Stellaris

Stellaris

All These Worlds 2.0
363 Comments
Lex Peregrine  [author] 15 Jun @ 2:40am 
Probably being over-cautious, with the progress I did this week, I'm hoping I'll be play testing by next week. All the planets (except tidally locked and the terraformed versions) are spawning, going to work on the terraform scripts next, then I have a new feature to work on which may delay it or not.
Lex Peregrine  [author] 10 Jun @ 8:03am 
not really, but iºm not expecting for it to take months. I have all the graphical assets, so it's just coding. Depends on how often during the week I can spend time on this. Maybe weeks, I would like to get it done before August for sure.
UltraLore 10 Jun @ 3:34am 
is there any estimates on when there could be a release? (no pressure, take as long as it needs)
Lex Peregrine  [author] 7 Jun @ 1:43am 
I mean I'm working on 4.0 Lite, an upgrade to old Lite with most of the planet class variety in find in 2.0, but without the features that change mechanics or overwrite stuff. Then I plan to do an add on or two with some things like the rescaled solar systems and other features some people may like, others not, so I make them optional by doing them on add-ons.
Lex Peregrine  [author] 7 Jun @ 1:39am 
True! I'm working on it, expect the first preview post on patreon soon, I'll post the link here when it's up.
JohnnyBonny 6 Jun @ 11:06pm 
A new version would probably be the best option since allot of people are sticking to 3.14, Also with a new updated version you can expand on it and go hog wild.
Lex Peregrine  [author] 5 May @ 6:25am 
Currently the mod is probably incompatible with 4.0. I will be analysing what works and what doesn't during the week. Depending on how complex it is to fix everything, I may decide on a full or partial update, or no update at all and focus on a new version of Lite.
Another option on the table is to leave 2.0 and 2.1 as they are for people who will stick with 3.14, and work on a new updated version. Possibly the new Lite I mentioned, with future add-ons to bring back features of the other mods.
Lex Peregrine  [author] 21 Apr @ 8:50am 
Afraid not. A compatibility patch would be simple enough to overwrite my change to the defines file, but I'm not making anything more before the next update comes.
Kido Virp 19 Apr @ 10:37pm 
Legendary worlds*
Kido Virp 19 Apr @ 10:36pm 
I use mod Legendary planets, it has some planets with habitability blockers, so to make tham better i need to colonize 20% planet, and than remove blockers. Can I colonize planets with less than 40% habitability?
jacknife11480 5 Mar @ 2:25am 
Would this run with planetary Diversity?
Lex Peregrine  [author] 13 Feb @ 1:53am 
That sounds good!
Daedwartin 11 Feb @ 12:53pm 
I argue that you jshould just let subterraneans be able to go on as is. Its directly shown thats its actually possible for cave dweller species to straight up just evolve on planets that dont have life on their surface. When terraforming terraforming candidates, its actually rarely possible to find out that quite surprisingly that the planet is in fact already inhabited by a decently advanced machine age primitive species.

I'm pretty certain that we can consider marginal worlds are even more habitable than even the most habitable of terraforming candidates, even the harsh ones, so letting them do so with much less issue is actually in line with how they are actually shown to function.
Lex Peregrine  [author] 5 Feb @ 10:34am 
Yea I need to take a look at the subterraneans. But even when using standard origin and traits, eventually every marginal world is colonizable. Maybe I'll come up with a different mechanic for colonizing marginal worlds in the future, first I'm interested in finding out how the next update will mess with my mod.
Despicable Neutral 5 Feb @ 9:20am 
Ahh, okay!

Speaking of limiting marginal world colonization, I just tried an empire with the Subterranean origin and Noxious pop traits. This combination allowed me to colonize marginal worlds with 80% habitability from the start of the game!

