 11분 
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 2025년 5월 26일 오전 5시 37분 
The Return of the King
Wairui 2025년 5월 25일 오후 6시 29분 
@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 2025년 5월 25일 오후 5시 57분 
Ahhhh, Thanks for the heads up. Sad to see them go but excited to see what else you might come up with
Auspician 2025년 5월 25일 오후 4시 21분 
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 2025년 5월 25일 오후 3시 50분 
Alright, my favorite mod is back! Thanks for the update.
Guilliman  [작성자] 2025년 5월 25일 오전 11시 25분 
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 2025년 5월 25일 오전 10시 54분 
Is there a chance Ancient Archaepolis will be brought back at some point?
hydra 2025년 5월 25일 오전 10시 53분 
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  [작성자] 2025년 5월 25일 오전 9시 48분 
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 2025년 5월 25일 오전 9시 20분 
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  [작성자] 2025년 5월 25일 오전 8시 15분 
Updated: Fixed nu bael life seeding decision: it now appears as expected
LysdexicsUntied 2025년 5월 25일 오전 7시 30분 
Thanks for updating Guilli, I can play Stellaris again
Cicilka 2025년 5월 25일 오전 6시 15분 
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 2025년 5월 25일 오전 6시 12분 
Will force update then, thanks.
VVenchov 2025년 5월 25일 오전 4시 30분 
I Love this mod, great work :Gifting:
Guilliman  [작성자] 2025년 5월 25일 오전 4시 17분 
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 2025년 5월 24일 오후 10시 52분 
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 2025년 5월 24일 오후 7시 07분 
Currently cannot produce special resources (motes, gases, etc) on planets. When I disabled this mod it began working
jchokey 2025년 5월 24일 오후 6시 00분 
THank you!
Azriel Ragia 2025년 5월 24일 오후 2시 38분 
@doctornull
That did it. Thank you!
doctornull 2025년 5월 24일 오후 2시 19분 
@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 2025년 5월 24일 오후 1시 59분 
@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  [작성자] 2025년 5월 24일 오후 1시 15분 
Good call, ill prevent that modifier from spawning if those mods are detected.
WalrusMan 2025년 5월 24일 오후 12시 49분 
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  [작성자] 2025년 5월 24일 오후 12시 29분 
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 2025년 5월 24일 오후 12시 05분 
@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 2025년 5월 24일 오전 11시 54분 
@Guilliman It doesn't seem like the science ship "further investigation" type events that add system resources like science actually get added.
Guilliman  [작성자] 2025년 5월 24일 오전 6시 54분 
@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 2025년 5월 24일 오전 6시 40분 
The Elder Planet Modifier "Primitive Reserve" with +25 Amenities is underwhelming.