Stellaris

Stellaris

L-Cluster Plus
554 Comments
Folie Jun 3 @ 10:33pm 
Oh thanks for letting me know. Was playing multiplayer two days ago with no issue then added this mod so I thought it was causing the issue.
DisasterAhead Jun 3 @ 10:30pm 
Folie, that's a game issue, not a mod issue. I'm having the same problem in a vanilla multiplayer game I'm in right now
Folie Jun 3 @ 9:05pm 
Hey, wonderful mod that I am excited to try. Only issue is that I am running into a problem. When I start a new game with any empire, even without any other mods, at the end of each month all buildings on the ring worlds are completely removed. This includes the districts which are all turned to urban districts. Do you have any idea how this is occurring? Thank you.
Paladin Dawnheart Jun 3 @ 1:08pm 
Yay! Ty <3
Klarac  [author] Jun 2 @ 10:10am 
Paladin Dawnheart Jun 2 @ 7:11am 
Heya! Thanks for this mod! Any 3.14 version?
Klarac  [author] May 27 @ 4:35am 
@Arfast-Xolotl Hi! No plans at the moment. I've had some event ideas I wanted to add for a really long time now, but never had the chance to get around to it. Maybe one day, but I can't promise anything.
Arfast-Xolotl May 26 @ 1:04pm 
Hello, very nice mod, thanks for sharing your work. Any plans for future content? Cheers.
Klarac  [author] May 25 @ 5:24am 
@Nikal Thanks for the report, patched those errors.
Nikal May 25 @ 4:00am 
Just some minor errors related to the new population system:

[12:09:02][effect.cpp:533]: Wrong scope for effect 'unemploy_pop' at file: events/l_cluster_plus_events.txt line: 669
Current Scope: pop_group
Supported Scopes: pop
[12:09:02][effect.cpp:533]: Wrong scope for effect 'unemploy_pop' at file: events/l_cluster_plus_events.txt line: 675
Current Scope: pop_group
Supported Scopes: pop
[12:09:02][effect.cpp:533]: Wrong scope for effect 'unemploy_pop' at file: events/l_cluster_plus_events.txt line: 1096
Current Scope: pop_group
Supported Scopes: pop
[12:09:02][effect.cpp:533]: Wrong scope for effect 'unemploy_pop' at file: events/l_cluster_plus_events.txt line: 1102
Current Scope: pop_group
Supported Scopes: pop
Klarac  [author] May 21 @ 12:31pm 
@victoriousdread07 (private) Do you have any other mods? If so, test if it still happens if you turn the other ones off.
victoriousdread07 (private) May 21 @ 12:06pm 
Yup, still froze on day 3. Tried leaving it alone for 5 minutes but still frozen.
Klarac  [author] May 21 @ 4:28am 
@victoriousdread07 (private) Did you unpause the game after using the Random start and did it freeze again? There being two colonies on day 1 is normal, because the only way to spawn the player in an extragalactic cluster is to move the original colony with an event. But the original colony is supposed to get deleted once you unpause.
victoriousdread07 (private) May 20 @ 9:36pm 
Just tried that, got the same thing. Two starting worlds one inside the l cluster. You have got to lock in that homeworld in the world and class tab. It's the best way!!
Klarac  [author] May 20 @ 5:52am 
@victoriousdread07 (private) I couldn't recreate this bug, do you remember which starting system you selected? Also, in the future, just use the "Random" starting system for the origin.
victoriousdread07 (private) May 19 @ 10:42pm 
i think i found a bug. the origins do not lock in a home world, couldn't find my starting system on the list, was able to choose a different starting system and ended up getting both as starting worlds, game froze on day 3.
Malakim Phoros May 15 @ 1:43pm 
Sweet! Thanks!
Klarac  [author] May 15 @ 4:54am 
@Malakim Phoros Thanks for the report, it's now fixed!
Malakim Phoros May 14 @ 6:09pm 
I chose the megastructure L-cluster start and started with both the L-Cluster world and a random empty system in the main galaxy. There's also two starbases on the ringworld system, I think one is the station that should be in the other system and one is the starbase from the ringworld system itself. I assume this is all unintended?
HRG164hjo May 14 @ 7:36am 
its fixed now, thanks
Klarac  [author] May 14 @ 6:02am 
@HRG164hjo Should be fixed now, but I don't own the new DLC (yet) so I can't check for myself. If anyone could report back whether or not the fix works, it would be greatly appreciated.
HRG164hjo May 14 @ 3:31am 
in current version if someone start in l-cluster with bio ships then the starting fleets will be destroyed, would you pls fix this?
DarkArchon May 13 @ 7:30am 
Thanks, seems we've got to wait for more bugs to be ironed out in 4.0
Klarac  [author] May 13 @ 4:27am 
@white__mage Thank you for the extra info, it helps a ton! Yeah, ringworlds don't seem to function well at all in 4.0, not even from a balance standpoint.
white__mage May 12 @ 10:59pm 
@DarkArchon, I get the same bug, I don't think it's an issue with this mod but with something else.

