Stellaris

Stellaris

~~Ariphaos Unofficial Patch (4.0)
1,322 Comments
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.
Fettered Soul | RINH XX Jun 27 @ 9:44am 
Could you please fix this bug? The developers are on vacation, and no updates are expected until August. The bug is present in all versions 4.0. :Hire:
https://forum.paradoxplaza.com/forum/threads/stellaris-prethoryn-scourge-does-not-purge-pops.1788579/
youtubitz Jun 26 @ 1:33am 
Whenever i take control of an Empire to do something then return to controlling my empire the ai empire i was messing with won't do much of anything for around 10 to 20 years.

Pretty Sure this mod has nothing to do with this issue i am having as it saw it happen with all mods disabled but i hope someone can help nonetheless.
KnighTheThrasher Jun 24 @ 6:02am 
this mod has a bug that makes it impossible to give utopian abundance or decadent lifestyle to robot pops (both individualistic machines and synths)
Nikal Jun 23 @ 5:25am 
That's strange. It doesn't modify 00_eng_tech. Are you sure it's this mod?
Scaredy Nat Jun 23 @ 3:28am 
hey, this mod allows bioship empires to get the mechanical ship armour as well as the bio ship armour. just needs the checks for potential = country_uses_bio_ships = no and show_tech_unlock_if
B flat Jun 18 @ 4:38pm 
Can anything be done about the AI not building anything except fortresses and hydroponics (or not building anything at all), or is that something hardcoded? I don't mean it as a bug, but rather generally AI being incredibly bad economically even on GA.
Nikal Jun 18 @ 4:18pm 
Well, whatever you did, it sort of kind of worked, but actually didn't. 😶

I made a test game, vanilla + your patch, one Mechanist and one Individual Machine, both with AI Citizen Rights set. In case you want to tackle this further, screenshots of what's happening (explanation in image titles):

https://ibb.co/ynFhz5Vc
https://ibb.co/pjnQyXFk
https://ibb.co/ZRvrLV76
https://ibb.co/S49FpPFK
https://ibb.co/mVBzbrz9
https://ibb.co/Fb2YZ97G

Obviously, Pdx completely broke the Species Rights for robotic species after introducing the "individual machines" and just never bothered to go back to fix it. It would probably require some refactoring of all the basic rights/standards to not be accessible by non-sentient robotic species (unless the tech and rights are set), and even more work if we are to obey the "dlc checks".

Personally, I feel like it would've been better had they kept the old robot/droid/synth traits. :/
EMPIREVSREBLES Jun 18 @ 1:36pm 
@Ariphaos yeah, I put it at the top, and it said I couldn't use invasive species with a reptilian portrait.
andres r Jun 18 @ 3:48am 
AI does seem to be better with this patch but still doesn't seem to redevelop its districts..
I guess this is solvable only by PDX in code?
Nikal Jun 17 @ 11:14am 
Sounds grand. I'll give it a spin later this week, to see how it holds up. Thanks! :steamthumbsup:
Ariphaos  [author] Jun 17 @ 8:52am 
@EMPIREVSREBLES (sic) are you following the instruction? This shouldn't clobber that sort of mod if you are following the instruction.

4.0.21 update. Fixed one vanilla bug putting non-sapient robots into social welfare (@Nikal / @Celador). Specifically, the check to stop this was checking if the empire was robotic, and not if the species was.
Celador Jun 17 @ 2:06am 
@Nikal Can confirm this was the issue for some time. Not sure if it's in vanilla, since I am playing with this mod all the time. Mechanical species having social welfare was definitely an issue before 4.0 for me.
Nikal Jun 16 @ 4:34pm 
Could you have a look at what's going on with the Citizen Rights and Living Standards for non-sentient, Mechanical species in organic empires? While under servitude they are spawning with Social Welfare set, and when setting AI policies they get Full Citizenship even though they aren't sapient (i.e. neither the Droid nor Synthetic research has been done). There's a bunch of new scripted_triggers related to robotic species, yet most haven't been utilized correctly.

