Stellaris

Stellaris

~~Ariphaos Unofficial Patch (4.1)
1,380 Comments
Tamman Nov 6 @ 12:30am 
Thank for for all the work you've done on this mod. it s been a boon to me and my friends games.
Tamman Nov 6 @ 12:29am 
I realize the mod is not updated yet so this may be a nonissue or already fixed, so just a head up

In version 4.1.7 when attacking marauder systems the attacking ships get stuck moving to the middle of the system. they charge the outlying obitals then move back to the center and exit combat then move back out to reengage. this keeps repeating again and again., etc this effects player and ai empires.
Livewyre Nov 4 @ 10:19am 
Any update incoming for 4.1.7?
Taritu Nov 3 @ 3:51pm 
Confirming the ring world issue, it's definitely this mod causing all resource + housing districts to be removed.
Rephil Nov 2 @ 9:05pm 
Ring World Origin is currently broken. It removes all resource districts, tested with just this Mod as well just to be sure.
Dilidala Oct 27 @ 8:07am 
I think the patch didnt account for the changes to Shroud Forged as Paradox made a lot of changes to the observator drone job and the building that creates them. It seems like it overwrite the building to the older version, which then try to create the old job (which now function as a advanced version of society research drone) that no longer exist.
Princess Leo Oct 24 @ 2:34pm 
Small bug with under one rule event. in the events/origin_events_paragon, paradox changed the trigger for the passanger option, since the mod is using the trigger with the old tradition tree ( the psionic tradition tree name was changed). the option is not available
SquareEnix Oct 22 @ 7:12am 
there seems to be a vanilla issue with strongholds. when the ai builds its 2nd stronghold on a planet it deletes both once they are finished just to build them again. this repeats as long as no other building has a higher priority. i tried to find a solution but was unable to.
Wairui Oct 17 @ 11:47am 
Wow, Ariphaos - you've made an awesome contribution to the Stellaris community to help improve players' gaming QoL. THANK YOU!
你好 Oct 12 @ 5:00am 
Thank you very much for maintaining the mod
Peter34 Oct 10 @ 1:47am 
Any change of an update to 4.1.5 before the weekend?
Raidboss_L Sep 30 @ 3:26am 
Hey as you said we should feel free to forward changes from this mod, i hope its okay i used your way of policy to stop juggernauts from building ships

I mentioned you in that mod ( Compact Armadas (Better performance!) ) as a special thanks as you can see at the top of the page ^^
Misterwheatley Sep 28 @ 4:37pm 
Dunno if its this mod but shroud forged seems to be completely borked.
Ariphaos  [author] Sep 26 @ 9:58am 
4.1.3 release

* Society Focus 2 and 3 traits (for planet society production) should not be councilor traits (BookSerpent)
* Fixed alexrider803's name in Credits. Sorry Number 803
LikeNoOthers Sep 24 @ 9:26am 
Can a fix to the leeching tower from entropy drinkers (and related civics) be included here?

They seem to have a wrong factor 10 on upgraded versions, as it goes from 0.5 unity per 100 civillians to 0.10 and lastly 0.15
Ariphaos  [author] Sep 23 @ 12:52pm 
4.1.1 release.

* Ruined strategic coordination structure can try to scope to a nonexistent country at game start.
Ariphaos  [author] Sep 22 @ 8:36pm 
4.1 Update

* Account for any type of chosen in federation elections.
* Some forgiveness for when is_enslaved is called from with an invalid root scope. (Fireprince)
* Fix improper scope for GASEOUS_METALS_CAT
* Accommodate nonstandard galaxy sizes for EotC aura calculations.

Patch fixes applied by Paradox:

* Zro crystal now applies to all chosen one event failure chances.
* Some other sanity checks regarding the chosen one event.
JamieStylez Sep 22 @ 2:38pm 
Is it possible to start playing now without this mod and then add it later to an ongoing game?
Ariphaos  [author] Sep 22 @ 8:01am 
@coloreddeath several hours, probably.

The actual merging is almost done, but I need to do more testing.
coloredearth Sep 22 @ 7:52am 
ETA on update for 4.1 ? Thanks for your hard work.
Ariphaos  [author] Sep 19 @ 5:22pm 
@seifer you might need to purge the folder from your disk (not just unsubscribe) and resubscribe.
Seifer Sep 17 @ 11:15pm 
i don't know if this was fixed in the recent update as i did not see it in the patch notes, but i had a issue that my planets did not have access to the second specialization even though i had the tech and capital upgrade. when i removed this mod and started a new game i did not have the bug. i figured i should mention it as i saw a few comments sort of related last i checked. any idea what the issue could be? i very much like this mod. its amazing work.
alfharobby Sep 13 @ 1:04pm 
does this mod fix the Job Bug where once you hit bigger number like 40K some job simply refuse to be work on by excessive civilian.

