Stellaris

Stellaris

!ExOverhaul 1.9: Planets Enhanced
122 kommentarer
xol  [skapare] 22 apr, 2021 @ 5:53 
It will not be updated, but feel free to do this
Blazingdevil 17 dec, 2020 @ 21:27 
really wish this could be updated to 2.8
Altaya 6 okt, 2018 @ 6:02 
Where is the 2.1 version?) I guess it's time to finally publish it)
Chastity the Celibate 22 mar, 2018 @ 19:08 
I assumed, since so much changed, and your mods cover almost every aspect of the game
xol  [skapare] 22 mar, 2018 @ 11:52 
😃, its well under way. Version 2.0 is a total rework
Chastity the Celibate 21 mar, 2018 @ 16:20 
Can’t wait for the 2.0 version of this mod, and your other mods. It’s so exciting!
Griff-L119 2 mar, 2018 @ 12:50 
okay thanks :steamhappy:
xol  [skapare] 2 mar, 2018 @ 9:33 
In the next few days. I'm just porting two major planet mods to use a new version of this engine. Anyhow, this mod will remain as a legacy mod. I will upload a new version for 2.0 because a lot of the modifiers used here were deprecated.
Griff-L119 2 mar, 2018 @ 8:22 
Can you update your mod?
xol  [skapare] 21 feb, 2018 @ 1:25 
I'm going to publish a major update for 2.0, I'll check these things closely.
Chastity the Celibate 19 feb, 2018 @ 14:51 
Are the techs supposed to be really rare? I completed the tech tree (including all the mods in my pack) before I got Rare Metals, and in total all I have is Rare Metals and Hyperfuels. All I am getting now for tech is repeatables.
ZacharyBuilder 19 feb, 2018 @ 13:53 
this mod crashes my game a lot and I don't know why...
xol  [skapare] 15 feb, 2018 @ 9:48 
read the description
Monseigneur 15 feb, 2018 @ 5:38 
@ExNihil Is this mod fully compatible with Guilli's Planet Modifiers ?
Mikado 13 feb, 2018 @ 13:53 
@Silver Knight. Indeed, we are aware about this case.
Chastity the Celibate 13 feb, 2018 @ 13:51 
Legendary Worlds was already updated and problem fixed, you need to update Legendary Worlds.
Dustreaper 13 feb, 2018 @ 13:47 
After a few days of turning mods on and off i found the issue that was crashing my game on the second day.It seems this mod conflicts with Legendary Worlds https://steamproxy.net/sharedfiles/filedetails/?id=1185852699 i really want to use both please.
Rohzdear 10 feb, 2018 @ 13:04 
After doing a bit of testing I think I've solverd the problem.
The mods definetly with with each other, as it seems the incomatibility came from somewhere else (most probably Planetary Ringworlds conflicting with this mod, or a missing patch between PD and Elves of Stellaris, though I doubt it was that).

Kudos for your hard work into this series, BTW.
xol  [skapare] 9 feb, 2018 @ 23:13 
Try PD without this mod and with and use observe mod, let me know what u discover.
Rohzdear 9 feb, 2018 @ 15:55 
One of the worlds that does seem to be working appropiately is the Crystal World, which spawns both regular and the new resources.
Rohzdear 9 feb, 2018 @ 15:52 
I am running this mod alongside the latest version of Planetary DIversity, but it seems that all of the Planetary Diversity worlds have none of the usual resource tiles, and only have one or two fo the new tiles with new resouces added by this mod.

I would appreciate some input on this by anyone that may be having a simialr problem or knows hot to fix it.
Mikado 7 feb, 2018 @ 18:43 
@Liquidfire, yes, this is one of reasons of the update for Legendary Worlds.
henk 7 feb, 2018 @ 17:09 
I saw an update from Legendary worlds, are they working fine now?
Mikado 7 feb, 2018 @ 16:59 
Thanks to you @ckoldmail
ckoldmail 7 feb, 2018 @ 16:42 
Wow. Thanks for figuring that out so fast! I was assuming it had something to do w/ the AI component of the mod not knowing how to parse something from another mod.


