Stellaris

Stellaris

Relic World Flavour
57 条留言
MightNight 11 月 1 日 上午 9:54 
I think jobs need to be updated. For some reason pops are not filling jobs related to the Carachel Arsenal deposit
[EASY] PotatoeTater 8 月 13 日 下午 3:53 
Hey, I know this guy.
Stern 8 月 7 日 下午 3:00 
Thank you for the mod.
French translation is here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3544270142
Red Skull 8 月 1 日 下午 2:01 
Hi this is compatible with my mod, Feature Preserver as all your deposits are listed as "rare" category!
Nesquik 7 月 27 日 下午 12:31 
Great mod!
Red Skull 7 月 15 日 上午 3:58 
I will test when I'm back on my PC, ECS updated due to the launcher being updated it messed with something. So I think it may be fixed on ECS side. But I'll double check later thanks.
Dunno  [作者] 7 月 15 日 上午 1:55 
What sort of issues are you having? I can have a look into it
Red Skull 7 月 14 日 上午 8:30 
@Dunno Having issues with ECS again, ive tested the mods compat together but i cant get them to work together. Done all troubleshooting including mod purge
Coggernaut 7 月 10 日 上午 5:49 
The mods should be totally compatible then :D

Any ethic related event options? We could build in compatibility for that
Dunno  [作者] 7 月 10 日 上午 1:57 
It should be totally isolated yeah, the techs are only accessible via archaeology/exploration events. What sort of compatibility are you looking for?
Coggernaut 7 月 9 日 下午 5:59 
@Dunno

I see you add technology, is it completely isolated from vanilla's tech-tree? I'm interested in building built-in compatibility between the two mods
Dunno  [作者] 7 月 9 日 上午 2:06 
It should be - I don't see any reason for it not to work together.
Coggernaut 7 月 8 日 下午 6:22 
I love this mod so much :steamhappy:

Would it be compatible with Ethics & Civics Classic?
Dunno  [作者] 6 月 25 日 上午 5:48 
I think this may be a 4.0 issue - they reworked the back end of jobs that broke some of these deposits in a way that doesn't show up as errors. Thanks for raising it - I'll make a change to update those archaeoengineers to work properly
Nikal 6 月 25 日 上午 5:40 
I'm not sure whether this is some mod compatibility issue on my end, so could you please test whether archaeoengineers jobs added by the deposits can be filled at all? Because after building the Faculty now I have two slots for that specialist position, except the one added by the deposits is always empty.
minillaaaaaaaa 6 月 23 日 下午 6:50 
i must be super unlucky cause i havent found a relic world yet:steamsad:
Dunno  [作者] 6 月 22 日 上午 3:24 
Hi TzarAnthony, the mod has the global flag "relic_world_flavour" to check if the mod active. You can use this, it'll be set at the start of the game in exactly the same way as the PD flag. Likewise for City World Flavour you can check for the "city_world_flavour" flag if you need to.

It's a really cool mod you have and if you need any changes from my side to support compatibility for RWF or CWF, I'm happy to have a chat with you about what you need.
TzarAnthony 6 月 21 日 下午 7:57 
Hi Dunno, I'd like to make my mod compatible with this mod.

We are both overriding decision_arcology_project_relic

Would you please either make a mod active flag for this mod like PD Arc has, or we can discuss other options (you can message me on discord if you'd prefer)?

Ex. Planetary Diversity Arcologies in on_actions has on_game_start which fires pdmaengine.00 to set planetarydiversitymorearcologies
Dunno  [作者] 6 月 21 日 上午 3:12 
Almost all of the content is available to any relic world, but unique relic worlds also have some distinct content that only they can get
minillaaaaaaaa 6 月 20 日 下午 8:36 
do these spawn naturally or just in unique system like first league
Dunno  [作者] 6 月 13 日 上午 1:56 
You can add it to an existing save, but not all features will appear. The ones that do will work fine. I recommend using it in a new save for the best experience though.
Blast Hardcheese 6 月 12 日 下午 8:25 
Is this mod save-game compatible?
Red Skull 6 月 8 日 上午 7:13 
After a few playthroughs, I wanted to share some feedback. In 2 out of 3 recent runs, I found relic worlds with great rewards like research points and rare resources. In my latest, I unlocked some really cool tech!

