Stellaris

Stellaris

WP's New Worlds (4.1)
266 条留言
uhhhHHHhHhhhhhhh 12 月 1 日 下午 3:09 
@DaViper Thank you for the answer!
DaViper 12 月 1 日 上午 2:04 
YVW! :steamhappy:

ONE caveat. If you have customized a mod (as an example: Changing a mod variable such as Sartek's custom building slots), that setting will be back to 'default'. Something to keep in mind.

But yeah, I've been a long time moddee (Xcom: War of the Chosen is my first and true love, heh), and while that mod environment is a much more mature AND stable playground (different mod management via the AML + a 'final' release of the base game), occasionally something would just go 'burp', and that reset is a silver bullet to issues to the workshop items. (Steam sees the files that are listed as installed as missing, and rebuilds the folder and grabs the mods.)

Paradox is FAR worse in many regards, and I've observed Steam do workshop updates while looking at the folders and watched as NOTHING updated. (No timestamp changes on the files.):steammocking:
WP 🥔  [作者] 12 月 1 日 上午 1:40 
@DaViper
Damn man thanks for the long explanation there! I never knew about any of that.
DaViper 11 月 30 日 下午 4:22 
Every time Steam is being persnickety with that nonsense, I go to the steamapps/workshop/content and wipe the 281990 folder (Stellaris mod folder).

Then use the Steam/Stellaris/manage tool to verify file integrity. It will check the base game files AND rebuild the workshop and update ALL of the mods to the latest versions.
Takes a bit of time (depending on how many mods you have installed), but you'll get the "whole mod" and updated.
Then restart Steam and check it.

PDX is notorious for NOT updating mods in the workshop folder even when it says it did. (Some of this is Steam's fault, but I almost never have this issue with other games.)
uhhhHHHhHhhhhhhh 11 月 30 日 上午 9:39 
My steam workshop can only download about half the mod. What could be the cause?
Geki 11 月 28 日 上午 11:06 
Thank you
WP 🥔  [作者] 11 月 27 日 上午 9:45 
@Geki
Some time this week most likely!
Geki 11 月 27 日 上午 7:54 
Do you have an ETA or should I unsub?
WP 🥔  [作者] 11 月 27 日 上午 4:43 
Infernals has an update to the planet select screen in the empire creator, so until I make a patch it won't work!
Inans 11 月 27 日 上午 1:44 
For some reason the custom planets aren't appearing in the custom selection screen in the empire creator
Geki 11 月 26 日 上午 11:07 
Update please?
WP 🥔  [作者] 11 月 21 日 下午 8:40 
@Sartek
Accepted your request!
A-Sartek 11 月 21 日 下午 6:17 
@WP
Good news, inline scripting works!

Well regarding how the toggles work... The voodoo magic starts when checking if a mod is present via a scripted variable, it could be any variable >=1 but it is always better to have a dedicated variable that is equal 1. Other mods just need to add a placeholder that is equal 0, which is later overwritten by the mod we are trying to merge with. When launching the game the inline takes care of parsing anything inside the block that is validated (equal 1) and ignoring anything else (equal 0). Which means that you don't have to make any scripted trigger placeholders or any other placeholder for that matter because if the mod is not present then is like the text was never added (parsed) in the first place.

Of course, it would be easier to explain it with examples. I'd love to explain more, I just added you here in Steam since I don't use Discord that much nowadays.
WP 🥔  [作者] 11 月 20 日 下午 2:19 
@A-Sartek
I feel like inlines should work in scripted_loc!

I've NEVER been able to wrap my head around the inline toggle thing. I've read discord posts about it, the github, and the wiki guide, and I'm just too stupid for it. But it does sound cool.

If you can explain it to me in a way that finally makes sense in some kind of text chat (my channel in the modding den, maybe?) I'd love to explore it! It sounds cool.
A-Sartek 11 月 20 日 上午 6:20 
@WP
Thanks!
Alright, I do have a question, do you know if using inline scripts within scripted loc is viable? Usually, for my patches I use inlines to toggle certain mods by checking if they are present. This could be useful for user customization, performance and a cleaner error log.
WP 🥔  [作者] 11 月 16 日 上午 11:21 
@A-Sartek
Heya!
So for the dynamic class name you're right you want to add some keys to the scripted loc! I commented it all as best as I could - let me know if you have any further questions.

