Stellaris

Stellaris

Expanded Mods Base
216 Comments
Tovius  [author] 15 hours ago 
Does that happen with only my mods active?
forerunner398 16 hours ago 
To clarify my prior comment, you start colonizing, then the colonization vanishes
forerunner398 16 hours ago 
Hey, as an FYI, either this mod or expanded diplomacy prevents virtual from colonizing somehow. on 4.0.23
Tovius  [author] Aug 22 @ 11:40pm 
Updated for the latest patch. I'll probably be working on expanded pops next.
Hereward Aug 16 @ 6:33am 
Just a heads up. Apparently it goes live next week. A lot of modders are holding back so well done with the onslaught of updates.
Tovius  [author] Aug 16 @ 6:26am 
It is not updated for the beta.
Hereward Aug 16 @ 5:32am 
Using the 4.0.22 Wilderness Beta version with just this mod.

The entertainers in the holo theatres have become duellists.
Pietrn Aug 15 @ 1:32am 
Does this mod at all effect the district names triggered by zones/techs, i.e. the yellow flavor name underneath the actual district name? Running this with Gigastructures, and its Electromagnetic Accelerators Traditions which gives a metallurgist alloy bonus for mining stations in the system caused every planet to have one of the Forge Zone Names
Fatetaker Aug 1 @ 12:42am 
My modlist is running pretty stable with several of your mods featured, its a wild ride so far looking forward to see if it survives to mid to late game...
Fatetaker Aug 1 @ 12:40am 
@Tovius sorry forgot to update, its a conflict with Stellar Manipulation Revival
Tovius  [author] Jul 30 @ 9:54pm 
It is working on my end, so it must be another mod or mod conflict
Fatetaker Jul 30 @ 6:40pm 
@LHZ I am getting a crash now on new starts, havent confirmed it with this mod but am testing now.
방딸 Jul 29 @ 12:18pm 
Anyone else playing well after the update?
My saved file crashed after this mod update
I'm posting a discussion about what other people think
Tovius  [author] Jul 27 @ 11:48am 
It is now fixed.
Tovius  [author] Jul 27 @ 10:48am 
I haven't touched Squire jobs, so I'm not sure why they're acting weirdly.
SpacePoon Jul 27 @ 2:48am 
The latest updates broke the squires job (turns them into civilians) from Knights of the Toxic God origin. Yes, it was this mod because disabling it fixed the issue. It was working before the recent flurry of updates. Was only using it with your expanded diplomacy mod
Centurion Teri Jul 26 @ 6:18pm 
Thanks for the quick fix working fine now.
Tovius  [author] Jul 26 @ 5:40pm 
It should be fixed in the latest update.
Centurion Teri Jul 26 @ 4:57pm 
I have the same problem as PURUNGUI says: we have renounced claims on this empire.
Disabling this mod fixes it but thats obviously gona cause other problems
PURUNGUI Jul 26 @ 9:56am 
So I was playing just fine a playthrought now into middle game, while I do have unrestricted wars now I cant claim anyones system(It said i have renounced making claims) and this was the only mod I been using that updated, might have been some new bad interaction with other mod and yes I am cursing myself for not having made a irony mod manager copy of my current modlist
greatswizard Jul 14 @ 3:26am 
love this mod. makes starbases more meaningfull.
a feature I could possibly see be added, would be maybe adding extra slots to the defense platforms that scale with the starbase upgrade level.
I also seem to be having the bug where sometimes I also have unused slots on the starbase, but that hasn't happenned recently and it seems to be mostly in effect when I don't have X/T slots weapons unlocked.
Tovius  [author] Jul 12 @ 3:11pm 
I do not see that on my end. There is an issue with starbases not using extra large weapons, but that's not caused by this mod.
Ministry of Justice Jul 9 @ 10:14am 
ah. yes you're right, I saw exp_tree_caretaker and assumed it was this mod when, in fact, it's a fuckin vanilla bug. sorry bout that
Tovius  [author] Jul 9 @ 9:24am 
@Ministry of Justice It has the same requirements as vanilla, at least where robots are concerned. Are you sure this is not caused by another mod?
Ministry of Justice Jul 9 @ 8:31am 
utopian abundance is banned from robots in organic empires even with full synths, makes it impossible for the universal prosperity mandate galcom resolution to work properly
noor18 Jul 9 @ 6:40am 
This mod makes indentured servitude available only to authoritarian states. I don't understand why added this feature.
Tovius  [author] Jul 5 @ 11:57am 
It has one when I try to download it, so I'm not sure what's happening on your end.
Abathur Jul 5 @ 11:46am 
@Tovius I did. Still nothing
Tovius  [author] Jul 5 @ 11:35am 
It might not have downloaded correctly. Try unsubscribbing and resubscribbing.
Abathur Jul 5 @ 11:29am 
@Tovius when I subscribe to this mod it says there is no descriptor file
Tovius  [author] Jul 4 @ 2:43pm 
The only way to know for sure is to test with only this mod active.
Mael Jul 4 @ 2:22pm 
This is the only mod I could see possibly messing with it on my modset. I only think it might be the case as you have an Expanded Megastructures mod right?