This mod is one of my favourites, so I hope this helps future updates. With how long it takes to survey a relic world 5 times, I feel the final survey should always give a guaranteed modifier or planet feature. It's easy to forget to check the decisions panel, and this would make each relic world more unique.

I also think the chance for flavour events could be increased—I rarely see them appear during a playthrough.

Lastly, could there be a content list for the mod? Like the modifiers, features, techs that can roll, and info on the two custom relic world systems. It’s hard to keep track during long games.

Sorry for the long message—just wanted to say thanks for the amazing mod and all the work you put into it!
Dunno  [作者] 6 月 4 日 下午 4:36 
@Bjorn_Stormcrow I do like the idea, but it'd be a pretty significant piece of work. It's something that I'll consider, and it's worth adding to the list of things that I'd like to do with this mod, but there's a lot of other stuff I want to get to first, so no guarantee that it happens
Dunno  [作者] 6 月 4 日 下午 4:33 
I've updated the researcher buff to actually do something and tweaked the survey event a bit more. It's hard to gauge what "feels" right when it's a random chance, so I appreciate the feedback on it - I do want to get that right and have it feel good. Thanks very much.
Red Skull 5 月 31 日 下午 12:34 
i get literally nothing from the survey ruins ever,
samsockeater 5 月 29 日 下午 3:27 
4.0 will come to be known as the great en-breakening at this point, all the things in figurative ever broke this update, is honestly impressive
Dunno  [作者] 5 月 29 日 上午 10:42 
Thanks for bringing that to my attention guys, I should have a fix for that out by this weekend. 4.0 made a lot of changes to jobs and annoyingly sometimes broken things don't show up in the error log.
Sabaithal 5 月 27 日 上午 8:52 
Same issue as @samsockeater, the "researcher" job isn't catagorized and therefore non functional at present.
samsockeater 5 月 26 日 上午 3:07 
assuming the relic world event that gives a modifier for +1 researcher every 20 pops is from here, the researchers it gives don't seem to have a job category and thus don't end up being workable, if they're nto from here then sod knows what's messing with relic worlds
Kucige 5 月 20 日 下午 10:47 
Hey i made a german localisation fpr your mod, thanks! https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3485002485
Bjorn_Stormcrow 5 月 12 日 下午 2:53 
not sure how difficult it would be, but any chance of making it so wilderness empires can colonize relic worlds?
might be harder, because technically wilderness 'terraform' rather than colonize, and there is nothing apropriate you can terraform a relic world into.

so might require a new planet class "infested relic world" or something like that, which acts as a relic world for wilderness. but with limitations on it. (for example, planet size can't be expanded, maybe lower habitability since it can't be 'fully' incorporated.)

maybe add an ascension perk that lets you turn them back into ecemunopoli, as a "reclaimed ecemunopolis" or something. still with limitations such as not increasing the planet size. and you can't build NEW ones, only restore ones you find. (can't have EVERYTHING be available after all.)

but that is possibly outside the scope for this mod.
Dunno  [作者] 5 月 5 日 上午 9:58 
Hi @Adventurer, @Maniac. Thanks for the suggestions. I've made those changes as part of the 4.0 update, so the deposits and trait should be working correctly now.
Adventurer 3 月 22 日 上午 3:55 
@Cicattrix @Sabaithal It's the wrong scripted triggers to use for spawning deposits. Those target species, hence their file location and the comment of "this = species" in the file (plus the patch notes when they were added mentioning them for species modification). It is also broken for hive empires. Can test as a hive or machine empire when planet is selected using command: effect add_deposit = rwf_forgotten_hoards

