(Real Space) New Worlds
Galaxy Generation, Graphics
This Mod is for Stellaris 2.0 and will no longer be updated, please try the new version which is compatible with Planets Enhanced, Planetary Diversity Beta and Real Space 3 without needing any patches for them.
February 26 - Mod updated to 2.0, please report any issues. Terraforming actions need more work as I had to delete a few due to the removal of Atmospheric Manipulation tech.<...
Author: Annatar
Created: 25 Oct, 2017 @ 8:49am
Updated: 7 May, 2018 @ 12:32pm
Subscribers: 3596
Size (unpacked) : 270.158 MB
This Mod is for Stellaris 2.0 and will no longer be updated, please try the new version which is compatible with Planets Enhanced, Planetary Diversity Beta and Real Space 3 without needing any patches for them.
February 26 - Mod updated to 2.0, please report any issues. Terraforming actions need more work as I had to delete a few due to the removal of Atmospheric Manipulation tech.
October 25 - Published - This is an alternate version of Star Trek New Worlds mod, made with built-in compatibility with Realspace by Annatar. For this to work, the Realspace main mod should be active on your mod list, but not my other mod ST New Worlds. This version has most of the features of ST New Worlds, but uses Realspace's star system generator instead of my own, it would take a lot of work to adapt my code to merge with Realspace's, and Annatar did a great job with his. Some exceptions though, I kept my code for primitive systems, you will not see primitive species spawn on stars besides M, K, G and F class stars, but you get a bit more logical spawns (reptiles with better odds to spawn on tropical or ocean worlds for instances, etc), and the Sol system has been changed to use new planet types, including a script that allows limited terraformation of Earth (to Lush class) and Mars (several classes) with proper textures.
Updated stellaris original planet information to include the class they belong to and added several new planet types, plus a few new textures for gas giants and realistic textures (or very close) for Mercury, Venus, Io, Europa, Ganymede, Callisto, Enceladus, Titan, Uranus, Neptune and Pluto.
The new planets have icons and recolored environment art for the habitable ones.
Deposits have been updated to include the new planet classes, and some strategic resources have been changed so some will spawn on gas giants and hot greenhouses while others spawn on ice giants and coold greenhouses, instead of all spawning on gas giants.
Habitability relations changed a great deal as well as the terraform links.
All new planet textures and icons are original works and cannot be used without permission, while the other graphics may be recolors of Stellaris original assets.
This planet and galaxy generation mod would not be possible without Chris Adamek's contribution! The mod is loosely based on his Star Trek Planet Classification Guide, adapted to better fit Stellaris. All textures are his original works, done specifically for this mod and for any other use he wishes to give them in the future. The normals and speculars may not be perfect as we dont completely understand how they are done, but the textures more than make up for it. If you like his work and anything related to star trek, be sure to check out his website which also includes some fine fiction!
http://www.sttff.net
I also want to thank knuckey333, author of "More Planet Types" mod, as I used his mod to start working on my own, but every planet texture has since been replaced except for some possible leftovers in the code and terrain tiles / skyboxes for the greenhouse worlds.
http://steamcommunity.com/sharedfiles/filedetails/?id=694585917
To Gatekeeper, author of "Planetary Diversity" mod, for his help with figuring out how the speculars and night-side city lights work. Im expecting lots of people to ask if both mods are compatible, im afraid not, too many of the same files are changed, and it would be a good deal of work to combine them or make a compatibility patch, but never say never...
http://steamcommunity.com/sharedfiles/filedetails/?id=819148835
And of course, Annatar, author of Realspace, who has granted me permission to publish this as a Realspace sub-mod.
http://steamcommunity.com/sharedfiles/filedetails/?id=937289339
Here I will include stellaris originals in the list to let you know where they fit, as each planet will belong to a specific class. New worlds will include a rendered image (not in-game screenshot), the others are stellaris originals that may have been adapted to this mod. Please note each new world has a texture pool of 3 textures on average.
And if you're interested in more star trek lore about these worlds, including some nice renders, take a look at Chris' website:
http://sttff.net/planetaryclass.html
For more information about how terraforming works, please check here:
http://steamcommunity.com/workshop/filedetails/discussion/1180464403/1479856439023123445/
Included a building I made for another personal mod, a Domed Habitat: you can only build 1 per planet, but its upgradeable and improves planet habitability plus some energy and adjacent food bonus in higher levels, at the cost of some food and minerals to maintain. This should increase viability of colonizing less than perfect worlds, so your empire can have more diversity and reduce requirement to terraform every single planet you wish to colonize. It uses the hydroponic farms graphics, while replacing the farm's original graphics with something else.
A new tech has been added called "Geoengineering", its main purpose was to allow barren worlds to be terraformed earlier instead of later, as the new tech is tier 1, but also terraform any habitable world into the same type so you get the chance to get extra tiles if you're using ExBalance's terraforming mod: (its compatible and highly recommended)
http://steamcommunity.com/sharedfiles/filedetails/?id=1109752837
As an added bonus, if you enjoy playing with Realspace's Sol + solar neighbourhood, I have not only updated Sol for the Human start, I have also added an alternate prescripted Empire that starts next to Sol, thousands of years ago. Look near the bottom of your empire list and find the Anunnaki, who are actually two species that evolved on a Retinal world, and when you get to Sol you'll find its a bit different (no roman names and the 4th planet is not yet barren). Suggest you edit the empire to change flag and colors and any other stuf you wish.
