Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
1,230 Comments
Tovius  [author] 7 hours ago 
Mod updated, with lots of changes and tweaks in addition to upgrading to 4.0. Please let me know if I missed anything.
kapolis Aug 23 @ 4:27pm 
in league of nation origin, clearing the deposit says it gives you 2 pop instead of 200. I think it is a tooltip issue.
IndAVdiv Aug 16 @ 10:12am 
Well I found it. it's "! Universal Game Rules Patch" Mod that cause the bug.
Tovius  [author] Aug 16 @ 6:28am 
Again, that is not happening on my end.

In the future, please run the game with only my mod and its required sub mods installed to make sure it is my mod that is causing the issue before posting a bug report.
IndAVdiv Aug 15 @ 11:25pm 
Hmm from what I see Megacorps, regardless if they have Crime Civic or not can Build Criminal Holding in Planet in which their owner didn't have any commercial pact with the Megacorp.

Though if the target empire has commercial pact then the Corporate Holding became normal.

Is this a feature?

Or a bug?
Tovius  [author] Aug 15 @ 9:14pm 
It is working fine on my end.
Tovius  [author] Aug 15 @ 8:59pm 
Are you sure it is this mod? Does the feature persist with only this mod and its sub mods active?
IndAVdiv Aug 14 @ 6:43pm 
Do all Megacorp Branch now produces crimes and crime job? Even without Crime Civics?

Because that's what happened to me.

Is this a feature or a bug?
Sinon Lynx//Manifold Aug 13 @ 3:54am 
Im not saying there is anything wrong with the mod, but when you have 100+ active mods things tend to get jammed up, this mod is often the source of those issues (which isnt a issue with the mod, its working as intended, just being used in an unintended way), and i like to leave comments explaining how to fix these kinds of issues when i find them, as to hopefully save others the hours of testing needing to identify the source of the issue.
Tovius  [author] Aug 10 @ 7:43pm 
They do have authorities, civics, ext, on my end. Please make sure you have the required sub mods.
Sinon Lynx//Manifold Aug 9 @ 6:54am 
If anyone is having an issue where the overlord in the imperial fiefdom origin lacks government features (no authority, no ethics, no civics), then this mod is likely the source of the issue wrt mod incompatibilities, ripping out the overlord file in the solar system initializers folder seems to be a workable solution (although it may or may not also require the removal of the origins files in government > civics)
elvathelion Aug 9 @ 6:02am 
The crime thing is a predictable factor it appears in all setups I have tried, I recall this from earlier iterations of this mod as well. Yes, it's a great mod, really - but the seemingly guaranteed crime sprees (not mitigated by traits/precincts etc that I can tell) that hit planets fairly soon into the game are a bit much imho. Is it just me? :steamsad:
Tovius  [author] Jul 23 @ 10:46am 
That is code copied over from Planetary Diversity so our mods are more compatible. If you think the code is wrong, please bring it to the attention of PD's mod author.
Nikal Jul 23 @ 3:18am 
Error log seems to be complaining about a wrong FROM scope in the 08_toxic_domed_terraform_links.txt file.
i.e. the "potential = { from = { has_modifier = hab_terraforming_candidate } }" code seems to be targeting the country?
Tovius  [author] Jul 23 @ 12:08am 
Mod Updated, with many balance changes and bug fixes. See change log for details.
Skyspace Jul 14 @ 8:47am 
Hi, my arborial caretaker does not growth, is it ok?
Thank you for the mod! :)
Thewizardguy Jul 11 @ 12:15pm 
Just started playing with this mod, and I absolutely ADORE it. It adds so many little details and tweaks that I wish were in vanilla Stellaris, but unlike other 'overhaul' mods doesn't completely change the way Stellaris is played. Easy favourite right here. Did notice some things tho.

The Organic Construction Civic seems to have a broken tooltip. It works just fine, but the description just read 'districts and certain buildings are entirely constructed out of food' like 10 times. Which is probably not the intent.

Also, I seem to be getting two layers of pop crime? The crime tab shows 'crime from pops +x' and then beneath it another, smaller 'crime from pops +x'. As in 'x' is smaller. And I know crime gets increased in this, but it seems.... like a lot. Am I maybe getting both vanilla AND this mod's increased crime? As is my starting planet almost always has 50+ crime at game start, which is not ideal.

Regardless, still an awesome mod.
Ronobla Jul 10 @ 7:00am 
If you want an example here it is
Before adding the mod: *being able to add oceanic trait on the modded ocean type planet*
After adding the mod: *not being able to add the oceanic trait becaue the species is not living in "THE" ocean planet*
Ronobla Jul 10 @ 6:56am 
This mod messes up with Planetary Diversity, making the planet type exclusive traits not counting the PD planets.
Tovius  [author] Jul 9 @ 6:40pm 
Yeah, it should be near the bottom. I named this when the load order was always alphabetical, and now I'm too scared I'll break something if I try to rename it.
Red Skull Jul 9 @ 5:31pm 
+1 to @skip redoing my load order and im only assuming the z means at the bottom?
Skip Jul 1 @ 4:04pm 
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
```
Red Skull 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.
Red Skull Jun 29 @ 3:08am 
thanks
Tovius  [author] Jun 28 @ 9:41pm 
unzip it to documents/paradox interactive/stellaris/mods
Red Skull 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.
Red Skull 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.
Red Skull 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.
Red Skull 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.
Red Skull 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