Since this is mostly a feature of the Subterranean origin, maybe replacing its minimum habitability effect for something like... "crust/mantle quality" planetary modifiers for subterranean-trait pops?
Lex Peregrine  [author] 5 Feb @ 7:48am 
Updated. Since this mod already overwrites 00_planet_classes, it was a simple fix of adding a modifier to the shattered ring so it has a minimum habitability of 40%. Clearing the blockers will increase habitability but I did not check if you only see a difference after clearing the 1st or 2nd blocker. No new game is necessary to see the changes.
Maybe the 40% habitability makes the origin a bit easier, but it is the only way if we want to avoid the solution of removing the 40% minimum for colonization feature which helps to limit marginal world colonization.
Lex Peregrine  [author] 4 Feb @ 8:51am 
Ah! Thats the problem with spending too much time modding and not enough playing, I was not aware of that issue. I'll need to take a look at it and figure out a way to make sure the segments get a minimum of 40%. Thank you for the feedback!
Despicable Neutral 3 Feb @ 5:47am 
Hello! Firstly, I love this mod and its attention to a detailed, emergent narrative.

I found what might be an unintended interaction with the vanilla Shattered Ring origin: because the origin's two colonizable segments start at 0% habitability cap (from tile blockers), this mod breaks that origin due to its minimum 40% habitability rule.

I really like the minimum 40% habitability rule, however Shattered Ring is really hampered by losing its other two colonies. Is there a way to fix this with existing mods, or is there a plan to address it later?
Lex Peregrine  [author] 30 Jan @ 5:26am 
Cybernetic city world portrait looks really cool now :)
Lex Peregrine  [author] 30 Jan @ 4:20am 
Updated.
Note the new Sol initializer I included if you want, it adds pre-ftl humans on Mars and also makes Unity pre-ftl, but read the initializer's info text before you try it. It also has an expanded Sol neighbourhood.

The marginal world spawn will probably need to be tweaked further as I haven't yet found in my current game any of the new worlds I added in the last update.
Lex Peregrine  [author] 30 Jan @ 3:37am 
I've checked, you are correct! At one point I had pc_arid use barren biosphere and its associated atmosphere, but then I changed to sparse and forgot to update the species preference.
I will update this file and upload in a few minutes, save game compatible.
Lex Peregrine  [author] 30 Jan @ 2:02am 
I'll check if there's any issue with that specific world type. Each homeworld class is meant to have an optimal biosphere and atmosphere type, but if I have the wrong modifiers spawning in the code I will need to fix.
Brainer_Securis 28 Jan @ 11:59am 
Oh! It's because the biosphere is sparse but the file gives Barren the 0.15 bonus.
Brainer_Securis 28 Jan @ 11:58am 
Though I am struggling to get it to add the habitability bonus to the home-world.
Brainer_Securis 28 Jan @ 11:18am 
I've gone through and self modified the 01_species_traits_habitability.txt file and seems to have corrected the issue.
Brainer_Securis 28 Jan @ 10:15am 
I've noticed an issue with Terrestrial dry sparse climate worlds. The species on the world gets 80% baseline habitability on their homeworld and I think it's due to atmosphere not being "optimal with increased greenhouse gases", the decreased water atmosphere seems to lower habitability.
Lex Peregrine  [author] 28 Jan @ 8:31am 
No scaling, so yes smaller worlds may be more challenging.
acki02 28 Jan @ 7:12am 
Does the machine/lithoid district-based habitability have any scaling to the size of the planet, or are smaller worlds just less habitable (on average) for species with these traits?
Lex Peregrine  [author] 27 Dec, 2024 @ 12:01pm 
Most worlds respect the vanilla deposit spawn on galaxy generation, only a few cases and especially the marginal worlds have a script that replaces specific deposits. Also each planet class has a modifier that gives a different bonus to wet/dry/cold worlds.
Peanutcat 27 Dec, 2024 @ 10:01am 
In vanilla, Dry planets are biased towards energy production, Wet towards food, and Cold towards minerals. Is that still the case in this mod? Does it change this distribution in any way?
Lex Peregrine  [author] 18 Dec, 2024 @ 6:15am 
I've updated the mod with the machine empire tweak, for now I have increased primary climate's base habitability to 80%, since they do not get bonuses from Biospheres the previous 60% was likely too low, and secondary climates to 55% which is enough to colonize and build some generator districts, 2 of them give a 10% bonus, 5 a 25%.

