Stellaris

Stellaris

[3.7] The Great Famine Modjam 2022
34 Comments
RustyKn1ght Jan 25 @ 5:26am 
Ditto for 3.14. Questline finishes and then nothing.
Vic_Fontaine Aug 15, 2023 @ 5:07am 
Dont use this mod under current conditions (3.8). I have finished the questline, however, the negative effects on all plantes remain ->impossible to play any further

There is a way to remove negative effects on plantes via console, but its a lot of work for every single planet
wurzlsepp Apr 19, 2023 @ 10:21pm 
I have created a German translation for your mod.
If you are interested in putting it in your mod give em a hint where I can upload it.
Kirby101  [author] Mar 24, 2023 @ 9:54am 
@FuZ_Lord when i have time to go through stellaris 3.7 and make sure everything still works correctly, i've been quite busy recently so haven't had that much time. Won't be too long now, but i expect there to still be no real issues with playing this mod on 3.7 anyway, should functional all the same, will just show up in paradox launcher as for a prev version
FuZ_Lord Mar 23, 2023 @ 5:49pm 
update when?
Destro Feb 24, 2023 @ 1:42am 
It is "Gigastructural Engineering and More" the "and more" part covers a lot
Kirby101  [author] Feb 23, 2023 @ 1:32am 
@Elowiny Thanks for the info. Don't worry i was only joking about making you move your systems, was just surprised your mod spawned systems since based on the name i assumed it only added more megastructures
Elowiny Feb 22, 2023 @ 11:54am 
@Kirby101
Hello yes, as the Gigastructures creator, I can guarantee that we are most definitely not moving our core systems

What you can do to guarantee compatibility is set up your system-spawning event to spawn your core system in a different spot if the "gigastructures_enabled" flag is present AND if the "giga_core_disabled" flag is NOT present.
Lord Forte Feb 7, 2023 @ 2:26pm 
Well, I do play heavily modded, so I was just jumping in from the Gigastructural core systems,. I can't say for sure if vanilla jump drives would get you there. I do know that they set that flag on the systems with a certain megastructuure that prevents jump driving to a system, so it should be possible. Admittedly, trying to figure out how turned out to be more difficult than I expected. <.<;
Kirby101  [author] Feb 7, 2023 @ 1:23pm 
@CyberForte I have no idea how to prevent jump drives accessing that system, it seems just on by default, and i had no idea you could jump a distance that big, i guess i'll look into seeing if i can change that, thanks for letting me know
Lord Forte Feb 7, 2023 @ 1:18pm 
Meme problems require meme solutions =P https://i.redd.it/8m058dkhfpga1.png

Jokes aside, I feel like you may want to look at the code that prevents you from just jump driving to the L-Cluster, I had the option to just jump drive to the core system well before I had gotten any kind of events to figure out who was behind the crisis.
trzcinam2 Feb 5, 2023 @ 7:53am 
I've only got to play with it this game. And it was so much fun :D I have to say if i wasn't playing megacorp, then I don't know if I'd make it.

I had a bulwark vassal, and once I concluded the crisis my economy bleeding ;)

