Stellaris

Stellaris

Ethics and Civics Classic (Machine Spirit Update)
9,845 Comments
Coggernaut  [author] 5 hours ago 
@auridyce

If you could kindly submit a ticket on the discord channel for bugs, we can log this issue for future fixing
auridyce Dec 7 @ 8:58pm 
A small but important bug I noticed in a game of mine - wilderness origin hasn't had its no volcanic worlds condition carry over - So you can create a volcanic world wilderness origin. tried to do some surgery on my save file thinking i could just re-add the districts before realising there are no valid volcanic wilderness districts v-v
Coggernaut  [author] Dec 7 @ 7:49pm 
@Fleppo

Yea... it's the best I can do without removing features :(
Cecilia Dec 7 @ 5:06pm 
@Biggs
It's way too crowded, like some city center in some other country.
I've added a moderate number of people, but even then, I still feel like I want to add more.
Fleppo Dec 7 @ 5:06pm 
Never mind, found the espionage button in the Contacts menu. Bit convoluted to have it not show up on the empire contact screen proper like with everybody else, though.
Fleppo Dec 7 @ 4:57pm 
So... how do you actually integrate the other nations in the pre-FTL start? You need to improve relations to peacefully annex them and clear their blocker, but you have no way of improving relations. You can nuke them instead, but that requires 50 Intel on them, which requires spying, which you cannot do. Are you just meant to be stuck being unable to interact with the rest of the galaxy forever even as you control multiple systems, field dozens of warships and have finished half of your traditions?
Coggernaut  [author] Dec 7 @ 1:23pm 
@Fenrisúlfr

In the channel for suggestions on Discord
Fenrisúlfr Dec 7 @ 10:45am 
@Coggernaut, where would i suggest some changes to origins? (sadly I don't really understand how to mod any of my ideas)
Coggernaut  [author] Dec 6 @ 9:11pm 
@Biggs

Anyone can begin modding, it's all about exploring. There are numbers you can adjust to increase values
Biggs Dec 6 @ 8:12pm 
@ccecilia ooo i could use a mod like those. and fill my planets with resource silo.
would be good if coggernaut knows how to intergrate this mod into this or patch or something.

@coggernaut what do u think of idea of a seperate but works with dis mod that increases number of starting basic resource districts? bro my planets get overcrowded
Coggernaut  [author] Dec 6 @ 3:59pm 
@average Ligurian

You must finish the Pre-FTL Era, but I think you might not be getting the right extra slots. because it's supposed to goes from +1 to +2 but I think it goes +1 to +1...

Should be getting 5 total, woopsie
Coggernaut  [author] Dec 6 @ 3:58pm 
@Biggs

Noted on the army stuff, that might be tricky to do right
Coggernaut  [author] Dec 6 @ 3:57pm 
@Biggs

Might exist a mod that does an overhaul of resource names, although I'm not sure if renaming things is within E&C's scope, as it's closer to vanilla's experience
Fenrisúlfr Dec 6 @ 2:19pm 
@Average Ligurian, if I remember correctly the 4th civic slot is unlocked after a situation
Average Ligurian Dec 6 @ 2:10pm 
Usually mods don't explode when an hotfix arrives so sorry if I only had to wait for a patch
Average Ligurian Dec 6 @ 2:08pm 
Early space origin thing doesn't give +civic slot, instead we start with 3 and always 3. Primitive civic (primitive enthusiasts? I don't remember) doesn't seem to do anything, it's broken
Simuran Dec 6 @ 9:14am 
Prescripted empires are not updated?
Biggs Dec 6 @ 2:27am 
coz if were adding more stuff to the engine anything goes amirite?
Biggs Dec 6 @ 2:25am 
@coggernaut different topic here. but i wonder if a display tool tip could be integrated into the game so that instead of "minerals" a random display sourcing from a table would show text such as "iron 2.3 kt titanium 0.5 mt potash 1.3 mt oil 3 mt gas 1 t cm lead 0.3 mt stone 4 mt nitrogen 4 t cm lithium 1 mt gold 0.4 kt silver 0.5 kt phosperous 2 mt" etc and add some lore and roleplay to planet and mining platforum displays. maybe in future it could have a sort of economy of its own. but it is mainly to give some realism. better if it was only real elements not made up sci fi ones. this would make stellaris kinda real.
Biggs Dec 5 @ 9:10pm 
@coggernaut dunno bout that man, there is whole can of worms opened if people start to mod ground armies. not that im against it. if its done with some consideration of balance. but instead of just more expensive commando units or assault troops, there could be fanatics with more morale HP, or air support costing some alloys. i think it would burden the shakey stellaris engine way too much to have this extra cpu load going on, especially in long games. save game files for this game seem to take up an enormous amount of space , and if thats any indicator, even small things like individual pops or armies or positions and HP and power, consume a LOT of data in this stellaris engine.
Biggs Dec 5 @ 9:05pm 
did you guys fix genetic aristocracy and wasteful consumerism? i remember issue was due to the new pop system, and new leader capacity system, which rendered their bonus obsolete
Coggernaut  [author] Dec 5 @ 3:25pm 
@UNC

Okay thank you for the update, I hope you enjoy the mod! :steamhappy:
Coggernaut  [author] Dec 5 @ 3:25pm 
@tfisher4

Located in the Pop_jobs folder under common folder. But I would point you to the discord and see what past fixes were
tfisher4 Dec 5 @ 2:45pm 
@Coggernaut I'll tinker with it and see what I can figure out. Do you know where planet_gladiators might be located in the files?
UNC Dec 5 @ 2:40pm 
@Coggernaut, I just use this one.
Fenrisúlfr Dec 5 @ 7:22am 
better planet view reborn i think
Coggernaut  [author] Dec 5 @ 5:53am 
@Cecilia

BPVR what is that? Curious if why the mod starter trch... could you link me the workshop page? I would like to recreate the bug
Fenrisúlfr Dec 5 @ 5:22am 
@Cecilia, if you want another planet view mod try WPs planet view, it has built in compatibility for building slots and also UI overhaul
Coggernaut  [author] Dec 4 @ 9:36pm 
@tfisher4

You can try disabling that and experimenting, but as a Windows user I am unable to troubleshoot
:(
Cecilia Dec 4 @ 9:26pm 
When tested only with UIOverhaul,BPVR and Ethics and Civics Classic,BPVR compati, the same symptoms occurred.
tfisher4 Dec 4 @ 9:23pm 
Specifically, it says [economic_category.cpp:794]: Economic Category: planet_gladiators. 'triggered_upkeep_modifier' #1 generates 'mult' modifiers that is never used from script.
tfisher4 Dec 4 @ 9:23pm 
@Coggernaut weirdly, looking at the error log it looks like it's planetary gladiators?
Cecilia Dec 4 @ 9:09pm 
I plan to try turning on everything except BPVRmod from now on.
Cecilia Dec 4 @ 9:07pm 
I may have found the cause.
It might be one of several possibilities.
It was BPVRmod.
I tried the compatibility patch, but it didn't work.
Coggernaut  [author] Dec 4 @ 9:06pm 
@Cecilia

Keep me posted, I hope you find out which mod it is
Coggernaut  [author] Dec 4 @ 9:05pm 
@tfisher4

Some linux users have it work... others do not. Although I think the issue is with Angler Jobs
tfisher4 Dec 4 @ 8:38pm 
Running Stellaris 4.2.3 on Linux Mint 21.3, Proton Hotfix, no other mods--loading screen reaches 100% and then crashes
Cecilia Dec 4 @ 7:35pm 
I tried turning off suspicious items but couldn't pinpoint the cause.
I'm currently turning everything off and then enabling this MOD and the one above it one by one.

If combining the 20th and 30th causes issues, then I'll just have to give up.
Fenrisúlfr Dec 4 @ 6:36pm 
yeah the 2025 modjam had that property, which annoyed me as it meant i couldn't use the resource patch
Coggernaut  [author] Dec 4 @ 5:22pm 
Thanks @Fenrisúlfr, I appreciate the insight!

Then I would recommend @Cecilia test without mods that do that, because if those crash, there is not much we can do except reach out for compatibility
Fenrisúlfr Dec 4 @ 4:38pm 
@Coggernaut, they do but some mods have something that forces them to have higher priority regardless of load order
Coggernaut  [author] Dec 4 @ 3:32pm 
@Cecillia

I recommend checking mods that change starter tech or technology. Not too many mods do this to my knowledge. But a few others mentioned the same exact problem, so I imagine they have the same mod or similar mods

But for priority, I thought mods that came -after- took priority? I could be confusing it with other games.

I also recommend testing with the "most important" mods then do testing in batches until you get the issue. Then isolate from the batch you added.
Coggernaut  [author] Dec 4 @ 3:27pm 
@CACTUS JACK

Could you link the mod so I can see? Although I recommend trying both mods in conjunction to get a better answer
UNC Dec 4 @ 12:56pm 
Does this mod break the Ketling star pack?
Cecilia Dec 4 @ 9:51am 
I've installed too many mods and can't figure out which one is causing the issue, so I'm checking combinations one by one.
Error log? With too many mods, I can't tell which is which...

I've confirmed that GPM, ACOT, Gundam,kurogane,NSC, and GE aren't the problem.
Cecilia Dec 4 @ 9:22am 
Thank you
I tried placing it after fixMOD
I tried placing it before !mod and others
I tried placing it before and after NSCmod but it didn't work
MOD loading order is based on the wiki and MOD Order, so I rearranged it accordingly


The loads after this MOD were:
!rewoked advances ascension
!sartek tradition -ascension perk
!sartek tap merger -ascension path fusion
!!universal resource patch

It should be a high priority.
Coggernaut  [author] Dec 3 @ 5:31am 
@Cecilia

Try giving E&C Classic a higher priority for your mods, that might overwrite whatever mod is overwriting starter tech. It could fix it
Coggernaut  [author] Dec 3 @ 5:29am 
@Cecilia

This is very likely a mod technology conflict. E&C Classic modifies starter tech, and I have the feeling one of your mods is conflicting with E&C Classic

You need to help me understand which mod is in conflict so I can reach out to the other modder and try to fix it
Cecilia Dec 3 @ 1:18am 
Thank you for the wonderful MOD
My gratitude to all MOD creators

Immediately after ver4.2 implementation, conflicts with other MODs caused the following issues at startup:
No spaceport or ships
Only primitive structures named ◯◯ could be built on planets
Upon building completion, only resources disappeared while structures vanished
Without a spaceport, ownership rights are also absent.

Rolling back to ver4.17 made no difference. Since other mods have been updated,
even upgrading to ver4.2 remains unusable with this mod enabled.
A preliminary indicator is that ship models appear blacked out and invisible during civilization selection.

With so many other mods, it's unclear whether this issue stems from this mod's update, another mod's update, or which specific mods are conflicting.

The problem does not occur if only this mod is disabled, or if the game is launched with only this mod active.