I've also updated the changelog including the big update a couple of weeks ago. I'll make a post in the patreon page with some screenshots of the new planets soon. I may have to tweak their spawning chances as I haven't found one in my current game yet lol
LegoMaster80 17 Dec, 2024 @ 9:27pm 
Thank you so much lmao
Lex Peregrine  [author] 17 Dec, 2024 @ 10:57am 
I did remove their 50% minimum habitability trait so they don't have the ability to colonize every marginal world from the start, but I will check how this affects colonizing standard worlds of different climates and tweak it. Thanks
On the other hand, my neighbor machine empire on my current game seems to be doing fine lol
LegoMaster80 15 Dec, 2024 @ 5:53pm 
sorry meant species as a machine is of water world preference
LegoMaster80 15 Dec, 2024 @ 5:52pm 
not really, it adds a lot of extreme difficulty in early game usually but is sorted out midgame. Marginal worlds should be low habitability but normal worlds ie dry terrestial world are low habitability at the start if your world is of a water preference
Lex Peregrine  [author] 14 Dec, 2024 @ 2:21am 
Does not being 100% break machine empires? This is a honest question, I never played as machine empire so I could use the feedback.
I had to change machine habitability because otherwise they could colonize every marginal world they encounter. If this is not a good solution I will tweak something.
LegoMaster80 13 Dec, 2024 @ 7:50pm 
why does this break machine empires? i go to colonize a world and its not 100% habitability despite me being a machine
Lex Peregrine  [author] 8 Dec, 2024 @ 9:19am 
UPDATED
I will write the changelog when I have more time. The major changes were described a few comments below anyway.
New game is advised.
Lex Peregrine  [author] 7 Dec, 2024 @ 10:52am 
The update is ready, I'll do some basic testing and hope to release tomorrow.
Lex Peregrine  [author] 2 Dec, 2024 @ 7:17am 
So the new marginals consist of a cold retinal, an algae, and 3 mycelial with different climates. Habitability will vary depending on the modifiers.
Lex Peregrine  [author] 2 Dec, 2024 @ 7:14am 
Also the mukesgenian was replaced with another in the terrestrial section, and some name changes in the primordials.
Lex Peregrine  [author] 2 Dec, 2024 @ 7:13am 
Yea, marginal section!
UltraLore 1 Dec, 2024 @ 10:06am 
have the upcoming planets been added to the google doc?
Lex Peregrine  [author] 1 Dec, 2024 @ 9:06am 
Been working on those planets since yesterday, but I won't be able to finish this weekend, too many things to add in the code.
Lex Peregrine  [author] 1 Dec, 2024 @ 1:40am 
Yea :)
Btw its not "them", it's just one person doing all the textures ;)
I'll pass these words to him :) Thanks!
Quote 1 Dec, 2024 @ 1:07am 
Oh damn, you have direct contacts with them! That's insane, now it makes sense how you have access to their models and textures with such high quality.

Huge respect to the author, they're doing all these for what is essentially gratuitous work ;). Their website alone shows their passion, and its nice to see how you both share the same passion regarding space sci-fi
Lex Peregrine  [author] 27 Nov, 2024 @ 11:06am 
The Starlight author is also an experienced planet texture maker, we've been collaborating for 8 years already! I don't even remember how I found him back then. He creates the textures from scratch, in whatever resolution I request, and most of them are exclusive to this mod. If we were to evaluate his work, assign a value to each texture and multiply by the number of textures in the mod, I'm sure this mod would be worth many hundreds or even thousands of dollars, but I currently get only 8$ per month on my patreon which I share with him, it shows how passionate he is about this, and he doesn't even play the game :) Paradox should hire him for Stellaris 2!
Quote 26 Nov, 2024 @ 3:10am 
Kinda different question, but how exactly did you manage to get the planetary textures? The Starlight Universe website seems to show rendered pictures (if that's right), so how were you able to get them?
Lex Peregrine  [author] 24 Nov, 2024 @ 8:40am 
For machine pops it will be similar, using generator districts instead, but based on the number of districts built, not the available. Machines loose the 50% minimum habitability, so they can only colonize marginals above 40%. They also do not bother with the biosphere and atmosphere modifier, so only the planet's base habitability matters to them. They will however receive a bonus from +10% once the planet has 2 to 4 generator districts built, all the way up to +50% with more than 8 districts built (there are several steps with minimum number of districts).
Some values may yet change as I test them.