For the art (left/bottom/buildings) you want to add a new button effect type that looks for a flag on the planet designating a planet as your new class. Then add the buttoneffecttype to the planet_view gui script (and planet_view_entires for the building backgrounds). If you ctrl-f for "New Worlds" in those files you should be jumped to the relevant sections and there should be lots of comments.

Let me know if you have any questions!
A-Sartek 11 月 15 日 下午 4:31 
Hey WP! I wanted to ask... What is the process to add a new class that shows dynamic names and backgrounds for your mod? I wanted to experiment a bit and add a new class from another mod. However, I'm not exactly sure where to start because there are three mods (Library, NW and PV) that work together for this purpose. So far, it seems that understanding Planet View scripted loc is the way to go.
Zalpha 11 月 10 日 下午 3:21 
@WP
Awesome sauce, tomorrow I draw up so mock ups on how it could look and another of what buffs you could do. It would most likely be imgur pics. Should I post it here or else where?
Zalpha 11 月 10 日 下午 3:19 
@WP
I had another idea, looking at the Fossil world & Web world, I thought about what is the story behind those planets. That made me think of the underground race event that pops up with branching choices on how to deal with them. It might be from a mod like More Events Mod but I think it is vanilla. Anyway if you don't know how it goes, it pops up at some point saying that it turns out there is a race living underground, how do you wan to handle them? Based on your choices and RNG there are good and bad outcomes. I then thought about the web world and thought about the dangerous planet mod of yours and how it could tie in event wise with planet and that mod (as a further add on). There is a Xeno event from the More Event Mod with alien eggs that is basically Xeno's from the series Alien and the face huggers. You could do something like that or something else you can think of. I suggest finding those events and editing them to make your own version and see how you want to take it.
WP 🥔  [作者] 11 月 10 日 下午 3:11 
@Zalpha
True I've wanted to overhaul the empire select screen and add those details before! It's really hard though, sadly, the empire creation screen isn't very moddable.

What COULD be done is a post-empire creation pop-up in which you pick the planet there, but has it's own drawbacks.

As for mechanics for each class I like the idea too but it would have to be very small/subtle. If you come to me with good designs I can look into it!
Zalpha 11 月 10 日 下午 3:02 
@WP
I had a further idea on how you have your planets layed out. I am not sure how to get it to look right but the idea is that you select your planet from the list and then you get shown a large view of the globe planet and then can see the 2D landscape as well (either a side view one side planet other side the layout or a large planet and then click to see they layout) *(Layout be the long 2D image rectangle with the landmass and animated cloud textures).
As it is right now it looks okay but the planets are overlying each other (which isn't bad at all) and you cannot get a nice view on what it really looks like. The names and flavour texts are nice but it feels like each planet is just a clone/re-skin of another. Which is also fine for balance with default unedited planets.
Zalpha 11 月 10 日 下午 2:52 
This could also be from your other mod that adds planets. Mirage and Fossil, are missing their text descriptions of what the planets are like/made up from.
Zalpha 11 月 10 日 下午 2:43 
@WP
Hi, I first want to say I love how you kept the default planets untouched as that prevents conflicts and it is just nice that your mod adds more. I was thinking, looking over the descriptions how every planet is basically the same and thought it would be nice if each world other than default did something, it doesn't even need to be OP, like +1 or 1% add-on buffs. I think that would make it interesting if you have something planned along a build. Otherwise the mod is fine, I just wanted some sort of visual/incentive as to why one planet other than looks is more attractive than the other for reasons.
Another idea I had is that you can view the planet texture with the clouds (beautifully done by the way) in the game and thought seeing as though you know coding and adding in UI elements, it would be great if bought/cloned that over to the planet selector, as a point of interest on how the planet would look. It severs no purpose but looks cool.
Akashugo 11 月 1 日 上午 4:28 
i did the 30/70 by eye. ngl hahahah sry
Akashugo 11 月 1 日 上午 4:24 
ngl, im not big fan of the modding den, i was there years ago. and lets say that some admins/moderators of the server make it really worthless and painfull to even keep on there. sry
WP 🥔  [作者] 11 月 1 日 上午 4:22 
@Akashugo
I don't think that 30% 70% figure is right, there is no way!

