Stellaris

Stellaris

Undeath Worlds
370 Comments
Cephalon Sithalo  [author] Apr 24 @ 5:24am 
@w.girl27 Oh hey thanks for the kind words, so you know I been working on getting megastructures and ships back into the other mod but its taking longer than expected but I am making a little progress day by day.= :LotusFlower:
w.girl27 Apr 24 @ 1:01am 
thanks for your work in this great mod always love it for my necromancy games escpiallly when playing a necrophage who cant take the permant employment perk
Cephalon Sithalo  [author] Nov 21, 2024 @ 11:57pm 
Not a problem, I am glad you found the cause :LotusFlower:
Shimmer Nov 21, 2024 @ 4:35pm 
Yeah I'm wrong, it was another mod, but it appears to only trigger with that one mod with other planet edition mod, which is why I accidentally suspected yours.
Sorry.
Cephalon Sithalo  [author] Nov 18, 2024 @ 11:57pm 
@Shimmer are you 100% sure its this mod? I dont include anything that could get built on stars. No deposits related to stars, no megastructures. The closest thing I include to a buildable is just a decision to turn a ringworld undeath.

I have a few add building/district game start events for the starting origin. But even if those where somehow responsible, they only fire on game start and shouldnt allow the AI to do this.

I am not saying it isnt related to this mod in some hyper niche way. Games can bug out for a variety of reasons. Some bugs are common and some are so rare they are hardly ever seen.

But I am saying that there isnt really anything I can do to help. At least not that I am aware of sorry...
Shimmer Nov 18, 2024 @ 8:58pm 
I don't know why, but with this mod activated, the AI will build a ton of random placeholders upon stars infinitely, they do nothing and contain nothing, but the sum of them slow CPU quite a lot.
Cephalon Sithalo  [author] Nov 5, 2024 @ 2:52am 
Done
Cephalon Sithalo  [author] Nov 5, 2024 @ 2:51am 
I want you to ask nicely :LotusFlower:
infra-dan-accelerator unit 84725 Nov 5, 2024 @ 1:16am 
i want you to fix it so it does not look strange...
Cephalon Sithalo  [author] Nov 4, 2024 @ 4:36am 
Yes :LotusFlower:
infra-dan-accelerator unit 84725 Nov 4, 2024 @ 3:37am 
the image of an Necropoplis World (the worlds added in this mod) have a black top to them. i can hide it with a few room types,but it just looks weird
Stegosaurus TTV Jun 20, 2024 @ 12:17am 
dope, I will try this with the undying
Cephalon Sithalo  [author] Mar 20, 2024 @ 2:12am 
It either isnt from my mod or is a mod conflict I believe. I loaded up the game with the mod enabled and it ran just fine. Also none of my events are called "necropolis.event.1" But I am unsure which log you got it from or if that is just how it writes events. The closest I have is "necropolis.1" but again the log could just add ".event." between them.

Even then it runs just fine for when I load it by itself so either there is another mod that uses the exact same mod name or its an event from another mod entirely. I wouldnt expect a conflict to cause an issue like this though. I would just expect one even to be ran over the other.

Not saying it isnt from my mod but if it is idk how to help because it works for me. The event I mentioned is almost pure copypaste from vanilla necrophage conversion and has nothing to do with galaxy generation.
leva.zakharov Mar 19, 2024 @ 4:38pm 
Game freezes during galaxy generation, in log I've found that event necropolis.event.1 isn't working and starts infinite loop
Cephalon Sithalo  [author] Jan 22, 2024 @ 12:02pm 
It should, it is just a new planet class.
Emperor wilhelm XVIII Jan 21, 2024 @ 3:01pm 
Does this work on 3.10?
Cephalon Sithalo  [author] Sep 26, 2023 @ 6:17pm 
The only other mod ive heard causing crashes on start up are dynamic difficulty but I imagine they would have fixed that by now.

Honestly I'm not really sure why this mod was causing a crash. Like I figured out which event was causing it and removed it but I dont see anything in the event that should have caused a crash at the desktop. Idk what Paradox messed up with that update...
Lordchungass Sep 26, 2023 @ 6:59am 
no i have not, i will try that soon... once i figure out WHAT OTHER MODS are causing me to crash on start up.
Cephalon Sithalo  [author] Sep 25, 2023 @ 1:05pm 
That was an issue reported to me earlier but it was fixed. Loading the mod by itself for me does not result in a crash.