Didn't think that it would have to do with PLANETS, as this is a PLANETS mod.

Well, I feel like an idoit now.


Thanks again for all your hard work!
xol  [skapare] 7 feb, 2018 @ 11:07 
there is a description on the ascension perk. I'll make a wiki entry asap.
Ghost! 7 feb, 2018 @ 10:38 
please add a describtion for what cybertronic worlds does diffrent from machine worlds
xol  [skapare] 7 feb, 2018 @ 4:11 
yes, its when the spawn event fires. The problem has been narrowed down to the Legendary Worlds mod - I am currently helping the author of that mod change some stuff to make sure it works smoothly.
Mikado 7 feb, 2018 @ 3:15 
I guess Turn 2 means second day more or less...
xol  [skapare] 7 feb, 2018 @ 2:01 
OK, I'll check this ASAP.
Peter34 6 feb, 2018 @ 19:51 
Turn 2?
ckoldmail 6 feb, 2018 @ 18:11 
Ever since the new update, the game crashing on turn 2 whenever this mod is enabled. Tried turning things off, no difference.
xol  [skapare] 6 feb, 2018 @ 13:09 
:)
falhxer 6 feb, 2018 @ 13:06 
im surprised i hadnt played your mods yet
xol  [skapare] 6 feb, 2018 @ 11:28 
:). @pete34 - of course u can.
tsteele93 6 feb, 2018 @ 11:13 
Whoah, the Cybertronic worlds freaked me out. Thought I had a bug or something since it popped up in an ongoing game. Thanks for the heads up!
Peter34 6 feb, 2018 @ 9:12 
Can I enable this mod for an on-going game?
xol  [skapare] 6 feb, 2018 @ 7:54 
Mod updated with a new optional feature - cybertronic worlds
xol  [skapare] 6 feb, 2018 @ 0:10 
Its part of this mod. Old mod was depracted.
Peter34 5 feb, 2018 @ 23:32 
Hey, did you remove your mod Terraforming Enhanced, or something? The one that added the special Terraforming modifier and gave extrabonuses to Gaia worlds and Ringworlds? And sometimes added those special resources to Tomb Worlds?

I was using that mod. But now it seems to have disappeared from the Workshop...
KorruptkSwades 5 feb, 2018 @ 7:04 
@ExNihil thanks man good to know it ain't a bug :) Those Hyperstations are hot !
xol  [skapare] 4 feb, 2018 @ 23:18 
Ha, well it isn't a bug - most of this stuff is the effect of direct build. Anyhow, this isn't the correct mod for this discussion - its the core game mechanics and ai
KorruptkSwades 4 feb, 2018 @ 18:52 
@ ExNihil, here's my screenshot of the multiple buildings i uploaded it to PostImg instead so you should be able to see it now.
https://postimg.org/image/kyukq2j37/
Oh and your building are ultimately very cool and helpful :)

@Mikado, tiny ui has nothing to do with the multiple buildings :)
JerichoHill 4 feb, 2018 @ 17:15 
did some tests. when 2 fleets did a emergency FTL against my fleet, CTD. when 1 fleet, no crash.

not sure if that helps, but its what I figured out.
Chastity the Celibate 4 feb, 2018 @ 14:10 
Thx
xol  [skapare] 4 feb, 2018 @ 14:06 
open the console. type: effect = { set_global_flag = ex_planets_enhanced_active }
Chastity the Celibate 4 feb, 2018 @ 13:53 
How can trigger the event that spawns the resources? The save I was testing back when I had the CTD issues doesn’t have any of the new techs or resources with Planets Enhanced enabled. I suspect it is just my save is messed up from before.
xol  [skapare] 4 feb, 2018 @ 13:51 
this isn't an issue - its a vanilla false error msg. u see it in every error log where mods are present. ignore it.
JerichoHill 4 feb, 2018 @ 13:48 
same issue again, not using New Worlds


[20:57:04][lexer.cpp:277]: File 'mod/ugc_1074841707.mod' should be in utf8-bom encoding
xol  [skapare] 4 feb, 2018 @ 9:00 
The ringworld modifier issue is resolved. Mod updated.