Stellaris

Stellaris

More Events Mod
5,470 Comments
BW.pickaxe 10 hours ago 
Looking forward to 4.0,I can't play the game without your mod:steamhappy:
Schrödinger's Core 22 hours ago 
Some patience people. Updating something like this takes time.
moroyalio 22 hours ago 
I'll wait for the mode to be updated before starting a new game :)
gobo 23 hours ago 
Bro when is the update coming? I can't play the game without your mod at this point.
Malthus  [author] May 7 @ 4:12am 
@AlienfinderX As you can read in the launcher as well as in the mod description, the mod has not been updated to 4.0 yet.
AlienfinderX May 6 @ 11:04pm 
Hello there, I had only your mod with 4.0 update and it cause the game to crash before the game can full start up. I hope this information might able to help you find the problem.
Malthus  [author] May 6 @ 8:19pm 
That is the plan. Before the 4.0 update will be uploaded, I'll create a second version with the current 3.14 state.
4.0 is progressing rather quickly at the moment though, so it looks like as if it will be in a better place soon.
Smokehouse03 May 6 @ 8:12pm 
Yeah dont worry about a 4.0 version, its barely functional in vanilla currently lol also if you do update can you make a 3.14 version? thanks
Malorn May 6 @ 7:21pm 
As always, thanks for putting in so much work on the mod. At the moment 4.0 has enough vanilla bugs that I wouldn't worry too much about getting the mod out yet.
Vumpalouska May 6 @ 5:40pm 
Awesome to hear that an update is coming! MEM has been one of my must-have mods ever since I first started playing Stellaris. The game would feel incomplete without it.
Tr33  [author] May 6 @ 5:31pm 
And its a good opportunity for suggestions regarding changes. For example if something should be a zone or how the new vazurans should feel like :)
Malthus  [author] May 6 @ 4:13pm 
So, I do have some good news now. Thanks to Caligula the crash issue has been solved fortunately and then there are only some minor obvious issues left in the errorlog after that. Once they have been resolved Tr33 and me will have to go over the mod and check for balance issues resulting from 4.0 changes and try to adjust as best as we can. After that a few testgames are in order to hopefully find the worst offending bugs before I want to let this version loose on you guys.