Its not unlikely that steam just hasnt given you the updated version. Have you tried to unsub, let steam remove it and then resub?
Lordchungass Sep 25, 2023 @ 4:44am 
i don't know why but for some reason this mod alone causes my game to crash on start up.
Cephalon Sithalo  [author] Sep 18, 2023 @ 11:25am 
Updated to allow Necrons from that specific mod access to the world :LotusFlower:
Cephalon Sithalo  [author] Sep 17, 2023 @ 5:50am 
I'll see about adding compatibility in a couple days :LotusFlower:
Mumm-Ra Sep 16, 2023 @ 9:32pm 
Currently using Warhammer 40k Necrons:
https://steamcommunity.com/sharedfiles/filedetails/?id=2984129988

Requirement for my traits says Necophage, requires the Species Archetypes be Biological or Lithoid. Any chance you can make this compatible with the Necrons mod? Maybe its a quick fix and someone wants to shoot me a message on Steam how to fix it.
Cephalon Sithalo  [author] Sep 14, 2023 @ 12:21pm 
Ok, had to remove support for The Necrotic Plague because for some reason the event is causing a crash. I dont see any reason the event should cause a crash and it wasnt causing a crash before but for the time being its removed :LotusFlower:
Cephalon Sithalo  [author] Sep 13, 2023 @ 6:58am 
Found the file that causes the crash. I'll see about fixing it up tomorrow. Honestly no idea why its causing a crash. I dont see anything in the patch notes related to anything this file does but clearly something is wrong.
Cephalon Sithalo  [author] Sep 13, 2023 @ 12:16am 
Mod crashes atm and no idea why. Is apparently not the only mod doing so after the update. I'll see what I can do :LotusFlower:
Cephalon Sithalo  [author] Jun 13, 2023 @ 12:43pm 
I guess technically I should remove that requirement and make it require some form of necromancy and not just necrophagians :LotusFlower:
Rawr'kraine 🐉 Jun 13, 2023 @ 11:34am 
It's really epic this still works in 3.8.3, while there are plenty "project" world mods out there I find this one takes a more unique twist on that. Quite interesting to see one that focuses more on rural jobs and not Alloys or Research!

PS: I think it might be worth mentioning in the description you do need to take Necrophage to get the perk required to make these. Confused me at first.
Cephalon Sithalo  [author] Apr 3, 2023 @ 8:46pm 
1/2 Its honestly easier to have just 1 district in this case as setting the effect is mostly very simple.
In you case however, if I did go by a district swap system, you would have just wound up with the research district.

The reason it was done this way wasnt for balance reasons or anything. There just is no reason to go through the process of making a different district.
If I made a secondary district then I would want a different icon for it so I would need to faf with the art.
Then Id also want a different description for the district so Id have to add another localization entry.
And I would have to set the games conversion system to say they can convert to each other and limit them by if the empire has that flag or not.
Cephalon Sithalo  [author] Apr 3, 2023 @ 8:46pm 
2/2 Doing it this way I have 1 district with 1 localization entry and it just holds a handful of jobs that need to be swapped out depending on who owns the planet and what they are. I would have to take that last part into account anyway even if I did multiple districts. A research district owned by a hive would not have normal researchers so I would have to set it for them to get Brain Drones if the owner of the district is a hivemind.

Think of it like the Farming Districts for Anglers or Industrial Districts for Artificers. There is no need to make a whole new district when you can just make the one district do what you need it too depending on some simple checks.
Kostra Apr 3, 2023 @ 8:28pm 
Just out of curiosity. Wouldn't it be easier to make it two separate districts or hide it behind decision to flip between the two?
I'm haven't done much but some personal/compatibility tweaks so far as the modding goes so I'm just curious if it's done for say balancing reasons (I suppose building a planet to simultaniously converts dozens of abducted or migrated pops and then instantly switching it to research world might be pretty strong because of the time economy) or some game limitations.
Cephalon Sithalo  [author] Apr 1, 2023 @ 4:08am 
Your welcome! Your oki dont worry about it.

I wrote down a fix to do later for the mod to solve that. Gonna make an event later that fires one time per game on a monthly check to see if you have the origins but not the flag and for it to give you the flag.

That way when players start the game and then add the mod they wont run into this issue. I also found another thing that needed to be fixed so thank you for having me look at things lol
Kostra Mar 31, 2023 @ 10:42pm 
That's what I've meant by not being aware of any mode overriding the necros. Sorry if that wasn't clear.
Yeah I've added mod during the game. Thou it was so early on it totally slipped my mind until you've mentioned it.
So the console line fixed it, cheers.
Cephalon Sithalo  [author] Mar 31, 2023 @ 4:26pm 
If indeed you added this mod after already starting a playthrough then running "event necropolis_flag.1" will give you the flag proper and replace the Researcher jobs with Necrophyte jobs

And if that isnt the issue then I am probably gonna need to see a mod list of some kind
Cephalon Sithalo  [author] Mar 31, 2023 @ 4:24pm 
Ive played around with it to try to replicate the effect. If you either are using a modded Necrophage (which you say you arnt so I doupt you are) or if you added the mod after having already started the game & you have either one of the Memorialist or Reanimated Armies Civics then the game will give you researcher jobs instead.