My time is limited to go through it all, but I figured adding "is_shackled_robot = no" to citizenship_full fixes the latter issue (maybe, as I don't know if that breaks something else). However, the non-sentient robots can still be residents, and after that change they have access to all the organic living standards.
EMPIREVSREBLES Jun 16 @ 9:37am 
Okay, I thought I would just remove the trait from the mod file, but that just remove the trait from the game too.
EMPIREVSREBLES Jun 16 @ 9:23am 
So I found that this mod conflicts with a mod that removes portrait requirements to traits.
Peter34 Jun 14 @ 8:30pm 
This is a sort of weird mix between balance, probably-not-intended-by-the-devs, and sanity check.

I'd appreciate it, if I could build the two Holo-Museums that give Unity or Edict Fund in a Bureaucrat/Archive Zone, and if I could build the third Holo-Museum, the one that gives Engineering, in an Archive, or General Research or Engineering Zone.

As it is now, I have to construct these in the generic 5-slot departments of my planets, and those 5 slots are super crowded already, whereas in the mid game I still often only have generic Buildings in the Zone slots.

Is that something you can take a look at, either in this mod, or else in the upcoming balance mod?

One thing really I like about this mod, apart from all the bugfixing, is how it lessens the restraints on combining rare Event Ships into one fleet. You can't do it with all Event Shps, such as Bubbles, and that's fine, but vanilla is super strict about combining strange ships. I appreciate this mod loosening that somewhat.
Ariphaos  [author] Jun 14 @ 2:09pm 
4.0.20 Update

Just a version merge, no further changes.
Norym Jun 13 @ 11:54pm 
leaders that start with additional levels don't get their traits, is it possible for you to fix, please?
Yagami Jun 11 @ 4:56pm 
Paradox lathe fix do not work
Ariphaos  [author] Jun 11 @ 7:27am 
4.0.17 Update

* Don't allow building multiple orbital rings on the same planet. Did you know orbital rings and habitats don't necessarily count as megastructures? Well now you do.
* Match exclusions between environmental architects and environmentalist civics. The AI could spawn with both and generate no-name, no-ethic empires. (MrFunEGUY)

* As mentioned, Paradox fixed the Lathe bug in 4.0.17.
Ariphaos  [author] Jun 11 @ 7:23am 
@Arvess possibly because the AI doesn't necessarily properly value unity. Fixing this is part of a broader economic fix I need to get working on.

@forerunner398 no planned date yet, right now it exists as a scattered collection of personal mods, none of which are 4.0 compatible.
forerunner398 Jun 10 @ 6:02pm 
Do you know when you'll upload your balance mod?
Arvess Jun 10 @ 7:33am 
I've noticed that the AI won't build Autochthon Monuments (or the other versions of it) even when they have 10K+ unemployed in a planet. Not sure if that's a vanilla thing or mod thing but just wanted to point it out since it affects AI performance.
EUMIR Jun 9 @ 12:17pm 
Thank you for updating :)
C1PH3R Jun 9 @ 5:16am 
Awesome mod, not sure if someone else has mentioned it but it looks like ontop of the other Synaptic Lathe bugs, it also cannot correctly convert undesirable pops into computing components.
Talosh Jun 8 @ 2:54pm 
@ariphaos Thank you for looking into it!
Ariphaos  [author] Jun 6 @ 7:14pm 
* Forwarded a crisis flag fix from the 4.0.17 beta. This isn't fully compatible with the beta - it will clobber your fancy bio-cosmogenesis FE ships. If you're not going into cosmogenesis with a biological shipset, however, you won't notice everything.
* I had to revert part of the lathe fix because slaves were going weird everywhere else, they don't tolerate civilian demotion at all. : /
* Upgraded drone storage buildings should function properly, apologies.
Ariphaos  [author] Jun 6 @ 6:42pm 
@SSRB - Papermoon @Vagelis1608 thanks, will upload a fix as soon as I've fixed the slave demotion issue.

