Stellaris
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All These Worlds 2.0
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2.605 GB
22 DIC 2023 a las 12:53 p. m.
21 SEP a las 10:38 a. m.
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All These Worlds 2.0

Descripción
All these worlds ... are yours!
This is a stand-alone mod for Stellaris 3.13.
I started this as an update to my Lite version, but was so satisfied with the progress that I expanded it to include almost all the content I had on the larger mod, in a way that works better with vanilla content and probably other mods as well.

This does bring some bigger changes to vanilla than my Lite version, so Lite will remain as a separate mod, I may even make an update to it soon to make some improvements without changing it too much.

Please remember, this is not a Planetary Diversity alternate, you only get 9 homeworld options like in vanilla, plus a few more in new Origins. I also recommend using Planetary Diversity's Planet View sub-mod for the enlarged planet portraits OR UI Overhaul Dynamic.



The main purpose of this mod is to add variety to the galaxy, while also changing a few vanilla features, like the planet class names and descriptions and new random star systems which includes unary, binary and trinary systems, as well as empire and pre-FTL home systems.

Habitable worlds, like in my Lite mod, have a Biosphere modifier representing the average level of the planet's vegetation density, from Barren to Dense and also Aquatic for submerged environments. Each of these modifiers increase or reduce some worker production types.

Habitability is more dynamic, because it is now linked to the Biosphere. When you pick a homeworld class, your species will have a preference for your homeworld's biosphere, and you will get a 15% bonus to habitability on any world with the same Bio, which is reduced to 5% if its close but not the same, or negative 10% if its too different. Species with the Aquatic trait will get a negative 20% on a world with a surface Bio, but they can colonize underwater even in Terrestrial worlds (Sub-terrestrials will come soon) at the cost of a district reduction. Base habitability has been adjusted, primary is 65%, secondary is 45, tertiary 30, Nuked is 20%. Gaias are no longer ideal, but start at 80% for everyone except Nuked (45) and Life seeded (100). This will be tweaked if necessary.



The 9 main vanilla habitable classes have been renamed, you will find Terrestrial planets, Sub-terrestrial, Oceanic, and Sub-oceanic, Gaias are now Super-terrestrial. The uninhabitables have also been renamed, you will find Telluric planets, Cratered, Magma, Toxic, Panthalassic and Gaseous.

Each of these types of planets may result in more than one planet class, converted at game-start semi-randomly, Tellurics may result in the Mars-like Dusty class, or Io-like Volcanic, or Europa-like Frozen. Gaseous may give you one of several Gas-giants, Hot-giants or Ice-giants, etc. During the conversion process the planet receives an Atmosphere modifier which is also responsible for changing the color of the entity's atmosphere, as well as another modifier that identifies the class name and description.

As for the habitables, the 3 climate tags remain, although slightly renamed, so there are Temperate Terrestrials, Sub-terrestrials and Oceanics, Dry Terrestrials, Sub-terrestrials and Sub-oceanics, and Frigid Terrestrials, Sub-terrestrials and Sub-oceanics. Each of this planet types may give you one or more possible classes, and many classes have 2 or 3 possible Biospheres.

Uncolonized worlds will show an orbital render in the planet view screen, but once colonized this render is changed to the surface art (in most cases artwork from Planetary Diversity kindly authorized by Gatekeeper) reflecting both the planet class and the biosphere present. Terraforming is mostly unchanged from vanilla, a new script has been added which picks a resulting planet class based on your species biosphere preference, so if you terraform a Dry Terrestrial into a Temperate Terrestrial, you will get one of the Temperate Terrestrial classes with the same Biosphere level as your homeworld if possible, or one close to it.

The Tomb world has also been renamed to Marginal, however any nuked planet generated at game start or after will default to the Tomb class, while the mod's script will convert a number of uninhabitable worlds during galaxy generation into Marginal worlds of different classes. These are meant to be planets with lower habitability, as low as the Tomb world, however they may have a biosphere that may or may not give habitability bonus.

All these world classes, both habitable and uninhabitable, each with their own art and textures, are included without adding a single new planet class to the code, they are just scripts which spawn different modifiers and modify the textures linked to those modifiers. This is a big improvement over my previous mods because it should keep a high level of compatibility with vanilla events and even other mods.



I should keep making updates to ATW 2.0, and have plans for sub-mods that will introduce further changes to vanilla mechanics. These sub-mods will be identified as 2.1 if they only require 2.0, or 2.2 if they require 2.0 and all 2.1 sub-mods as well. But I don't want to make this a promise, the game is getting old and so am I.

