Stellaris

Stellaris

~~Ariphaos Unofficial Patch (4.1)
1,367 Comments
Ariphaos  [author] 16 hours ago 
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:
Ariphaos  [author] Aug 23 @ 3:24am 
Aplogies, I've been sick and have had difficulty focusing enough to get an update done.
BlackLight Aug 23 @ 3:04am 
Thanks for your dedication. But I would like to up the bug @Align and @Valff mentioned. 2nd city district can not be specialized nor replaced when this mod is enabled.
1MillionD20 Aug 22 @ 1:46am 
Update
Triscopic Aug 18 @ 9:03pm 
I just wanted to thank you @Ariphaos I can’t believe you’ve dedicated so much time over the many years this has been going to making Stellaris more playable.

Thank you for making my game more enjoyable for five and a half years.
Valff Jul 31 @ 5:13am 
There's a bug in the mod that makes it impossible to build the 2nd district specialization
Align Jul 21 @ 2:51pm 
This may be because I added this to an ongoing Wilderness Beta playthrough, but I thought I'd say this in case others are affected. With this mod enabled I can no longer build or replace the second urban district specializations; all the options are greyed out. With the mod off and loading the same save, the issue does not appear.
Nider001 Jul 15 @ 7:42pm 
Hello. Is the mod compatible with the most recent open beta? Some fixes such as "The AI should no longer occasionally just decide to stop building anything and wait for the sweet release of death." from the beta are too crucial to afford waiting for them until mid-august
Zero Arcana Jul 4 @ 11:22pm 
hey, just a heads up: there's an error in the vanilla files that causes the Galactic Commerce Hub fallen empire building to be auto destroyed, and that error is carried over in the files provided with your patch; it's literally a one-letter typo:

https://forum.paradoxplaza.com/forum/threads/stellaris-fallen-empire-building-galactic-commerce-hub-cant-be-built-the-building-also-has-wrong-job-numbers.1741727/post-30502441
Watchman Jul 4 @ 12:34pm 
Also FYI Displaced Tiyanki Anomaly is broken in vanilla, if first option is selected (help them), sound effect for project creation happens, but apparently immediately fails, and Tyianki are spawning dead
Watchman Jul 4 @ 5:57am 
Any chance you will someday fix the fact that raider fleets from marauders get stuck in their home system 90% of the time, making them useless? Old as hell bug
Do'tasarr o Khajiit Jul 2 @ 6:02pm 
If we use the open beta, infiltration is stuck at 0.
Dyna-saur Jun 28 @ 9:55pm 
Can confirm. Can't change individualist machine to utopian abundance.