Stellaris

Stellaris

!YOUR SETTINGS!
170 Comments
Grimhat  [author] May 15 @ 7:37am 
I'm sorry to inform you that I made a grave error when updating the mod on the 5th that made it so biological empires do not consume food. This has been updated in the mod now.

To fix this on your end, you only need to copy the "00_species_archetypes" file from "...1447791167/EXTRACT MY CONTENT/common/species_archetypes" folder, to "...1447791167/common/species_archetypes".

You would then have to edit the new file's trait point modifiers again, if you had changed it to begin with.


Alternatively, if you are not editing anything in this file to begin with, you can also just delete the "...1447791167/common/species_archetypes" folder.
Grimhat  [author] May 9 @ 12:13pm 
For sure. Any mod that also tries to edit any values editable in this mod will be incompatible, I'm afraid. But the solution, as you figured out, is to remove these modifiers from this mod.

Or alternatively, set them to the correct value in this mod instead, but it makes no practical difference.
=[RHIT]=Nippy May 9 @ 10:26am 
Hey so this causes some issues with UI overhaul for its more AP point mod AND UI fixes - I had to delete the line in the editing file to get it to work (the one capping max AP points)
Grimhat  [author] May 5 @ 8:18am 
Now updated for 4.0. There was no changes in existing modifiers moving into 4.0, so other than some new modifiers I've now added, Nothing has changed form the 3.*.* versions.

Feel safe to carry on without changing anything.
Grimhat  [author] Jul 2, 2024 @ 8:24am 
I'm working of memory, but I'm almost certain that it is how many you can build at once, yes. I thought I had modifiers for both implemented, but I'll have a look again tonight when I'm back home.
VentarX Jul 1, 2024 @ 7:05pm 
looking at the defines file from todays update. Noticed a line called Megastructure_build_cap_base, is this the cap of how many megastructures you can build at once? or is it the max # of each type of megastructure you can build?
Grimhat  [author] Nov 16, 2023 @ 8:32am 
-Leaders will be broken in patch 3.10 if you do not update the mod. (You only need to replace "common\leader_classes\00_base_classes", with the new one, if you don't wish to redo everything)

-You can change the starting number of leaders in the "common\leader_classes\00_base_classes" file. (@base_leader_cap)

-Some more options related to leaders have been added to the "common/defines/zz_Edit-me" file. (Only new features, so not required for the old version of the mod to function)
Grimhat  [author] Nov 16, 2023 @ 8:31am 
-Leaders will be broken in patch 3.10 if you do not update the mod. (You only need to replace "common\leader_classes\00_base_classes", with the new one, if you don't wish to redo everything)

-You can change the starting number of leaders in the "common\leader_classes\00_base_classes" file. (@base_leader_cap)

-Some more options related to leaders have been added to the "common(defines/zz_Edit-me" file. (Only new features, so not required for the old version of the mod to function)
-=PR=- alliecat☭Ⓐ Nov 8, 2023 @ 9:24am 
Didn't help :/ thanks anyway
Grimhat  [author] Nov 7, 2023 @ 4:08pm 
If it has been working after the 24th of October, then it must be a local problem. Most likely a conflict with another mod.

Try placing this mod at the bottom of the load order, and see if anything changes. If not, then I'll need some more information about what settings and other mods you use.
-=PR=- alliecat☭Ⓐ Nov 7, 2023 @ 11:37am 
My alterations have stopped working?
guardian1368 Oct 25, 2023 @ 1:25am 
thanks for the help it works great with a mod i found so that only i get the benefit
mod is called Always Spawn Premade Empires
guardian1368 Oct 24, 2023 @ 10:09pm 
thx
Grimhat  [author] Oct 24, 2023 @ 9:59pm 
@guardian1368

Creating new traits and civics are relatively easy, but not something this mod is intended for.