I've tried multiple mods with other origins with a ringworld and it does the same. I've also tried to start this mod with the lower tomb world origin and build a ringworld, and the issue still happens.
DarkArchon May 12 @ 10:55am 
On the advanced start the rings worlds are bugged resetting districts and modifiers after building a nexus district.
Klarac  [author] May 11 @ 12:20pm 
@SYHs what kind of empire were you playing?
SYHs May 11 @ 6:19am 
@klarac thank you rof the 4.0 update

update: i had encounter the bug where the origin being fuse with the normal original causing - distric and begin with 0 building
Lapsed Pacifist May 10 @ 6:33pm 
Good grief that was quick. Thanks a bunch, works perfectly
Klarac  [author] May 10 @ 5:38pm 
Lapsed Pacifist May 10 @ 4:48pm 
Any chance you could put the old 3.14 version up as a separate mod?
Klarac  [author] May 10 @ 4:40pm 
@Max No, just the standard L-Cluster. The precursor event chain will give you an additional system when you finish it, and if I remember correctly, Gigastructures can reliably give you 1-2 extra systems with events if you play with that mod too.
Max May 10 @ 3:29pm 
Do you have a version of this origin with a larger L-cluster, like 12-16 systems instead of 6-8?
Klarac  [author] May 10 @ 11:57am 
@cmarinos51 @SYHs The mod is now updated to work with 4.0
Klarac  [author] May 10 @ 4:06am 
@SYHs Not yet, as I've said in my previous comment.
SYHs May 10 @ 2:27am 
does the mod have 4.0 update
cmarinos51 May 6 @ 3:49pm 
Alright. I figured it wouldn't be but had to ask.
Klarac  [author] May 6 @ 12:13pm 
@cmarinos51 Not yet. The new update broke some things and I haven't had time to fix them yet.
cmarinos51 May 6 @ 11:42am 
Another dumb question...is this compatible with the newest update?
Threedimensionalsquare May 2 @ 1:44pm 
@Klarac Thanks for the quick answer!
Klarac  [author] May 2 @ 4:03am 
@deathoverlord2416 Yep, it is!
Threedimensionalsquare May 1 @ 8:00pm 
So, this MAY be a stupid question to ask, but is this mod compatible with Gigastructural Engineering?
Klarac  [author] Mar 30 @ 2:51am 
@JamieStylez The mod works fine with the latest version of the game. Load order depends on the mods you are using. The order doesn't really matter if you are *not* using any other mods that change things about the L-Cluster.
JamieStylez Mar 29 @ 6:53am 
does this need an update? and where does this go in the load order? thank you
cmarinos51 Mar 19 @ 7:33am 
@Klarac Thanks much. That's fine. A lot if my fun in these games is fun building megastructures and such when I can so I can wait. Especially I prefer to play tall amd turtle anyhow.
Klarac  [author] Mar 19 @ 5:40am 
@cmarinos51 Yep, they can! Just keep in mind that it might take a while. AI empires don't tend to focus on L-Gate research.
cmarinos51 Mar 19 @ 4:19am 
Dumb question so I apologize in advance. Are ai empires still able to open the L-gates? I'm wanting to do a sort of FE style run where the ai empires stumble upon me when they open the L-gates.
[OTnL]Grieves Amorl Jan 30 @ 5:15pm 
any chance of a legacy version for 2.1.3?
Zendir Heartfire Dec 31, 2024 @ 4:52pm 
Alright
Klarac  [author] Dec 31, 2024 @ 2:11pm 
@Zendir Heartfire It's an origin, you can mix it with whatever civic you want.