Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
1,209 Comments
Skip 1 hour ago 
what is the load order?
MadHowa Jun 30 @ 4:55pm 
Thank you sir!
Tovius  [author] Jun 30 @ 4:29pm 
Thank you for letting me know
Pietas Jun 30 @ 3:31pm 
A very small bug: the relic world hydroponics deposit (d_relic_hydroponics) appears to be adding jobs at the old scale, ie 6 instead of 600.
喵小夕 · F_thx Jun 30 @ 8:42am 
Please set a scripted_variable to mark that your mod has been loaded
to ensure compatibility with Universal Ascension Compatibility and
BPV - More Building Slots - Compatibility.
```
#/common/scripted_variables/any_name.txt
@your_mod_name_mod = 1
# end this file with a empty line or a # comment
```
hydra Jun 30 @ 3:27am 
Awesome! Thanks for the update!
Tovius  [author] Jun 30 @ 12:17am 
Speaking of oversights, I have decided to restore the Data Liberator civic with Biogenesis in the next update. I had originally planned to merge it with crowdsourcing, but that civic seems to be strong enough on its own, and the two civics are different enough to justify keeping them.
Tovius  [author] Jun 29 @ 10:56pm 
I'm mostly tinkering around the edges at this point, so I may as well release an update. I'm sure I missed something, so please let me know if you find any bugs.
Tovius  [author] Jun 29 @ 1:41pm 
I've released a new beta patch with more fixes. See the description for the link.
hydra Jun 29 @ 3:08am 
thanks
Tovius  [author] Jun 28 @ 9:41pm 
unzip it to documents/paradox interactive/stellaris/mods
hydra Jun 28 @ 7:37pm 
thanks for early beta, how does one implement the files into the game, i would like to test this mod by itself help you squash some bugs perhaps
Tovius  [author] Jun 28 @ 5:40pm 
There is still a lot of work to do, but it should at least be playable now. I've uploaded an early beta for free on my patreon. Expect a lot of bugs, so please let me know what you find.

Once most of the bugs have been squashed, I'll uploaded it properly to steam.
hydra Jun 26 @ 2:11am 
Thanks for the update on progress!
Tovius  [author] Jun 25 @ 10:59pm 
We'll I'm getting closer. There is a massive error log I'd need to work through, but after that hopefully it won't take much more to get it ready for release.
hydra Jun 19 @ 11:48am 
I like the idea, seems like my colonies have no pops on them for decades even with high growth settings
Tovius  [author] Jun 19 @ 11:25am 
I am saving most of the balance changes for after the comp patch is done, but nomadic is definitely broken enough to require a swift fix. My current solution is increased pop growth on low pop planets, but I'm not sure I like it thematically. I am also investigating if it is possible to have civilians increase automatic resettlement.
hydra Jun 18 @ 9:45am 
Seeing the "mod broke fix" comments makes my blood boil, shits so annoying. Maybe think about how many aspects of the game this mod touches, think about the code required to actually enact this mods existence. +1 to smallauthors comment take all the time you need, less mistakes made. But i really love this mod, so i can forgive mistakes/bugs and ill report them when updated.

The only issue i can forsee happening with this mod and others i am subscribed to is that innys merger mod is on hold, and im pretty sure theres going to be a lot of overlap

Keep up the good work and the cool mods, @Tovius !
Tovius  [author] Jun 13 @ 12:48am 
@asmallauthor1996
Thank you for the kind words. I am slowly plugging away at it. I just got through the game start files, and am currently moving on through the other scripted effects. I can already tell updating the trait files will be a bit of a mess, so I expect that will take a while.
asmallauthor1996 Jun 12 @ 12:11am 
For whatever it's worth from some random dude online, just take all the time you need with updating. I can fully understand how the recent changes with the new version of Stellaris made everything different and that this mod would need a major overhaul. Along with how other obligations, both on here and in person, would need your attention.

Either way, I love the new types of MegaCorp-centric authorities in your document below. Particularly with how the Organic Conglomerate seems to introduce something similar to a Criminal Heritage type of government via cloning organs with a thriving black market for "redundant" ones.
Tovius  [author] Jun 8 @ 5:25pm 
I really don't understand why people expect this mod to still work after a major patch. It never does.