If you are interested in making your own traits/civics, there are many good guides on the wiki, Youtube, and forums.
Grimhat  [author] Oct 24, 2023 @ 9:51pm 
@thetruerift

Are you talking about the "@species_trait_points" modifiers? they should be working, but I'll give it another check now.
guardian1368 Oct 24, 2023 @ 8:37pm 
i got it to work but is there a way to make a new trait or civic
Grimhat  [author] Oct 24, 2023 @ 12:17pm 
@VentarX

I'm a bit late, but thanks for the heads up. I must have missed the edits Paradox did to the file. For some reason, this mod stopped giving me notifications, so I did not see your message before today.

I've now updated that file, as well as all the other once, to be in line with Paradox's baseline again.
Grimhat  [author] Oct 24, 2023 @ 11:34am 
@guardian1368

Sorry for the late update. I've not payed much attention to Stellaris for a while. The mod is now updated for 3.9.

The method and instructions for installing/configuring the mod has also gotten a long overdue update, and should be easier to understand now. If you still find it confusing, I can try making a picture guide, as I do not have an established platform or relevant software/knowledge to create a video at this time.
guardian1368 Oct 23, 2023 @ 5:11am 
can you update please and can you do a video as well cause some including me are unable to understand it in just words
VentarX Apr 13, 2022 @ 3:22pm 
Found a way to fix the issue with mechanical pops in this mod. in the 00_species_archetypes file two lines need to be added. under the line that says ###IGNORE EVERYTHING BENEATH THIS LINE### you will find a robot and machine entry. under each entry you need to put the following entry robotic = yes make sure the indents line up with the previous lines and it should work(tested and confirmed with machine empire)
Xrona Jan 15, 2022 @ 8:38am 
Hello. Something in the 00_species_archetypes file prohibits the collection of robots on the planet.
(If I delete this file everything starts working fine.)
-=PR=- alliecat☭Ⓐ Feb 26, 2021 @ 7:54am 
I probably asked this once before, but I've done a new OS install since and lost my fork of the mod. How do I edit the number of pops to unlock a planetary building slot?
Grimhat  [author] Nov 30, 2020 @ 11:21pm 
Ascension perk slots are also changed by this mod. It is under "Game Settings" in the "zz_edit_me.txt".

"ASCENSION_PERKS_SLOTS = 8"

If you just want to have it set to a certain value, you can change it there. Or if you want another mod to control it, you can delete the entire line.
freddievelez1 Nov 30, 2020 @ 7:39pm 
The mod seems to conflict with any other mod that adds additional ascension perks slots. Ive tried numerous different mods and they all bug out with this mod installed and work fine without it. Im not sure if i did anything wrong or if this was supposed to happen? any advice would be appreciated!
[RTB] Sarianos Sep 15, 2020 @ 7:31am 
Nice, cheers for the fix Grim!
Grimhat  [author] Sep 15, 2020 @ 6:06am 
The conflict is Ethics and Civics Classic 2.7 . With some testing, it appears that the file that these values are loaded from is loaded in a alphabetic order, regardless of load order. I've now updated the file in question ("EDIT_ME") to be named "zz_EDIT_ME". This should fix this, and any similar problems.

If you don't want to set you mod up again, you only need to change the name of the file yourself, as specified above.
[RTB] Sarianos Sep 15, 2020 @ 3:47am 
I've had it set to load last in order so it should be over-riding everything else and I still had the civic & ethic issue and it's worked perfectly in the past with many mods when loaded last, I've thrown together a collection of my current list but fair warning it's a lot of mods.
https://steamcommunity.com/sharedfiles/filedetails/?id=1613760746
Grimhat  [author] Sep 15, 2020 @ 2:28am 
Sorry. Completely forgot about this this weekend. Just went trough and tested everything, and everything seems to be working. Have you tried to start the game with only this mod enabled? As I would think there has to be some incompatibility issue.