The mod decides which jobs to add by applying a flag to your empire on game start. If your origin is Vanilla, Necropolis, Necroring, Or the one added by the mod The Necrotic Plague , then you will get the "undeath_world_start" country flag.

However, you can also take the Ascension Perk even if you lack the flag if you instead have one of the aforementioned civics. So if you start the game without the mod as a necrophage with any of those civics and then add the mod and make a Necropolis, the game will instead give you researchers
Cephalon Sithalo  [author] Mar 31, 2023 @ 4:00pm 
You didnt actually say that. You said you upgraded the world to a necropolis as a necrophage. But that does not mean you are using vanilla necrophage and not a modded one.
No nothing about portraits is checked.

I was gonna ask if you where using the Fanatic Purifiers Civic but it seems like if you are a necrophaging fanatic purifier you dont get research jobs so thats not it. Is something that needs to be fixed however.

Did you start your playthrough with the mod enabled or did you add the mod after you started your playthrough
Kostra Mar 31, 2023 @ 8:35am 
As I've said II don't but I am using separate portrait group. Could that be it?
Cephalon Sithalo  [author] Mar 30, 2023 @ 11:28pm 
Are you a normal vanilla Necrophage or a modded Necrophage? Becuase if you are using a variation of Necrophage that is modded then the game will count you as everyone else due to how the game works.

But if you are a normal vanilla necrophage id have no idea
Kostra Mar 30, 2023 @ 11:07pm 
Hi. A question, I've just upgraded the world to necropolis as a necrophage but it still produces research jobs instead of necrophytes. Any idea what could cause it? I am not avare of any other modst that override necroid files.
Cephalon Sithalo  [author] Nov 6, 2022 @ 8:11pm 
Its alright. It does bring up a good point that I should prevent my stuff from targeting Contingency wolds. But messing with Colossus targeting is a pain. Ive had stuff stop working even tho they where using the exact same targeting as everything else in the list.
DΞΛDMΛN Nov 6, 2022 @ 8:07pm 
Nevermind, it's from planetary diversity! I had your Necro World and I took "necro worlds" perk from it, sorry for confusion!
DΞΛDMΛN Nov 6, 2022 @ 8:04pm 
It's a colossus weapon, it changes all pops to zombies, destroys synths and changes planet class to Necro World. It might not be yours, I have ton of mods and I'm lost at this point :D
Cephalon Sithalo  [author] Nov 6, 2022 @ 8:02pm 
What is the Necrosis Beam supposed to do?

Well you can always fire the event that is supposed to end the contingency at least.
DΞΛDMΛN Nov 6, 2022 @ 6:37pm 
Fantastic mod, love it a lot! I found one bug tho - I'm pretty sure necrosis beam for colossus is from this mod. While fighting Contingency, I tried to necro one of their first 4 machine world. It did it's job, but the world got stuck - 49% demolition and nobody could bomb it. I changed the weapon to world cracker and cracked it... but now I'm stuck with shattered world that needs to be shattered :D Later I necrofiy entire FE for laughs, they loved it.
Raven Frostborn Oct 30, 2022 @ 5:14am 
You're very welcome! Your mod has given me a lot of entertainment for a good while now so some awards and a comment is the least I can do. It's a must have for me!
Cephalon Sithalo  [author] Oct 30, 2022 @ 1:12am 
Thank you for your absolutely fantastic words :LotusFlower:
Raven Frostborn Oct 29, 2022 @ 11:38pm 
This is an absolutely fantastic mod, it makes playing as Necroids even more fun! Thank you for your work.
Cephalon Sithalo  [author] Oct 28, 2022 @ 3:38am 
TLDR: Im glad you like my mod, thank you very much. lol :LotusFlower:

Honestly, I think that might be the sign of a good game. Because it means the game is modifiable enough to be capable of being more than it originally was.

Does that excuse lazy devs from doing something like releasing a half baked game expecting the fans to finish it for free? Not at all.

Dont get me wrong. Im not saying the that game devs are lazy or that the process isnt hard.. Game development is very hard.

And to be fair, alot of things should be included in paid packs. If devs add everything that should be in then it would never be done. More importantly, things that can be added would conflict with others.

And thankfully Paradox has that custodian team to go back and add various things to old packs and add more minor content which is more than I can say for numerous other developers who release a dlc pack and call it a job well done or who setup ingame mod stores (microsoft/benthesda)
Zionus5 Oct 28, 2022 @ 12:54am 
This si the type of thing that should be included in the paid pack.... So sick of the devs endless updates, and breaking things.... Is that a sign of a good game or bad game that player made content becomes just as important to the experiance when you get used to playing with itÉ
Mortarch Of Blood Oct 24, 2022 @ 2:33pm 
Awesome! Thanks for the reply!