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[mod] Planetary Exploration updated for 4.0


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Posted

Planetary Exploration updated for 4.0


This is an updated Version of the planetary Exploration mod by EdwardEL.

I have experienced no errors during my playthroughs, if any come up, please dm me here or post it in the thread of the old mod, I'll try to check frequently.
The thread is here:Ā 

The original version can be found here:Ā 

Ā 


  • Submitter
    PG3
  • Submitted
    06/22/2025
  • Category
  • Requirements
    Lustful Void (Soft Requirement)

 

Posted
59 minutes ago, mynamesuxs said:

might just be me but the file path was wrong in descriptor

Just delete everything before mod/Planetary Exploration. Then it works fine. And OP fix your file because you are doxing your self a bit.

Posted (edited)

Cool mod, like it.

Can you set different events or disable events for artificial planets (habitats / ringworlds)?
Is it possible to take in account the planets (male / female) population from LV in account for the event descriptions? Its a bit awkward to see an event describing males and females on a single gender world

Edited by Zvizer002
Posted
On 6/22/2025 at 6:56 PM, printzonic said:

Just delete everything before mod/Planetary Exploration. Then it works fine. And OP fix your file because you are doxing your self a bit.

I have the same problem. What do you mean with "delete everything before mod/Planetary Exploration" ? I deleted my whole mod folder and verified the steam files, then installed the mods again. Still getting the same message, that the descriptor is missing.

Posted
15 hours ago, Dovakeks said:

I have the same problem. What do you mean with "delete everything before mod/Planetary Exploration" ? I deleted my whole mod folder and verified the steam files, then installed the mods again. Still getting the same message, that the descriptor is missing.

Took me a minute to figure it out, but I got it. After extracting the ZIP file, go into the folder you just unpacked. There should be a folder and an individual .mod file, both sharing the mod name. Open the .mod file with Notepad and where it says path=, replace everything in the quotations with "mod/Planetary Exploration", then save the file and close it. The mod should work now. Have fun!

Posted (edited)
22 hours ago, rdisbestp said:

Took me a minute to figure it out, but I got it. After extracting the ZIP file, go into the folder you just unpacked. There should be a folder and an individual .mod file, both sharing the mod name. Open the .mod file with Notepad and where it says path=, replace everything in the quotations with "mod/Planetary Exploration", then save the file and close it. The mod should work now. Have fun!

Thank you very much.Ā 

Edited by Dovakeks
typo
Posted

I do not know if this is a mistake or a planned procedure so I will write. From time to time the game informs and creates new nests of monsters, which is ok, the problem begins when I seize some planet that belonged to another AI. This planet has about a few to some twenty such nests and the later in the game the worse it gets. The AI seems to get these events too and does nothing to remove them which I guess causes the nests to appear more and more.Ā I do not know if this is supposed to be the case, but it makes the amount of time I would have to meet to remove these nests as absurd. Something I don't understand or is this a bug?

Posted (edited)
On 6/24/2025 at 10:00 AM, rdisbestp said:

Took me a minute to figure it out, but I got it. After extracting the ZIP file, go into the folder you just unpacked. There should be a folder and an individual .mod file, both sharing the mod name. Open the .mod file with Notepad and where it says path=, replace everything in the quotations with "mod/Planetary Exploration", then save the file and close it. The mod should work now. Have fun!

I'm trying to do that, but no matter how many times I save it keeps reverting back whenever the launcher is opened.

Edited by LordOfJesters
Posted
5 hours ago, LordOfJesters said:

I'm trying to do that, but no matter how many times I save it keeps reverting back whenever the launcher is opened.

I have no clue why the launcher would affect it. It should work the same way manually modding stellaris works for other mods, barring the part where you have to change some text.

Make sure to save the changes in Notepad by going to the "File" tab and "save". Close the file and open it again to make sure it actually saved like it should. Move the mod files to "C:\Users\[YourNameHere]\Documents\Paradox Interactive\Stellaris\mod". Then open the stellaris game launcher, add the mod to your load order and run the game.

Posted

After some more searching, it turns out the problem is a file in the stellaris folder called "launcher-v2.sqlite" thats causing the problems. Delete that and everything works fine.

  • 2 weeks later...
Posted
On 6/26/2025 at 11:18 AM, adecz said:

I do not know if this is a mistake or a planned procedure so I will write. From time to time the game informs and creates new nests of monsters, which is ok, the problem begins when I seize some planet that belonged to another AI. This planet has about a few to some twenty such nests and the later in the game the worse it gets. The AI seems to get these events too and does nothing to remove them which I guess causes the nests to appear more and more.Ā I do not know if this is supposed to be the case, but it makes the amount of time I would have to meet to remove these nests as absurd. Something I don't understand or is this a bug?

Experiencing the exact same thing, its very much a pain in the ass.

Posted

Yeah, Suffering from the same thing. Would be livable if you could get rid of the dens faster instead of taking almost a full year, Say like 60 or 90 days to get rid of a den instead of it's current time.

Posted
16 hours ago, Warace1 said:

Yeah, Suffering from the same thing. Would be livable if you could get rid of the dens faster instead of taking almost a full year, Say like 60 or 90 days to get rid of a den instead of it's current time.

If you're referring to the gorehounds and magma wyrms, that comes from calcifire's stuff. Not this.

  • 3 months later...
  • 1 month later...
  • 2 months later...
  • 1 month later...
Posted (edited)

The bestial surge situation acts really strange. The conditions at the poles seem to be opposite (negative says beasts repelled/planet fallen positive says government collapse/colony defended). Events that indicate the planet is weakening end up going towards the end that defends the colony while things that should save it go negative (I also see a red II indicator in between the other green ones on the other end).

Ā 

It gets stuck when it hits the end point towards the center since it can't actually finish. I've seen this happen with both the natural event and when I've triggered one to check so I'm not sure exactly what's happening. I don't think I have anything that would end up causing this kind of issue with a situation since the ones in other mods work fine. Is there a known issue with it?

Edited by ts344
Posted

well follow up it seems that that having Wild LAscivity was the actual issue. It still runs into the doesn't finish the situation bug, but taking that mod and the compatibility patch out made it work like normal

  • 2 months later...
Posted (edited)

Has anybody used this mod alongsideĀ Ethics & Civics? The author of the original mod mentioned in the description that this might break parts of the mod.

EDIT: Did some testing and it seems to work with Ethics & Civics. However I have a some questions left, which also apply for my test runs without Ethics & Civics:
1) Is it indended that only "Unexplored Terrain" blockers give events when clearing these?
2) The "On puls events" (e.g. planetary_exploration.902) do not fire. I can also not force them via consol command. The command is accepted but nothing happens.

Edited by Canderous89
  • 3 weeks later...

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