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(I apologize for the above comment. Wine may be involved.)
No sorry! you can delete them from the code though if you'd like.
Initially I wanted this mod because it fixes the absurdities "hot springs (which look icy) in tropical environments, mote deserts (which look hot) on arctic planets and so on." But then I think absurdities are brought back in... "Establish farms over mushrooms, honeyed rivers, guano piles and even edible soil. Harvest rare crystals from cacti, trees, flashing fish, and webbing. Generate your power from charged eels, exposed lava, and radioactive lakes."
Is there a possibility of a game start-up menu that would allow the player to opt out features like honey rivers and power eels?
I currently don't affect homeworlds because they're a bit scary in terms of origins and breaking pre-existing buildings and stuff.
But I think it's possible, I just have never taken the time to test or anything. So maybe one day.
You are right! I had missed them - that'll be in the next update, too, then. Sorry for the hassle to you. And please give me any other reports!
Seriously?! I'll have a look at that - can you tell me which ones at all?
Also I'd just like to note this is a entirely "Mysterious Worlds" conversation, not "Planetary Features Expanded". So, kinda in the wrong workshop discussion.
Heya! Your comment prompted me to go back to the events and tweak things. If you make a new galaxy please let me know if you're finding any issues still! On my end all appears to be working well.
You are absolutely right! That was an error on my end. I'll update the library to fix this right now. (Motes will correctly be assigned to technicians and gas to farmers, instead of everyone on miners.)
Nice spot - please report anything else you notice! Without you doing that it would have remained incorrect.
Are the rare resource features (rare crystal, exotic gases, and volatile motes) always supposed to give output per miners? In case of gases it should be for farmers correct?
This can lead to the situation where these feature are useless in case for gases if the planet does not support any mining districts.
That's great to hear, thanks! Glad you like the tooltips.
There is a very good chance I messed something up! That is a new area of the script for 4.0. I'll add it to the list to look at.
To be clear this is a 4.0 mod right now - not 4.1.
Either I have reeaally bad luck or the game does not register the batharian fields
Does this mod change the batharian features?
Have fun!
My mods aren't available for 4.1 yet, I'm not bug fixing that release until later.
I'm now going to attempt a play through (4.1 teething) with my full mod list. I'll keep you up to date with feedback, good or bad.
Thank you.
Have you ever heard of the website IMGUR?
The tooltip art I'm not fussed about but the proper play through I tried had the Titanic Caves not apply any of its additions. At this point I'm assuming that is still the case and maybe brought about by the tooltip failure.
How can I send you screenshots?
Please send me some screenshots of how your deposits look in game. Both the feature list + the tooltips
version="4.1"
tags={
"Gameplay"
"Galaxy Generation"
}
dependencies={
"WP's Library"
}
name="WP's Planetary Features Expanded"
supported_version="v4.0.*"
remote_file_id="3072858623"
Check the mod version steam is giving you. If you have no tooltip art it sounds like you are on v3.14 not v.4.0.
Not sure. Check steam actually sent you the updated PFE (version 4.0, not 3.14)
When the info appears in the planet it doesn't appear with the right names, appears like:
d_planetary_exploration
d_continental_unexplored2
d_generator_common_1_continental
Why is happening? Is there a way to fix it? I ave this mod and the WP Library
You can get the 3.14 edition in the collection at the top.
Should be fine! Tell me if you find any issues.
Yeah we still need a lottt more bug fixes and the big elephant in the room is performance - but they're talking about a new beta during 4.1 for some improvements there. So I'm hopeful!
Can I make a request for a future update to Relic Words?
One my favourite mods updates, Thanks!
Check the change notes tab for release details! This was a big one - they're nicely formatted, I swear.
The mod now requires my library backend mini mod, there is a link to it up above.
https://imgur.com/a/YEWYKUb
I got art working on the tooltips! So the true beauty of a lot of these features (which was previously lost when actually viewed in game) can now actually shine!
Vanilla doesn't do anything like this with the UI. I've never seen another mod do it either, so it's been a bit of a process and experimentation on my end. But I was pretty sure I could pull it off and lo and behold!
Yes PFE for 3.14 will become unavalaible as the steam workshop doesn't publicly host old versions for users to browse/download. I will host and seperately link to a 3.14 copy on my google drive forever if someone sends me a .zip of what is currently on the workshop (the code is already changed on my PC so I don't have it to hand, and subscribing to my own mod can be buggy). Send me a message on the stellaris modding den (I have a channel) if anyone is reading this and wants to provide that.
This evening I got to work updating this for 4.x. Just so you know: It's fairly different on the back-end and more overwrites are required than before.
I've already patched compatibility with new civics like predators, alien pets on resort worlds, and genesis guides. But there is a little more to do.
I'm writing this message as a warning to you all: I'm not going to be hosting this mod for Stellaris 3.14 once the update goes live. So .zip it and protect it if you want to stay behind on the (currently superior) StellarisPI edition, because PFE will be gone!!
After the PDX summer UI experiments are finished and 4.x is in a reasonable state I'll update my full suite of mods. For now 4.x is a mess and I'm afraid to admit I am not playing it. Maybe 4.1 (though at current update quality/quantity I doubt it'll be much better), likely 4.2.
effect remove_deposit=whatever_deposit_identifier #planetIDnum
effect add_deposit=whatever_deposit_identifier #planetIDnum
This requires looking up the relevant names in the localization files. 😔