Cool crisis, thank you!!
bossRCIman Feb 4, 2023 @ 4:43pm 
I assure you, Kirby will not be able to do that
Kirby101  [author] Jan 30, 2023 @ 10:57am 
@Dabro682 i've not played with gigastructures yet, but pretty sure the system should still exist, just be on top or behind directly the aeternium. If thats the case you can still access it through the gateway by going into system view, or ai do eventually defeat it. Don't worry, i'll make the gigastructures devs move their system soon
Dabro682 Jan 30, 2023 @ 9:18am 
To answer my own question for anyone else having trouble, yes the AI does eventually defeat the crisis.
Dabro682 Jan 30, 2023 @ 8:30am 
Hello!, good mod but I have one issue. Is there any way to skip the final event with a command and barring that, will the AI still "beat" the crisis if the system hasn't spawned? I'm running Gigastructures with Aeternium and I think that stopped the system from spawning.
Kirby101  [author] Jan 29, 2023 @ 7:00am 
@spartan1096 It's all explained in the event pop ups, you're given ample time to defeat the crisis for yourself, eventually the ai has to be able to defeat the enemy and end the crisis, it can't go on indefinitely.
spartan1096 Jan 28, 2023 @ 3:31am 
never find out what cause the great famine unless suddenly an event pop out saying galactic empire ha been defeat, then I saw there is a system in the galactic center accessible through a special gateway located in another empire's border which I never realize it exist. Honestly I'm very disappointed.
Zimrilim Jan 26, 2023 @ 8:51am 
Is it intended that trying to make first contact with the empire that's spawned by the crisis doesn't work? Every time a roll is made to progress contact I get the first contact popup again and it starts from the beginning again. Without making progress.
Yankee Spotts Jan 23, 2023 @ 1:53pm 
Lol. Literally three months after I posted my question, I got Begin the Investigation in my sit log. :spacepony:
Yankee Spotts Jan 23, 2023 @ 1:51pm 
This mod has certainly caused some large empires to break apart, so that's funny. The trick though, is I don't seem to have any special project chains to pursue? Can anyone tell me what the chain is called or how to trigger it?
kojak Jan 20, 2023 @ 7:54pm 
so this mod ends with creating a backdoor wormhole to your homeworld accessible by anyone? horrible and kills my isolationist empire game lol i hate wormholes with a passion
Drew79 Jan 20, 2023 @ 5:57am 
Hopefully this is the correct economic crisis from Modjam.
The mod spawned at the galactic center could you please move it off center so it doesn't overlap over gigastructure engineering galactic center. - Aeternum, an extremely ancient Fallen Empire residing on a Birch World in the galactic core. Thank you.
Kirby101  [author] Jan 18, 2023 @ 3:27pm 
@Dlor fair enough, i wasn't sure what to add at the end of that, but it does feel empty to me, maybe a secondary relic for the end of the event chain, as well as the main one for beating the fleet should be added
Dlor Jan 18, 2023 @ 10:31am 
Was an interesting mod, might keep it in, but your final event (trying to avoid spoilers) didn't really have a payoff for me. Felt kinda meh, did all this work and didn't get a decent reward. Might want to look at what reward you get for finishing this event chain to completion.
CTH2004 Jan 13, 2023 @ 10:30am 
okay, I'll add it to my list, even though it's not yet added. It's Here .

Also, put it in my special guide Over Here
Kirby101  [author] Jan 13, 2023 @ 1:38am 
@CTH2004 It's going to be <event Famine.9> once i update the mod, just making sure it works properly.
CTH2004 Jan 12, 2023 @ 5:22am 
thanks! When you do, could you put the necesary command here, so I can write it down for "future reference Here
Kirby101  [author] Jan 12, 2023 @ 2:19am 
Currently not set up to do that, i can add that for event Famine.1, if you call the command in global scope, on the 16th when we're allowed to hotfix
CTH2004 Jan 11, 2023 @ 9:05am 
Is there a way to trigger this via the console? if so, how?
Kirby101  [author] Jan 11, 2023 @ 1:56am 
I'll add a small one, but i suppose it's supposed to be more of a mystery, other than the name which should give away the general effect of it. Most stuff is/should be explained in game
megabot Jan 11, 2023 @ 1:16am 
request: could the mod not explaint what it does like other mods in the descriptions? as in, I request that there is a description of what the mod does as I do not know what it does exactly
peter Jan 10, 2023 @ 2:47pm 
What a giga chad mod. When I loaded this up I had no idea. Excellent comedy. 10/10 event images. Galacic Empire kind of op, plz nerf in next patch. Overall, 8/10, might play again :steamthumbsup:
kellendros95 Jan 10, 2023 @ 11:28am 
Please, add non-english localization files (just copy english ones).