Yes, absolutely disable this mod until I can update it.
Draconia Empire Jun 8 @ 1:54pm 
@Tovius
Draconia Empire Jun 8 @ 1:51pm 
yes, it dit all mods broke with out it showing they are broken, do you think it is best if i disable this mod if it is the problem for my broken game
Tovius  [author] Jun 8 @ 1:47pm 
It will still take a while, 4.0 broke a lot
Draconia Empire Jun 8 @ 1:39pm 
@Tovius how long do you think for this mod is up to date, sins it is sooy activly breaking my my game
Tovius  [author] Jun 8 @ 10:26am 
After doing some more digging, I found that Universal Modifier Patch is causing some strange behaviors with enforcers, which is stalling some of my plans. I am currently putting together a stripped down version of the mod for Undercoat that I can use in the meantime.
hydra Jun 8 @ 5:20am 
Done! Super excited for update, in terms of compatibility patches, the merger of rules is not updated yet, so i hope nothing clashes too hard
Tovius  [author] Jun 7 @ 4:13pm 
I noticed while updating it that I no longer need to overwrite the Universal Modifier Patch anymore. This means that once I've finished updating, you will need to download the Universal Modifier Patch, so I would suggest doing that now if you haven't already.
Tovius  [author] Jun 1 @ 12:56pm 
Coming up with new biogenesis authorities proved much easier than I expected, although I feel the balance could use a little work. Let me know what you think:

https://docs.google.com/document/d/1jyV9Rfjtk2sx-Xck2m0Fcy4gtWpIkikKDoW-dWBpuHY/edit?usp=sharing
MadHowa Jun 1 @ 9:12am 
Godspeed you magnificent bastard and thanks for the great mods!
Proud Lemming Jun 1 @ 2:29am 
I would die for a compatibility patch to bug branch
Tovius  [author] Jun 1 @ 12:01am 
I've finished updating all my other mods, so now it it time to tackle the big one. Wish me luck.
Nanao-kun May 13 @ 10:57am 
Looking forward to an update, but considering the massive 4.0 changes and the size of this mod, I'm not expecting anything for at least a few weeks, maybe even a month or two.
Tovius  [author] May 10 @ 10:04am 
All my mods except Cosmic Religion Reborn will be updated eventually.
hydra May 9 @ 4:26pm 
Is there a plan for 4.0 or leaving in 3.14? Thanks!
Illusive. Apr 21 @ 7:05pm 
required submod was apparently not far *enough* up the list, solved
Tovius  [author] Apr 20 @ 11:46pm 
Download the required sub mod
Illusive. Apr 20 @ 6:08pm 
the added megacorp government types dont function properly, as they dont actually count as megacorps
mouskiller Apr 17 @ 9:51am 
The big downside of this mod is that it changes so many things that it is likely to be incompatible with at least something, in my current games it conflicts with V_Traits. Wish to see it be broken down into separate bits, like traditions+APs, new government stuff, new species traits, extra techs, extra edicts and so on.
FirePrince Apr 5 @ 1:11pm 
Hey Tovius, your mod is incompatible with the Cyberization Vanilla Fix .😏IDK why you can't find the diff. Your mod just adds 2 additional traits, so you just need to copy event cyber.9 and cyber.3 and add your traits. Regards
Tovius  [author] Mar 28 @ 10:42pm 
It might be interacting with the tradition swap weirdly. I'll look into it.
B flat Mar 25 @ 11:27pm 
@Tovius For some reason, I don't seem to be getting "genetic mastery" tech option when I finish the genetics tradition. Tested only with this and Expanded Mods Base enabled. I have the prerequisites, but it just doesn't show. This didn't use to be the case. I can force it via effect = add_research_option, but it's a crutch.
Kyle Mar 24 @ 2:45pm 
Seems I may have been slightly inebriated and added a mod I forgot about. For whatever reason planetary diversity - ascension worlds is incompatiable to some degree with this mod and was the cause of my issue.

Thx for the mod tovius
Tovius  [author] Mar 23 @ 11:20pm 
Try redownloading the mod.
Kyle Mar 22 @ 8:01pm 
I haven't changed my mod list in months and the species trait endemic disappeared from all my species breaking them. Is this an intended removal?

As a temp fix I went and made a minor change to "00_species_archetypes" and changed "@species_trait_points = 2" from 2 to 6.
MightyShark Mar 22 @ 3:48am 
Arrr cool thanks
Tovius  [author] Mar 16 @ 8:58am 
That is from the mod Factional Politics, added for compatibility reasons.
MightyShark Mar 15 @ 5:20pm 
I can't see this script anywhere ?? ->

inline_script = "pop_categories/facpol_pop_triggered_modifiers"

Referenced in the zzz_00_social_classes.txt file at line 259.
FirePrince Feb 15 @ 5:04pm 
I see now that you even have an old cyber.3. too...
FirePrince Feb 15 @ 4:38pm 
It stays in the desc, 'cyber.9', thx.