Please rate this mod if you like it.
February 26 - Mod updated to 2.0, please report any issues. Terraforming actions need more work as I had to delete a few due to the removal of Atmospheric Manipulation tech.
October 25 - Published - This is an alternate version of Star Trek New Worlds mod, made with built-in compatibility with Realspace by Annatar. For this to work, the Realspace main mod should be active on your mod list, but not my other mod ST New Worlds. This version has most of the features of ST New Worlds, but uses Realspace's star system generator instead of my own, it would take a lot of work to adapt my code to merge with Realspace's, and Annatar did a great job with his. Some exceptions though, I kept my code for primitive systems, you will not see primitive species spawn on stars besides M, K, G and F class stars, but you get a bit more logical spawns (reptiles with better odds to spawn on tropical or ocean worlds for instances, etc), and the Sol system has been changed to use new planet types, including a script that allows limited terraformation of Earth (to Lush class) and Mars (several classes) with proper textures.
Updated stellaris original planet information to include the class they belong to and added several new planet types, plus a few new textures for gas giants and realistic textures (or very close) for Mercury, Venus, Io, Europa, Ganymede, Callisto, Enceladus, Titan, Uranus, Neptune and Pluto.
The new planets have icons and recolored environment art for the habitable ones.
Deposits have been updated to include the new planet classes, and some strategic resources have been changed so some will spawn on gas giants and hot greenhouses while others spawn on ice giants and coold greenhouses, instead of all spawning on gas giants.
Habitability relations changed a great deal as well as the terraform links.
All new planet textures and icons are original works and cannot be used without permission, while the other graphics may be recolors of Stellaris original assets.
This planet and galaxy generation mod would not be possible without Chris Adamek's contribution! The mod is loosely based on his Star Trek Planet Classification Guide, adapted to better fit Stellaris. All textures are his original works, done specifically for this mod and for any other use he wishes to give them in the future. The normals and speculars may not be perfect as we dont completely understand how they are done, but the textures more than make up for it. If you like his work and anything related to star trek, be sure to check out his website which also includes some fine fiction!
http://www.sttff.net
I also want to thank knuckey333, author of "More Planet Types" mod, as I used his mod to start working on my own, but every planet texture has since been replaced except for some possible leftovers in the code and terrain tiles / skyboxes for the greenhouse worlds.
http://steamcommunity.com/sharedfiles/filedetails/?id=694585917
To Gatekeeper, author of "Planetary Diversity" mod, for his help with figuring out how the speculars and night-side city lights work. Im expecting lots of people to ask if both mods are compatible, im afraid not, too many of the same files are changed, and it would be a good deal of work to combine them or make a compatibility patch, but never say never...
http://steamcommunity.com/sharedfiles/filedetails/?id=819148835
And of course, Annatar, author of Realspace, who has granted me permission to publish this as a Realspace sub-mod.
http://steamcommunity.com/sharedfiles/filedetails/?id=937289339
Here I will include stellaris originals in the list to let you know where they fit, as each planet will belong to a specific class. New worlds will include a rendered image (not in-game screenshot), the others are stellaris originals that may have been adapted to this mod. Please note each new world has a texture pool of 3 textures on average.
And if you're interested in more star trek lore about these worlds, including some nice renders, take a look at Chris' website:
http://sttff.net/planetaryclass.html
For more information about how terraforming works, please check here:
http://steamcommunity.com/workshop/filedetails/discussion/1180464403/1479856439023123445/
Included a building I made for another personal mod, a Domed Habitat: you can only build 1 per planet, but its upgradeable and improves planet habitability plus some energy and adjacent food bonus in higher levels, at the cost of some food and minerals to maintain. This should increase viability of colonizing less than perfect worlds, so your empire can have more diversity and reduce requirement to terraform every single planet you wish to colonize. It uses the hydroponic farms graphics, while replacing the farm's original graphics with something else.
A new tech has been added called "Geoengineering", its main purpose was to allow barren worlds to be terraformed earlier instead of later, as the new tech is tier 1, but also terraform any habitable world into the same type so you get the chance to get extra tiles if you're using ExBalance's terraforming mod: (its compatible and highly recommended)
http://steamcommunity.com/sharedfiles/filedetails/?id=1109752837
As an added bonus, if you enjoy playing with Realspace's Sol + solar neighbourhood, I have not only updated Sol for the Human start, I have also added an alternate prescripted Empire that starts next to Sol, thousands of years ago. Look near the bottom of your empire list and find the Anunnaki, who are actually two species that evolved on a Retinal world, and when you get to Sol you'll find its a bit different (no roman names and the 4th planet is not yet barren). Suggest you edit the empire to change flag and colors and any other stuf you wish.
Please rate this mod if you like it.
How do I download and install mods?
Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.How do I install this mod?
See the 'How to install' tab.Is this mod safe to use?
The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .This instruction is not written yet..