Anyway if you're interested in generating model textures I'm sure I heard about some tools which make them quickly. Come to my channel in the discord linked above and I can type to you about it if you like.
Akashugo 11 月 1 日 上午 4:20 
if you wanna add me for a better and clear converstion without filling this comment section you can.
WP 🥔  [作者] 11 月 1 日 上午 4:19 
@Akashugo
Sadly, unlike Dwaine, that new guy never gave the community his blessing to utilise the additions (that I can see.) He just vanished. So I'm not sure if I should integrate the textures into this project and have opted not to for now.
Akashugo 11 月 1 日 上午 4:19 
i check counted the textures, and that mod i send is like 70% new textures and 30% Immersive galaxy textures XD.

I can do planetary textures, but do it by hand on 2k or 4k is soo tedious hahah.

I mean i allways loved to draw planetary maps, if i could find a way to turn a hand drawed "continental-shape/borders" map into 4k textures, like ai or something i will do it heh
WP 🥔  [作者] 11 月 1 日 上午 4:16 
@Akashugo
It's IG with a couple of additions for stuff like new PD classes that got added after Dwaine left. But now the STP guy has been missing for 3 years and there are a bunch of new gaps too, heh.

You're right though having someone to help out who knew making globe textures would be epic - many of the ones I have in this mod could be better IMO.
Akashugo 11 月 1 日 上午 4:15 
sorry for the triple post. i read now. he indeed created new textures. the ones that have "NEW" on the screenshots ones.
Akashugo 11 月 1 日 上午 4:14 
wait, nvm he used Dwaine textures. but then how it looks soo different from Immersive galaxy.. i gonna check later lol
Akashugo 11 月 1 日 上午 4:12 
nono. ik the Immersive Galaxy, the mod i send link is not related to Immersive galaxy, u can notice the textures difference XD
WP 🥔  [作者] 11 月 1 日 上午 4:11 
@Akashugo
This mod already uses those textures! (Essentially). The workshop page you linked is a rehost of the older "Immersive Galaxy by Dwaine" with some tweaks. I already have all those textures in this mod - Dwaine gifted them to the community when he left.

This is all written in the documentation above.
Akashugo 11 月 1 日 上午 12:13 
i'd recomend to work in conjunction with this awesome textures creator if you wish some day haha
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2864982442
WP 🥔  [作者] 10 月 26 日 下午 10:38 
@tilarium
That green field with the bugged tooltips though definitely shouldn't be there, vanilla or no. The engine only creates that when there has been a spawning issue and the game throws it as a last resort placeholder. So that suggests to me they want something there but messed it up. (I haven't looked in the biogen files to verify.)

Glad to hear about your new game! Keep the feedback coming - especially any balance things.
tilarium 10 月 26 日 下午 2:08 
Not sure if it's a bug or intended, but yeah, it's a vanilla thing. It could just be that they don't need deposits for whatever reason, and we're never intended to actually see their planets, so when I looked at it with observe, it just looked like it did in the earlier screenshot.

Going to start up a new game in the next day or 2, it takes me several loads before I start a game, trying to get a start that I like.
WP 🥔  [作者] 10 月 26 日 下午 1:44 
Oh the hive thing is a vanilla bug? That's interesting. Biogenesis was 2 expansions back now! Wonder if there is a forum thread for that.

Okay so sounds like this mod is all good and always was! Just a slight bug with MW (now fixed.)