Use these instead for it to work:

triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_regular_empire = yes }
}
modifier = {
job_archaeoengineers_add = 5
}
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_hive_empire = yes }
}
modifier = {
job_archaeo_drone_add = 5
}
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_machine_empire = yes }
}
modifier = {
job_archaeo_unit_add = 5
}
}
Maniac 1 月 17 日 上午 2:51 
Hey, nice mod.
For the Rejuvenated Vitality trait to work, you need to replace modifier with self_modifier. self_modifier applies to the leader; modifier to the ship ;-)
Cicattrix 1 月 12 日 上午 2:10 
@Sabaithal... Machine empires as Gestalt or Individual? Because, since Machine Age DLC, they are separated in all the game does for them. There should be spawning lines for ”owner_is_individual_machine” along with the existing ”owner_is_machine_intelligence” (look in scripted_triggers_traits). The way the modder has code it makes the game spawn ”units” only for gestalt machines, while for individual machines it defaults to ”organic” jobs. Hence, all ”rwf_deposits” must be updated to add the spawning solution for Individual Machines too. Other than this, great mod and wonderful execution.
Sabaithal 2024 年 12 月 26 日 下午 1:34 
The event rwf_flavour.78 is not triggering correctly for machine empires. It is spawning in normal archeo-engineer jobs instead of the 'archeo-enginnering unit' jobs that it should be. Not entirely sure why this is happening as I don't see any visible mistakes in the deposits file?
Red Skull 2024 年 11 月 5 日 下午 1:32 
anything new aDDED?
stazio 2024 年 10 月 29 日 下午 4:01 
3.14 updates please?
chornobyl 2024 年 10 月 28 日 下午 4:15 
what do you think of doing (suggestion) something similar for the habitats. especially when they get abandoned...
Vietnam 2024 年 10 月 12 日 上午 6:37 
@Feztis one without any pops and/or unowned by any empire
Feztis 2024 年 10 月 12 日 上午 3:37 
What actually counts as an "Abandoned Ecumenopolis"?
kinngrimm 2024 年 10 月 8 日 上午 5:03 
Can these decisions be repeated till or beyond you get the best possible outcome?
Sabaithal 2024 年 9 月 26 日 上午 11:51 
You might want to lower the chance of "fruitless efforts" happening as a result of exploring the planet. Because I gotta say its really infuriating when you wast 4k+ energy credits over the course of several of these expeditions to end up with nothing.
Dunno  [作者] 2024 年 9 月 22 日 下午 4:29 
@ovid There's a ~60% chance of finding something in an expedition. There's a ~1/3 chance that the reward will be a high value reward (there's quite a lot of different events here) and a 2/3rds chance that it'll be a more mundane reward (eg resources or some research)

So your odds of getting the really good rewards is roughly 1/6 for each expedition you do, but there's a limit of one high value reward per planet.

I think I'm going to add a few more mundane events and maybe tweak the odds a little so there's less repetitive outcomes and you actually find things for your trouble.

@beahmont it won't break anything from Guilli's, but the events will only fire on vanilla relic worlds, not any planet classes Guilli's adds
Ovid 2024 年 9 月 19 日 下午 5:45 
The expedition is a new planet decision. In the example images, it's the "survey planetary ruins" decision.
lastofthelight 2024 年 9 月 19 日 下午 5:32 
How do you launch an expedition?
Ovid 2024 年 9 月 18 日 下午 7:21 
So, what are the chances for the different expedition outcomes? Cause I've ran them for at least 2 relic worlds per run, with every expedition I can, for at least 6 different playthroughs, and the only things I get from them are resources, maybe the smuggler operation thing, or nothing at all.

It just feels like the odds of actually getting interesting events are very very slim.
ah333fun1 2024 年 9 月 14 日 上午 3:25 
cool concept.
beahmont 2024 年 9 月 11 日 下午 7:39 
Is this compatible with Guille's Planet Modifiers and Features?