especially ruler job and precursor job.
Rogueone Sep 11 @ 2:17pm 
Is this old save compatible with a game i had a few days before the update?
Camille1358 Sep 11 @ 4:52am 
From what I've noticed, all jobs can be buggy, except that it's usually a building or a job, and by improving it and deconstructing it once, or simply deconstructing and reconstructing it, the bug disappears and the jobs are distributed evenly. This often happens on new planets or new buildings that we construct (anything that ultimately provides jobs). And generally, only a limited number of jobs are affected.
Handwran Sep 10 @ 8:17pm 
is there a way to fix the collosus bug for legacy 3.14
Camille1358 Sep 9 @ 2:09pm 
and after that it was the metalworkers, and this time 95 jobs
Camille1358 Sep 9 @ 2:06pm 
In my case, it was the researchers, but I just retested on yet another new game and this time it was the workers, so I think all jobs are affected.
Ariphaos  [author] Sep 9 @ 2:06pm 
It isn't apparent to me how the patch would impact that, unfortunately. Hm.
Camille1358 Sep 9 @ 2:03pm 
researchers, in my case
Ariphaos  [author] Sep 9 @ 1:57pm 
Which jobs, specifically?
Camille1358 Sep 9 @ 1:56pm 
I had to uninstall and reinstall it because it wasn't updating, but it worked this time, except that jobs that should be filled are not, they remain available even after several months (a small number, such as 30-50 sometimes).
Camille1358 Sep 9 @ 1:47pm 
(tested after ur update )
lmao at the same time xD
but i wil reinstall the mod and retry
Ariphaos  [author] Sep 9 @ 1:44pm 
@Camille1358 I only updated the mod less than an hour before you posted, is this still occurring?
Camille1358 Sep 9 @ 12:09pm 
"Virtual pops are constantly getting unemployed/deleted from jobs with this mod enabled."
"With this mod as the only one active I am unable to build or change the second specialization for the urban zone."

me too, this make m'y game unsusable
Ariphaos  [author] Sep 9 @ 11:20am 
4.0.23 Update, apologies for delay

* Some logic to let AI clear up housing buildings if they have the excess amenities and housing.
* Moved galactic nominee/market building checks into potential rather than allow code for AI, which seems to be the new Paradox method.
* Fix for Chimeral Consciousness empire size reduction not being applied to Gestalts (SpenceZILLA)

Patch bugs fixed:

* A fix for utopian abundance and being displayed to machine empires ended up blocking it - and other living standards - for individualistic machines.

Patch fixes applied by Paradox:

* All changes in 00_scripted_loc were applied by Paradox.
* Fixed improper scope for robotic species in good living standards.
Commander Silver Shield Sep 7 @ 12:31pm 
With this mod as the only one active I am unable to build or change the second specialization for the urban zone.
Fowlxenoeldar Sep 7 @ 3:14am 
Virtual pops are constantly getting unemployed/deleted from jobs with this mod enabled.
光の债王 Sep 3 @ 4:29am 
Now it will prohibit the planet from building a second special zone (prompting the need for a second level planet capital). In my testing, all colonial planets and vacation planets will encounter this problem.Disabling this mod fixed these issues.
Comrade Phoenix Sep 1 @ 9:32pm 
@kosapt No problem at all!

@Ariphaos You do good work, take the time you need.
Ariphaos  [author] Sep 1 @ 6:57pm 
I apologize, this will take me a few more days.
Kosapt Sep 1 @ 6:26pm 
@Comrade Phoenix @spacecowboyyyyy Thank you guys, I was looking for the mod that was doing that.
spacecowboyyyyy Aug 31 @ 4:33pm 
Can confirm I have the necessary capital building required to upgrade my stronghold building to fortress yet the upgrade arrow is greyed out. Also the buildings that add resource districts don't have a descriptor of what they add and building them does not give the extra districts. Disabling this mod fixed these issues. Looking forward to the update to reenable this mod.
WMK1234 Aug 30 @ 2:08am 
Plz update bro,this and UIOD are the very most fundamental mods of this game.
Comrade Phoenix Aug 29 @ 1:51pm 
This mod causes the homeworld (and likely any other planet, I've not tested a more progressed game with it) to have its planetary capital building not be recognized as being built (even though it starts with one). If anyone reading this is having trouble with building more urban specializations in BPV (as I was), this mod is likely the cause of your problems (confirmed by testing this mod in isolation).
Nider001 Aug 29 @ 12:32am 
Any ETA on the update?
reanimated6 Aug 25 @ 6:39am 
=(
turol Aug 25 @ 3:00am 
This seems to break the crop development hub and other buildings which should add resource districts. It uses "district_farming_max" instead of "district_farming_max_add".
Itsover Aug 23 @ 7:21am 
There seems to be a bug where individual machine empires can't use utopian abundance as it doesn't show up in the menu at all. I disabled the mod and it showed up.
DaTroll Aug 23 @ 3:32am 
No need to apologize. Take all the time you need and get well soon! Thank you for this outstanding mod and your ongoing dedication. :Blessing: