Stellaris

Stellaris

143 ratings
Engineers of Life Revived - 3.9
   
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File Size
Posted
Updated
2.385 MB
Jul 7, 2023 @ 8:45pm
Aug 19, 2023 @ 11:45am
7 Change Notes ( view )

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Engineers of Life Revived - 3.9

In 1 collection by FirePrince
FirerPrince Stellaris
36 items
Description
This is an unofficial standalone 3.8 update to NukaBoy's excellent Engineers of Life.
Detailed instructions in the last 3.4 description.

Note: Do not use both mods at the same time. This update is in early stage and not much tested, so any feedback is very welcome.

Credit
• Original ideas and code came from NukaBoy.
• Peetey897 made some small balance changes, fixed some bugs and made the 3.4 update.

Have fun!



Compatibility
⠀✔️ NSC3
⠀✔️ Base support for the Merger of Rules.
⠀⠀⠀• So should work with ACOT, Giga, and ZOFE.
⠀✔️ The Great Khan Expanded
⠀✔️ Expanded Starbases
⠀✔️ Starbase Strong


Updated code to game version 3.8:
Originally posted by FirePrince:
⠀Solved incompatibility issues (e.g. weapon_components.csv removed and all old reports).
⠀Removed files which were vanilla (resulting in the size drop from 133.5 MB to 2.3 MB).
⠀Some code modernisation and optimization (so fare no error logs or claims in CWT).
⠀Add leviathan awaken delay of 20 days (as planned in 3.4).
⠀Add basic support for Species Engineering and Unique Ascension Perks (Primitive Creation).
⠀Removed Seeder namelists (since they were just full Vanilla overwrites with Colonizer clones).



Localisation
🇺🇸 English – (fallback for all other)
🇷🇺 Russian – by Анкап
🇨🇳 Simple Chinese – thx to 零

Recommended
• (your mod)



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If you enjoy this mod, please rate it positively and favorite it so others can find it more easily.



52 Comments
Duke Monterier May 15 @ 10:43am 
Everytime I come back to play Stellaris I come look for this mod and everytime this mod is outdated. Suffering!
TurgidJuiceTree May 5 @ 2:05pm 
I wish it would only do stone age, them having tech already is immersion breaking
spectre199 Apr 26 @ 9:11pm 
as someone who liked this mod I hope it gets updated for the new version. Even be updated for the newer patch and dlc's that are coming out.
Grizkar Apr 21 @ 3:31am 
I really want this mod to work with the new patch; please fix it, to clarify the advancement of the primitives is bugged.
Schmeeda Mar 26 @ 10:34am 
When I create a primitive using the seed ships it's always called a Katzen, and has the POUCHKIN species type. I'm using the real space official mod collection, psionics species expanded, gigastructural engineering, species engineering, and a few other small mods. If this is a bug on my end please let me know. Otherwise I can give more details about my mod list.
King of Winter Jan 17 @ 12:54am 
Is it possible to pick what the primitives you make will look like with this now? or is it still entirely random? Might have to nuke and resettle a planet many times that's all.
President Wollabubble Shaham Dec 24, 2023 @ 2:21pm 
Hey does anyone know the tech id or whatever its called for the techs in this game.Playing Rouge servitor and want to know if its possible to do it with a machine empire
GoblinFish Nov 21, 2023 @ 12:51am 
Love this mod it would be great if it got an update to 3.10
Gamerhell Nov 20, 2023 @ 6:42pm 
For me, seed ships always produce primitive robot pops, I think this is a bug.
spectre199 Nov 20, 2023 @ 3:03pm 
will you be updating this mod and working on it? Have you heard from the creator of this mod.