Let me know if you find other issues! Or if you think there should be a different balance or whatever.
tilarium 10 月 26 日 下午 12:45 
Home from work and did a little more testing. I hadn't known about the smaller worlds getting less deposits, but even in a no mods game they were still getting 6+ deposits. Might just be bad RNG on my part. But more importantly, don't go crazy trying to figure out the hive mind FE having no deposits. Apprarently that's a vanilla thing as they are still showing with no deposits.
WP 🥔  [作者] 10 月 26 日 上午 8:58 
Okay bad news - I can't test the fallen hive because I don't own biogenesis! If anyone can send me a specific issue to resolve I can implement it, but since I can't test I don't even know if it's my mods causing anything (I don't know why they would to be honest.)

Mysterious worlds update was pushed.

And again as for ocean worlds: The vanilla behaviour of the "Aquatic" civic locks you to ocean worlds and no others. It's not my mod it's just how the game works (and I don't think I can add multiple classes to the pool?).
WP 🥔  [作者] 10 月 26 日 上午 8:19 
Okay after a fairly close look I can verify that all planets, whether ocean or whatever, are spawning deposits completely perfectly.
https://imgur.com/a/yWdTw3o

HOWEVER: There is a bug with "Mysterious Worlds" that means the guarenteed habitable worlds you get from the game start settings aren't getting "unknown" territories (and thus can't be explored.) So I'm fixing that up now.

The hives I haven't checked yet, should be easy to resolve.

As for the rest all I can say is it works perfectly on my end. Remember that tiny planets (size 10-14) deliberately don't have many deposits. That's how the game is designed. You get more features the bigger the world size - that's why there is variance. It's stellaris.
tilarium 10 月 26 日 上午 7:15 
I’ll check on my end as well when I get home from work
WP 🥔  [作者] 10 月 26 日 上午 7:05 
@tilarium
Could be? I'll verify on my end at some point.
tilarium 10 月 26 日 上午 5:40 
New playset with just your mods and UI Overhaul. I hadn’t done a file verify before the test though, so maybe something is lingering?
WP 🥔  [作者] 10 月 26 日 上午 4:54 
@taliarium
Is it a mod list with JUST my mods or is other stuff mixed in there?
tilarium 10 月 26 日 上午 1:27 
@WP Just fired up a test game with your mods (all of them except the animals, personal taste) and UI Overhaul and seeing the same result. Some worlds have lots of deposits on them, some worlds only have a couple. Some have 0 unexplored regions, others have several. The only thing that is really consistent is worlds habitated by a FTL empire seem to have a full amount of deposits. Pre-FTLs and primitives are just as random as uninhabitated. The other consistent thing I've noticed is Hive Fallen Empire worlds have nothing (see screenshot below). This is all consistent over vanilla worlds and worlds you've added. So the things I noticed previously are a mod conflict issue or just bad RNG.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3593820238
WP 🥔  [作者] 10 月 25 日 下午 4:44 
The thing to understand is that in this mod you're playing almost entirely vanilla! All I do is add a flag to a totally bog standard/normal ocean world - nothing else. So it's something else going on with the character creator and the prescripted_ideal planets, I suppose.
Beatrice Cerise 10 月 25 日 下午 4:01 
Nah, I get that specific problem with Ocean worlds too.
WP 🥔  [作者] 10 月 25 日 下午 3:26 
@tialrium
Thanks for the report! Could 100% be on my end so the report is appreciated!
tilarium 10 月 25 日 下午 2:00 
@WP Decided that since I'm using your planet viewer that I might as well use your planet mod too. I noticed some issues though, which might be mod conflict on my end, I'm not to sure. I looks like it all stems back to the sub-classes not counting as their main class. So if I have a trait that requires an ocean world, I have to use Ocean instead of one of the Ocean sub-classes. When it comes to the starting world, that isn't a problem, but getting into the game, I've noticed all the sub-classes are barely getting any deposits. They might get a couple of yours from the other mods but nothing from any other mods or even the base game. I'm expecting this is also going to extend to them not getting events and anomalies that are class restricted as well. I don't see anyone else reporting this, so It's making me think it might be an issue with my mods list. Going to have to test it later when I have more time, but wanted to get this out there early.