But I am sure there will still be plenty bugs hidden somewhere and I hope you'll be letting me know about them, so they can be fixed as well. I hope that we can do the update sometime next week.
Griffith-did-nuthn-wrong May 6 @ 3:47pm 
I'll just chime in to the chorus of thanks for the mod. It's been a staple for so long, I have been wondering where some events were when I started playing the new update on base game. Lo and behold one of the pillars was here. Great job!
Lux Veritas May 6 @ 10:14am 
You can do that, would love to use this mod ;D
Hepatica May 6 @ 8:42am 
We believe in you :steamthumbsup:
Malthus  [author] May 6 @ 4:19am 
@Nicudy I would not recommend you to wait for this mod to update for you to start a new game. Even though I currently have reduced the errorlog from over 8k lines to under 200, I still have no solution for the crash on startup to regain full functionality. In fact after looking through the files presumably connected to the issue I still have no clue, what exactly could cause it.
Nicudy May 5 @ 9:39pm 
I'm just waiting for the update of this mod to start a new game, let me know friends.
Vincenator May 5 @ 9:15pm 
thank you for the mod!!
Malthus  [author] May 5 @ 6:32pm 
Yes, it isn't yet updated to 4.0. Besides the tons of balance changes that have to be addressed I'm currently unsuccessful in finding the root cause of the crash on startup which is somewhat related to ship sizes. No idea how long it will take at the moment.
jdc May 5 @ 6:24pm 
this mod seems to conflict/crash with recent update v4.0.2?
Malthus  [author] Apr 23 @ 5:20pm 
Thanks to your question I noticed the ap override being outdated, which will be fixed with the imminent bugfix uptdate. The last two things I am unaware of.
OMNISCRONCHULON Apr 23 @ 4:46pm 
Does this mod allow you to pick both Cosmogenesis/Galactic Nemesis and Defender of the Galaxy? I re-subscribed after a long time and I think this mod is the culprit. Also, more juggernaut capacity and adds a paradox titan capacity?
dcsouthpaw Apr 19 @ 12:39pm 
And thank you for taking a look at the issue, I was wondering why it suddenly started appearing.
dcsouthpaw Apr 19 @ 12:35pm 
I've never made a nation with it, and one of my AI neighbors had it in my last game. Starting multiple new games and using the observer command, it appeared roughly 1/3 of the time.
Malthus  [author] Apr 19 @ 12:27pm 
@dcsouthpaw It actually is not meant to appear randomly, but instead only if you use it yourself or force spawn a custom ai empire with it. Tr33 did not add the usual zero weight and I overlooked it. I plan to do another bugfix patch for the 3.14 version before the end of the month, which will correct this oversight.
dcsouthpaw Apr 19 @ 12:21pm 
Is there a way to disable Ceaseless Gaze, or at least prevent the AI nations from using it? Aside from not wanting more origins (I'd use the More Origins Mod if that were the case), the gravity tunnels are a bit much when there are (too) many instant travel things in the game already.
Malthus  [author] Apr 16 @ 6:19am 
This time it could take quite a bit longer than usual until everything is updated. 4.0 is a monster of an update.
Peter34 Apr 16 @ 5:59am 
Likely some people will want to stay with 3.14 for another 2-3 weeks, until bugfix patches are out so that's very nice of you.
Malthus  [author] Apr 14 @ 5:55pm 
I just released the final update for 3.14. You can find the full list of changes in the changelog. Once 4.0 is released and we are ready to update to 4.0 I'll upload a separate version with the current build for those who want to stay on 3.14, if there are any.
Malthus  [author] Apr 12 @ 6:07pm 
@merc2k9 There is a 5% in a yearly triggered background event. You can calculate your chances of NOT getting it by multiplying 0,95 with itself times the number of years you already waited. The longer you wait the more likely it is (statistically) that you will get it.
merc2k9 Apr 12 @ 4:37pm 
How long should it take for the magnus digsite to appear? Observed it for about 20 years but nothing so far.
Malthus  [author] Apr 2 @ 10:11am 
@Pitlos Tails This is not a digsite name I have read so far. You can always check using debugtooltip to find out the ids. Usually they should give you a hint where it belongs to. Our stuff starts with "mem_".
Tr33  [author] Mar 28 @ 8:10am 
This is silly. There was no spacebar between "weapon_archaeotech" and "}". Should be fixed with the next update. Also now with proper ai weights
Malthus  [author] Mar 28 @ 6:45am 
@Pitlos Tails Indeed, that one was added with Aevum. I'll let Tr33 have a look at it, it is his work.
Pitlos Tails Mar 28 @ 6:25am 
is your mod the one that adds the skip particle canon? if so its bugged and does not get the archeotech bonus
Malthus  [author] Mar 27 @ 4:18pm 
If this happens via event, you should use debugtooltip to find out the event id. That should help you to find out which mod it belongs to.
BrayDSA Mar 27 @ 4:00pm 
haha 20 years passed and the planet earth was consumed by the sun, I had to start a new game.
Malthus  [author] Mar 27 @ 8:51am 
I'm rather confident answering this question with no. destroying habitable worlds making them uninhabitable is something that is done with utmost moderation if at all. Destroying the capital world with an event is something I wouldn't add.
BrayDSA Mar 27 @ 8:23am 
is there an event that makes the sun eat the earth? is it part of this mod?
Malthus  [author] Mar 25 @ 8:40am 
@NxtGen do you know the event id? Out of my head I can't put a finger on "Dark Star".
NxtGen Mar 24 @ 10:18pm 
Possible issue... game keeps crashing because of this mod. Not sure why, it appears to be related to a "Dark Star" event? I love this mod, been using it since it came out way back, hopefully can figure it out.
Malthus  [author] Mar 23 @ 5:57am 
@BrayDSA I'm not doing any translations myself and beside that I do not speak spanish. Either someone creates a translation submod or you will have to use the english texts in the case you play with this mod.
BrayDSA Mar 23 @ 1:56am 
spanish?
Malthus  [author] Mar 19 @ 4:13am 
Will do. While I'm at it I'll likely also disable that one while at war.
jesus Mar 18 @ 8:57pm 
pls change Event 7: Reactor Overload. Set flag to not touch capital star base. This event happened with me in the middle of tough war in mid game. This just ruined my economy. Not fun at all
Malthus  [author] Mar 17 @ 5:48am 
I wished I had a few people, who'd be willing to fill the wiki, actually. Takes a lot of time to write up usable entries and I'm quite busy working with Tr33 on some additions for MEM.
Malthus  [author] Mar 17 @ 4:01am 
That is the event where you get an old message from a pre-ftl civilization and get a POI leading you to their system.
Vermin Supreme Mar 16 @ 3:49pm 
So ive been trying to find one of the events on the wiki but is thier a diff place that explains what the Valintu signal is?
Tr33  [author] Mar 4 @ 7:37am 
It should be possible to give them extra ships depending on the neighbours naval capacity. On top of the already massive fleets, that should "fix" your weak broken clock
Salv Mar 3 @ 11:07pm 
I tend to play with GA yr 50 scaling and an another mod that hugely buffs the amount and quality of the ships the AI builds. So by the time the broken clock seems to spawn. the neighboring empires tend to be equivalent fleet power to them at least. I don't know to what difficulty level you are tuning for though. Maybe it would be too much work, but perhaps a way for the player to customize the strength of the broken clock empire?