https://imgur.com/a/tcCKonL

Here's the modset in question if you're interested in trying to help or are curious what I was using when I have this issue
Tovius  [author] Jul 4 @ 8:57am 
This mod shouldn't effect megastructures. Are you sure it's not another mod causing the problem?
Mael Jul 4 @ 6:07am 
I have a strong feeling this mod is causing issues with my game. I keep getting games where the AI is building dyson spheres and ringworlds at like 2230. I check their empires and they don't have the required techs or APs to get galactic wonders but have the AP anyways. Can you look into this
Darrow O' Lykos Jun 25 @ 11:54pm 
Thanks :)

I was wondering if you ever play with Ethics & Civics and PD yourself?
I tried to 3-way merge some files from your mod and those for districts, but those have some hiccups, especially the generator districts. E&C only uses the inline script for farmers_add and not for technicians (don't remember the miner one).

This is an example of a 3 way merge attempt by me: https://pastebin.com/XGuVGcFx

My thought process as a none-modder was this: make sure I copied all different variable cost-code related blocks to the patch. Same with the triggered_planet_modifiers.
Tovius  [author] Jun 25 @ 9:32pm 
Turns out the solution is simple: PD just changed what some of their scripted triggers were called for some reason.
Tovius  [author] Jun 25 @ 9:29am 
Sure, I can do that.
kNow Name Jun 24 @ 11:28pm 
Could you readd can_change_category = no to pop_categories\02_other_categories.txt wilderness_heart_strata as it is in the vanilla file to allow you to see your biomass amount on the planet otherwise, unless I am completely blind, you can't see the population or biomass on the planet.

It is also kinda weird because it just removes the biomass stratum completely, as with this mod the pops get split into menial drone, complex drone, and no category atleast on the management screen. Without it they are all listed as biomass in that box.
Tovius  [author] Jun 24 @ 4:00pm 
Thank you, that is very helpful
Darrow O' Lykos Jun 24 @ 2:24am 
Here is the pastebin for that file btw in case it helps. I don't know if it'll work on its own in expanded mods without PD

https://pastebin.com/5dLQKGzd
Darrow O' Lykos Jun 24 @ 2:22am 
Ok so I fixed part of the problem yesterday between PD and this mod regarding no resource deposits on planets.

For me the problematic file was in
Common\scripted_effects - generate_start_deposits_and_blockers

It wasn't all that complex to make a compat patch in Irony Mod Manager, I barely remember what I did. I'm not a mod maker at all, just have some basic knowledge about code.

I had different issues though that made me remove all expanded based mods for now (not entirely sure they are the cause, though)

When building districts (farm, generator...) no actual jobs were added. But I'm still troubleshooting that one.
Space Cat Jun 23 @ 1:15pm 
i know
Kosmischer_Kauz Jun 23 @ 9:55am 
he knows ^^
Sinon Lynx//Manifold Jun 23 @ 8:59am 
Issue with Planetary Diversity and this mod
For anyone else looking around, this mod is the reason why resource deposits wont spawn on planet types added by planetary diversity (and possibly other mods). Don't have the energy to figure out why or how to fix it though unfortunately.
Kosmischer_Kauz Jun 23 @ 6:58am 
Would be cool if u put information into the Changelog so people know when they can use the mod again^^
Tovius  [author] Jun 21 @ 1:36pm 
If someone can find what might be causing the issue, I can get to it faster, as I don't have time to look for myself until Expanded Pops is updated.
Kosmischer_Kauz Jun 21 @ 10:31am 
at least we know u working on it next so that will shut the most people up ^^
eqN Jun 21 @ 9:51am 
No worries Tovius. Thank you!
Tovius  [author] Jun 21 @ 8:49am 
I am still knee deep in updating Expanded Pops, so I'm afraid fixing compatibility with Planetary Diversity will have to wait.
Kosmischer_Kauz Jun 21 @ 1:27am 
Same here, the update basicly did nothing to change that to my knowledge/testing