I invite you to visit my Patreon[www.patreon.com] page where I post info about what I'm up to, most of the content is open and not behind a pay-wall.
[www.patreon.com]



All surface environment portraits are from Gatekeeper's Planetary Diversity and used with permission.

All planet textures (including the uninhabitable orbital renders) except vanilla and the Martian variants from PD are original works by Chris Adamek, author of the Starlight Universe book series which you can find on Amazon and his own website here:
https://www.starlight-universe.net

This project would not be possible without either of them.

Translations:

Simple Chinese by 卡尔文迪斯梅特.
Italian by Rahl81.

Sub-mods:
Clear Textures
ATW Extended

Please rate this mod if you like it.


FAQ (Frequent Annoying Questions):

Is this compatible with Planetary Diversity? No, both mods change planets
Is this compatible with Realspace? No, both mods change star systems
Is this compatible with Gigastructures? Probably yes, but I don't use it so I did not test for any unwanted effects
299 comentarios
Lex Peregrine  [autor] 21 SEP a las 10:45 a. m. 
Fixed bug with Arc furnace megastructure;

Added habitability cap effect for atmospheres different than the species' homeworld, which can lower the planet's maximum habitability from 90% down to 30% depending on how toxic the atmosphere is. This is meant to prevent even hostile marginal worlds from reaching high habitability with tech and other bonuses, but can still be avoided if you upgrade the Atmosphere (which requires the Extended sub-mod). Note that in worlds with multiple species, some may like the current atmosphere, others may not and may get different effects.
Lex Peregrine  [autor] 20 SEP a las 6:04 a. m. 
thanks I'll check it out.
Rahl81 19 SEP a las 12:02 a. m. 
No text, Missing incons (in the menu to build the megastructure)
orbital_arc_furnace_1orbital_arc_furnace_1
orbital_arc_furnace_1orbital_arc_furnace_1_MEGASTRUCTURE_DETAILS
Lex Peregrine  [autor] 15 SEP a las 7:01 a. m. 
Updated to fix bug with Sulfuric world missing surface image. Should be save-game compatible, if its still missing, you need to colonize the world, save, and load. The script that runs during "load game" checks and fixes wrong surface pictures on colonies, among other things.
Lex Peregrine  [autor] 15 SEP a las 6:56 a. m. 
You should know the surface art comes from Planetary Diversity, so I canºt take credit from it :) But the planet textures and orbital pictures are original works commissioned for this mod.
About the Sulfur black image, you're right! It's a bug, working on a fix right away, it should be save game compatible! Thanks!

Yea I got that bug too where even after building the surface outpost to get the deposit, you could still keep repeating it. I didn't figure out why and decided to leave it for now. That mechanic will change when I do the system colonies update anyway.

About the icon, I had the same thought yesterday! Interesting coincidence! It is something I will try to do for the system colonies update, which I want to start working on soon!
KayinDreemurr 15 SEP a las 5:31 a. m. 
roger roger no worries if they turn out to not be save game compatible!
Just wanna say I love the art for the various marginal and sub marginal worlds. I think I found one that was missing some art as it had just a black void, a sulfuric one I think? Wasn't too worried about it since I was going to terraform it anyways.

I did also notice that sometimes even after building the underground facilities thing on marginal/sub-marginal worlds, it'd still say you could do so.

Finally, any possibility of some sort of little icon, perhaps like the one for terraforming candidates, to let ya know what systems have such worlds in them? It can be a pain trying to keep track of them or hunt them down otherwise. Or is it possible to make them trackable in the colonizer thing?
Lex Peregrine  [autor] 14 SEP a las 10:22 a. m. 
Be aware I will be doing further tweaks, hopefully save game compatible.
Lex Peregrine  [autor] 14 SEP a las 10:20 a. m. 
Updated to Stellaris 3.13;
Fixed issue of Earth loosing proper texture after loading a save - Thank you 牛博士
Fixed issue of Ammonia Pelagic worlds getting converted to Water variants unintentionally. - Thank you KayinDreemurr
Lex Peregrine  [autor] 14 SEP a las 2:35 a. m. 
牛博士 I'll look into that, thanks
牛博士 13 SEP a las 2:34 a. m. 
地球的地貌不见了,当我第1次进游戏时,祂还是地球的样子,当我下线第2天继续游玩时,祂变成了mod中,随机生成的星球地表的样子。