If it works with no other mods enabled, could you make a mod collection with all the mods you use? Then I'll see if I can spot the issue, and possibly find a workaround.
[RTB] Sarianos Sep 9, 2020 @ 11:03pm 
Cheers Grim!
Grimhat  [author] Sep 9, 2020 @ 11:01pm 
I'll do another full overview of the mod this weekend. been a while since I had a real look at it. Thx for the heads up.
[RTB] Sarianos Sep 9, 2020 @ 10:38pm 
@Grimhat I can confirm DAR_BOIO's issues and some further issues, regardless of load order or setting neither civics nor ethics points are affected.
Grimhat  [author] Jun 5, 2020 @ 7:18am 
It should still be working, and the instructions should be up to date. Something else might be wrong, but I'll double check everyting by the end of the weekend.
DAR_BOIO Jun 5, 2020 @ 5:18am 
Ah I now see that this mod has not been touched in a while smh
DAR_BOIO Jun 5, 2020 @ 5:12am 
Can you please update the instructions that are in the folder bc i didn't find a !DO NOT USE ME! nor did i have to convert yoursettings to a .mod from a .txt danke schön
Luminouscus Apr 12, 2020 @ 6:06pm 
I had tried that as well, unfortunately didn't seem to work. I'm lazy but if I find out exactly which mod it was I'll let you and the other mod author know, just in case you're interested. ;)
Grimhat  [author] Apr 12, 2020 @ 4:29am 
Good to hear you fixed it^^ Indeed most likely a conflict with another mod. You could also try loading this mod first in your mod list, and see if allowing all other mods to overwrite it could work.
Luminouscus Apr 12, 2020 @ 4:18am 
Update: yup, of course that fixed it. xD I deleted the events folder AND the Leader_classes folder and now I have 120 mods running smoothly. *Big brain Lumi over here* Thank you for your time and the great mod!!!!!!
Luminouscus Apr 12, 2020 @ 3:29am 
I've come across a uniquely strange (to me) bug where with this mod active the game always crashes on 2200-02-07. I think I've narrowed it down to some sort of event error between mods, as when I don't have this mod enabled, I get the "Ghosts of the Past" event at about that time. Any Ideas on how to resolve that particular kind of error? I'm going to see about removing the event's folder from this one, and a few other things... If anything works I'll let you know what I find, any help or ideas is appreciated.
-=PR=- alliecat☭Ⓐ Apr 5, 2020 @ 3:48pm 
thanks :)
Grimhat  [author] Apr 5, 2020 @ 3:08pm 
Ow. And the traits need to be changed, I think.
Grimhat  [author] Apr 5, 2020 @ 3:08pm 
Anything in the defines that is related to federations and/or diplomacy will most likely not work/break in earlier versions. Other than that, I don't think anything need changing. (at least not for 2.5. Might need some more race changes for 2.4 or earlier)
-=PR=- alliecat☭Ⓐ Apr 5, 2020 @ 2:43pm 
Forked from pre-2.6 versions?
Grimhat  [author] Apr 5, 2020 @ 1:56pm 
It should be fine on any 2.6 version.
-=PR=- alliecat☭Ⓐ Apr 5, 2020 @ 1:46pm 
What if anything should people change in their local forks for 2.6 compatibility?
Grimhat  [author] Mar 22, 2020 @ 6:36am 
Good good^^ I've now also updated the direct download version.
Commander Mar 21, 2020 @ 8:28pm 
woops sry i was just being dum the way the ui looks i thouth there were only 8 slots but its way more then that again sry
Commander Mar 21, 2020 @ 8:18pm 
if you think it mater what ascension slot mod it is ui overhaul dynamic - ascension slots
Commander Mar 21, 2020 @ 8:16pm 
well i put this above the ascension slot mod and its still getting overrided by this
Commander Mar 21, 2020 @ 8:09pm 
nvm about planet sizes that was a diffent mod and oh i have this below the ascensilon slot so i move it up and see if it fixs it
Grimhat  [author] Mar 21, 2020 @ 8:06pm 
In what way? I would belive that it would only overwrite their values if it was loader after them?