@Talosh the culprit seems to be the lathe fix - it's managing to trigger their demotion into neural chips somehow (!?) despite the hard limiter. I'll try to come up with a fix here.
Demognomicon Jun 6 @ 1:49pm 
@Ariphaos Thank you for fixing the issue with the Ancient Juggernaut Origin mod. Much appreciated!
Vagelis1608 Jun 6 @ 1:12pm 
For the people that had the upgraded drone storage buildings disappear.
That's because the destroy_trigger gets, well, triggered, when ( among other things ) your empire is not ai ( so, player empire ) and the free housing on the planet is over 4000.
Either go in the files and remove those lines from the destroy_trigger, or wait for the dev to fix this.
SSRB - Papermoon Jun 6 @ 11:00am 
on gestalt consciousness machine empires the upgraded drone storage will suddenly disappear, this happened when i turned this mod on after the update in the middle of my campaign. Not only all of the upgraded drone storage disappeared once, it will also disappear after rebuilding it and upgrading it to the upgraded version.
Peter34 Jun 6 @ 10:18am 
Can I use this mod with the 4.0.17 beta, or only with the 0.16 non-beta?
Talosh Jun 5 @ 11:58pm 
I have an issue with slaves when using the mod. When they aren't employed as workers then they're invisible from the economy tab. This happens with servile pops when starting as a Syncretic Evolution empire, and also happens to other pops when they become slaves. If they were non-slave pops who become slaves, then they go into a "repurposing" job and then disappear until they can become employed as workers.
Celador Jun 5 @ 10:23pm 
@Ariphaos There was another thread and it turns out to be the issue is trivial:

https://forum.paradoxplaza.com/forum/threads/stellaris-necrophage-purge-leads-to-all-xenos-escaping.1748344/

There is a line that kills all the pops, if they can't find a planet to escape to during necropurge.
Ariphaos  [author] Jun 5 @ 4:51am 
@Celador I can look at it when I get more time - which probably won't be this week unfortunately.

I doubt it's refugees, because refugees were completely broken in vanilla as they couldn't access the proper number of pops.
Celador Jun 5 @ 4:04am 
@Ariphaos You think you can fix the bug with the necrophage or it's too complicated and needs an official fix? Right now when you set species to necrophage purge, they immediately disappear. According to official forums it's probably because the trigger for the random chance to escape doesn't work properly, and instead of some species having a chance to escape - ALL of them escape.
Ariphaos  [author] Jun 5 @ 3:52am 
@Demognomicon should be addressed now.
@Arvess I am not able to replicate this.
@Celador that is the vanilla statement.
@RodriquesCIA that is outside the scope of this mod, at least here.

4.0.16 update.

* Took flag for Juggernaut policy, should make it play nicely with Ancient Juggernaut origin.
* Added some logic for submod support. Focused on my biopsi mod for now, enabling support for combining biological ascension with anything else.
Celador Jun 5 @ 12:48am 
@Ariphaos Not sure if its vanilla bug or not, but I did notice a line in your paragon_events_4.txt file - gia_zumon_arena_opened, related to a paragon leader opening an arena, supposed to add 1 duelist job slot per 10 pop, and I think it doesn't work, probably due to population changes.
Arvess Jun 4 @ 4:11pm 
Taking Eager Explorers causes the game to crash and no ships spawn.
RodriguesCIA Jun 4 @ 1:23pm 
Reanimator's Dread Encampment is superfluous, it does the same as the Stronghold but more expensive and no way to upgrade. Can do something about it?
Song Jun 4 @ 12:22pm 
Awesome. Thank you!
Demognomicon Jun 4 @ 10:56am 
With Ancient Juggernaut Origin unable to build warships; something about a policy preventing.
Peter34 Jun 4 @ 7:16am 
Thanks for the update!
Ariphaos  [author] Jun 4 @ 6:26am 
Part 2

/u/Little_Elia on Reddit made a comprehensive fix for the Lathe being bugged, and this has been applied:

* Immediately allow civilians and maintenance drones to demote in a lathe.
* Properly count the number of neural chips in the lathe.
* Divide lathe purge rate by number of pop groups.
Ariphaos  [author] Jun 4 @ 5:28am 
4.0 Update, apologies for the delay, all.

The changes to this patch are far too numerous for a single comment, see the change notes.

Special thanks to Cheesemongle (Slightly Smarter AI) and SushiDragon (Stellaris Fixes) for allowing me to incorporate their fixes and improvements.

Paradox fixed or at least partially addressed 10 of my bugs this patch. 30 new bugs have been fixed.

I believe every certifiably 'balance' change is now removed, and will instead be incorporated into my balance patch.

The line between balance and bugfix can be a hazy one, but the idea is if something can cause problematic side effects (e.g. clobbering potentially important resources), it is a bug.

Every single change should now have some amount of documentation for it. Resolutions being the main one missing.

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