Stellaris

Stellaris

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~~Ariphaos Unofficial Patch (4.0)
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12.547 MB
Feb 12, 2020 @ 6:17am
Jun 17 @ 8:50am
120 Change Notes ( view )

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~~Ariphaos Unofficial Patch (4.0)

In 1 collection by Ariphaos
Ariphaos Personal Modlist
23 items
Description
AI Bugfix Mod Support Performance

This mod corrects several hundred issues in vanilla Stellaris. The game is faster, the AI is smarter, mods are better supported, and fewer bugs will be encountered.

[patreon.com]

This mod should be loaded at the top of your load order so other things can overwrite it.

If this mod is not first, it will clobber many other mods.

=============================

  • This mod has fixed two game crashes so far. Both are now fixed by Paradox.
  • It is not achievement compatible.
  • A small portion of this mod has been incoporated into 3.11[forum.paradoxplaza.com]. They included about twice the fixes listed, but it is normal for Paradox to only include about half the fixes they make in a given patch in their changelogs.
  • This is not a balance patch. Paradox absorbed most such changes from this mod in 3.11, and a good portion of what balance items remained is now removed.
  • I am working on a balance mod to eventually host most of the leftover balance items, along with more drastic changes.
  • If you have difficulty updating: Load the Launcher, then unsubscribe from and resubscribe to this mod. If you're getting a version warning, the mod didn't update.

=============================

This mod should be loaded at the top of your load order so other things can overwrite it.

If this mod is not first, it will clobber many other mods.

=============================


Previous Versions
=============================
Legacy Version here. <- This will always track the previous release.

Older versions may be found on Github[github.com].

Fix List
=============================

It is The fix list is documented on Github[github.com] in the various Changes (full breakdown) and Changelog (chronological) files. It is too enormous to list here.

Author Credit
=============================

Nearly half of these fixes originate from other authors. Credits are listed on Github[github.com].

Compatibility
=============================

This should be compatible with nearly everything as long as this is at the top of your load order. Most changes are independent of each other and those that are not should work at least as well as in vanilla if one part gets overwritten.

Exception This will break some multiple-ascension-path mods. Use mine instead, if you are only interested in combining bio ascension with others.

Performance
=============================

This mod has a modest performance boost. Paradox has incorporated most of my fixes or made them irrelevant over time, but a number always remain.

Ongoing Games
=============================

Ongoing games should be fine.

Modders
=============================

Feel free to forward changes from this mod into your own. Credit is appreciated. Nearly half of these fixes are by others as noted in Credits.md linked above.

If you want to check for this mod's presence, look for the ariphaos_unofficial_patch_installed flag or the @ariphaos_patch_installed variable.

My Main Stellaris Mods
=============================

These are intended to be balanced, suitable for multiplayer, etc.

  • Unofficial Patch fixing hundreds of bugs in vanilla Stellaris.
  • Biopsionic Mastery enables biological ascension to be combined with others while using my patch.
  • Yet Another Galaxy Enhancement Mod - Adds new galaxy sizes, star names to fit, and tweaks galaxy generation slightly.
  • Bypass Adjustments - Some small tweaks to wormholes (you won't pull the lever and piss off a Fallen Empire any more). Major overhaul for Gateways, making them feel a lot more strategic in the endgame by making them require black holes. Also blocks Fallen Empires, random empires, and space critters from using your Gateways.
  • Sensor Expansion - Adds more functionality to sensor tech.
  • AI-Player Exclusive Archaeology - Makes a set of AI only dig sites, so the player can enjoy the rest.
  • All Systems Spawn - What it says on the tin. Spawns all rare systems, leviathans, and [REDACTED]

My Other Stellaris Mods
=============================

These are not balanced, and drastically increase the player's power.

  • All Anomaly Spawns - Removes the null spawn chance from the anomalies that have it, allowing you to get all anomalies.
  • Assorted Precursor Adjustments - Currently this just makes it so that you can get all precursors. Remaining issues this addressed were addressed by Paradox.
Popular Discussions View All (19)
113
Jun 27 @ 9:41am
Bug Report
TurtleShroom
4
Jun 7, 2024 @ 8:35am
Three vanilla bugs in version 3.12.4
Night
1
Jun 21, 2024 @ 3:35am
Crisis bugs in 3.12.4
Zomifi
1,319 Comments
Do'tasarr o Khajiit 7 hours ago 
If we use the open beta, infiltration is stuck at 0.
Dyna-saur Jun 28 @ 9:55pm 
Can confirm. Can't change individualist machine to utopian abundance.
Fettered Soul | RINH XX Jun 27 @ 9:44am 
Could you please fix this bug? The developers are on vacation, and no updates are expected until August. The bug is present in all versions 4.0. :Hire:
https://forum.paradoxplaza.com/forum/threads/stellaris-prethoryn-scourge-does-not-purge-pops.1788579/
youtubitz Jun 26 @ 1:33am 
Whenever i take control of an Empire to do something then return to controlling my empire the ai empire i was messing with won't do much of anything for around 10 to 20 years.

Pretty Sure this mod has nothing to do with this issue i am having as it saw it happen with all mods disabled but i hope someone can help nonetheless.
KnighTheThrasher Jun 24 @ 6:02am 
this mod has a bug that makes it impossible to give utopian abundance or decadent lifestyle to robot pops (both individualistic machines and synths)
Nikal Jun 23 @ 5:25am 
That's strange. It doesn't modify 00_eng_tech. Are you sure it's this mod?
Scaredy Nat Jun 23 @ 3:28am 
hey, this mod allows bioship empires to get the mechanical ship armour as well as the bio ship armour. just needs the checks for potential = country_uses_bio_ships = no and show_tech_unlock_if
B flat Jun 18 @ 4:38pm 
Can anything be done about the AI not building anything except fortresses and hydroponics (or not building anything at all), or is that something hardcoded? I don't mean it as a bug, but rather generally AI being incredibly bad economically even on GA.
Nikal Jun 18 @ 4:18pm 
Well, whatever you did, it sort of kind of worked, but actually didn't. 😶

I made a test game, vanilla + your patch, one Mechanist and one Individual Machine, both with AI Citizen Rights set. In case you want to tackle this further, screenshots of what's happening (explanation in image titles):

https://ibb.co/ynFhz5Vc
https://ibb.co/pjnQyXFk
https://ibb.co/ZRvrLV76
https://ibb.co/S49FpPFK
https://ibb.co/mVBzbrz9
https://ibb.co/Fb2YZ97G

Obviously, Pdx completely broke the Species Rights for robotic species after introducing the "individual machines" and just never bothered to go back to fix it. It would probably require some refactoring of all the basic rights/standards to not be accessible by non-sentient robotic species (unless the tech and rights are set), and even more work if we are to obey the "dlc checks".

Personally, I feel like it would've been better had they kept the old robot/droid/synth traits. :/
EMPIREVSREBLES Jun 18 @ 1:36pm 
@Ariphaos yeah, I put it at the top, and it said I couldn't use invasive species with a reptilian portrait.