!Real Space – Planetary Diversity Compatibility Patch 2.0

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Authors: Annatar, ManuLHan

Last revision: 15 Apr, 2018 at 11:01 UTC (6)

File size: 309.25 KB

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Description:

This mod is to make Real Space and Planetary Diversity work together.
Real Space: Planetary Expedition is also supported and required.

  • All PD planet types should now spawn within new star class systems from RS.
  • Fixes the issue when planet icons displayed wrong in the outliner.
  • Planet selection marker in New Game menu is now sized properly.
  • All planetary deposits should now spawn on new (PD) planet classes.
  • All planetary modifiers should now spawn on new (PD) planet types.
  • All tile blockers should now spawn on new (PD) planet types.
  • Also fixed the issue when Real Space star system chains (like ones starting from Sol and Deneb) didn’t generate on new game as expected.

Tested on:

Stellaris 2.0.2
Real Space 3.0
Real Space: Stellar Expedition 1.0.02
Planetary Diversity 1.4

Compatibility:

Should be compatible with anything that doesn’t override the following:

  • commondeposits0_deposits.txt
  • commonplanet_classes0_planet_classes.txt
  • commonplanet_modifiers0_planet_modifiers.txt
  • commonstar_classes0_star_classes.txt
  • commontile_blockers0_tile_blockers.txt
  • interfaceplanet.gfx
  • gfxinterfaceiconsplanet_type_icons.dds

Tested compatibility with:

Guilli’s Planet Modifiers

Known issues:

Habitable Worlds slider don’t work

(the only known solution envolves changing few lines of code in one file and described below, for anyone who don’t want to do this, you’re just fine to go with defaults and skipping all the text but two last paragraphs)

I’ve managed to find some sort of way to control the density of habitables, but no way to fix the slider. Changing values of odds, planet random lists, or even switching off other sections of the patch during the test (like tile blockers or planet modifiers) didn’t get me anywhere. The only reason I can see right now is something like the slider function can’t handle this amount of options (RS star number multiplied by PD planet number), shuts down and returns some default value not dependent on slider position. If anyone knows the solution, let me know, I’ll try to implement it in this patch.

For now it is clear that values of odds set in common/xx_planet_classes.txt don’t work linearly. For example we have 8 for unhabitables and 4 for habitables. Changing it to (seemingly the same) 1 and 0.5 will produce much more habitables in the result. Useless to guess why without seeng the function. The good news are that it is possible to adjust this in understandable (linear or close to it) way. By changing odd modifiers in common/00_star_classes.txt. For this purpose I’ve compiled all those odds in several variables in the header of the file so that it will be easy to adjust.

To do that create a local mod and name it like !!my_mod so that it appears above this patch in the list in Stellaris launcher. Then unpack this patch’s archive, take 00_star_classes.txt and put it in commons/star_classes of local mod. Then set preferable values in the header. Examples:

#Produces ~160 (including 30 forced ones like empire homeworlds in my test) habitable planets in a galaxy of 1000 stars.
@zero_spawn_odds = 0.0
@minimal_spawn_odds = 0.2
@low_spawn_odds = 0.33
@normal_spawn_odds = 0.66
@high_spawn_odds = 1.0

#Produces ~350 (including 30 forced ones like empire homeworlds in my test) habitable planets in a galaxy of 1000 stars.
@zero_spawn_odds = 0.0
@minimal_spawn_odds = 0.5
@low_spawn_odds = 1.0
@normal_spawn_odds = 2.0
@high_spawn_odds = 3.0

Note: this solution is vulnerable in case of changes in original file in this patch. From now on I will only do so in order to keep up with RS or PD if they change star classes. Such changes will be shown in change notes and in this case it is recomended to update local file using a new one from the patch and changing the header as you see fit again.

For anyone who don’t want to mess with this stuff, I’ve left "default" numbers at about ~190 random habitables per 1000 stars which seems pretty balanced to me (about 1 habitable planet per 5 systems).

Hope you’ll enjoy!

Credits goes to:

Annatar, the author of Real Space Mod
Gatekeeper, the author of Planetary Diversity Mod

Last update from 18th Jun 2018:

Hi folks, this patch is no longer needed.
Also, happy to inform that Stellaris Modding Den community have almost finished a project (CGM Planets Enhanced) that have complete synergy with RS + PD and does a LOT more. You can check this out here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1394186728

I’ll leave this patch be for a while to share this link. Eventually the patch will be removed.