Stellaris

Stellaris

Gigastructural Engineering - No Crises
18 Comments
Elowiny  [author] Sep 14 @ 10:26am 
@Mackenzie
"something pointless"
you did not see the hordes that whined that the mod was "pointless" BEFORE i added the crises. many people really like them, others don't, that's why they're optional.

"endless whining and complaining from you"
literally where lol?

"then getting upset when people tell you they don't want to see it"
okay, yeah, it used to be a GENUINE issue, so i added options to disable it, made it disabled by default in most cases, and linked to mods to disable it. now it is no longer an issue. literally what else is there for me to do? why bring it up over and over?
Mackenzie Sep 14 @ 10:02am 
Is the irony of adding something pointless and then getting hyper-defensive whenever it's brought up not ring anything to you? that there have not been a million and one mod authors with the exact same narcissistic approach to modmaking?

If you have a creation you want to share - you make a mod to share THAT creation instead of tacking it into your most popular mod for added visibility and then getting upset when people tell you they don't want to see it. It's really not that complicated, and over the past few weeks I have just seen endless whining and complaining from you that people do not care about these custom factions in their custom structures mod.
Elowiny  [author] Sep 14 @ 2:40am 
@Mackenzie
It's just pointless imo. Why bother? I get it, some people don't like it, so I made this mod to let them disable it (and in fact have it disabled in 2 out of 3 of the default gigas presets), why insist on it? What does it accomplish? What does it tell me that I am not already aware of?
Mackenzie Sep 13 @ 10:48pm 
Yeah I mean like dude great mod and everything but he's right about the cartoonish space german empire styled circa 1860's crisis being super jarring and completely unessecary to the mod overall. I don't think there's anything offensive with that criticism.
Dave Jul 1 @ 3:31am 
Sure, Casako also lets you disable the anime infection. That does not change the fact it is included by default alongside the content most people actually want. I understand the mod is called Gigastructural Engineering & More, and the “& More” is a carte blanche for adding anything into it. But honestly, most users come for the megastructures and related features, not the odd side additions. This is not just about visuals either. The entire crisis package clashes with the mod’s overall style and tone due to its writing and over-the-top nature compared to the rest of the mod and the base game. The cinderblock cats, the Katzen especially, the Aeternum to some degree. They all feel like fan OCs rather than something that belongs in the game and integrates into it seamlessly. Having to dig through menus just to turn off these wacky empires and crises undermines how polished the rest of the mod is and would be better handled as a sub-mod. That is my point.
Elowiny  [author] Jul 1 @ 12:22am 
@Dave
I mean, that's why there's an option to make the Blokkats NOT look like bricks with cat ears in the main menu...
Dave Jun 30 @ 4:05pm 
I’m not against new ideas, but the crises in Giga just don’t fit with the rest of the mod’s look and feel. You have all these sleek, massive structures, and then suddenly there’s this goofy, cartoonish stuff shoved in alongside it. It’s the same problem as with Casako’s Framework and that anime infection stuff that’s on by default and you have to adjust through settings just to avoid it. It intrudes on the parts people actually download the mod for. It’s a jarring mix that feels slapped on rather than thoughtfully integrated. If you want to keep them, go ahead, it’s your mod after all. I just wouldn’t force them in with the core content and would make them a sub-mod.
So yeah, I do consider it to be an embarrassing part of the mod and an OC insert, just like Casako's skunk thing. I won't cry for immersion as I don't really care for it, but bricks with cat ears are a bit too much even for me. Also, comparing them to Scourge or the Unbidden is a bit silly.
Elowiny  [author] Jun 30 @ 2:25pm 
@Dave
i'm curious why people like you feel the need to insist on how "cringe" the crises are
isn't literally every original creation an "OC insert"? like isn't that how creation works?? how are they "embarrassing"? are the scourge, unbidden and cetana the "embarrassing OC inserts" of the Paradox devs by that logic?
Dave Jun 30 @ 9:21am 
Neat way of removing those embarrassing OC inserts
They should've been a sub-mod by default instead of being crammed in with the valuable portions of the mod
Nocturne Mar 5, 2024 @ 7:07am 
very good submod
Durandal Jun 17, 2023 @ 3:34pm 
@Rips you shut the mod off
Elowiny  [author] Apr 14, 2023 @ 12:30am 
@Lizky
The Paluush aren't a crisis and you can actually use the Dyon-Beam against the Katzens if you sabotage the Katown resistance region though.
Klaris Llfiend, Light Mommy Apr 13, 2023 @ 3:13pm 
As interesting as some of the events in the custom crises are, the way that many parts of the original mod are just ignored when applied to these crises (disabling the dyson beam's use against the Katzen & Paluush, and inability to learn that technology for yourself) doesn't feel thought out enough to me for me to use these crises in my games. It's nice to include a submod to have these by default disabled.
Grendain Aug 24, 2022 @ 2:19am 
Compatible with 3.4 ?
Rips Mar 23, 2022 @ 6:51pm 
How would you renable the crisis if you use this mod?
76561198118052671 Jan 20, 2022 @ 5:02pm 
Me Downloads this mod
Gigastructural Crises :
https://www.youtube.com/watch?v=4FiKfEDVnUY
Dukkokun Nov 8, 2021 @ 12:38pm 
Could we get an opposite mod instead? I want all the crises to be enabled by default at the default difficulty level. I have to manually turn them on each time :D (Or, could I shamelessly steal this mod and flip it on its back for my desired effect?)
Cheesemongle Nov 8, 2021 @ 7:57am 
rename this to the no fun mod :)