Stellaris

Stellaris

~ StarNet AI
salvor  [developer] Apr 19, 2019 @ 3:58am
Compatibility discussion
If you want me to make compatibility patch for a fixed mod, feel free to post it here. In most cases, Starnet should work fine even without the patch, so feel free to try it without the patch.

If you experience gamebreaking issues when using Starnet together with something feel free to report in this thread (or vice versa, if you tried a mod combination and it worked great).



NSC (high priority, currently don't work together at all according to reports).
Extra Ship Components (doesn't work, AI doesn't use strategic resources properly works fine since ESC changed their ai code There is a patch)
Guilli's Planet modifiers (compatibility good)
Guilli's Ship Components (compatibility: Unknown, probably good)
Zenith of Fallen Empires (compatibility: Unknown, probably ok, reported by players as being fine)
Planetary Diversity (compatibility ok)
Gigastructural engineering (compatibility Unknown, AI should kill you before you get to gigastructures. Reported as being fine. AI won't build gigastructures too smartly but they will build some.)
ACOT -- in progress. Right now AI doesn't use any t6 technologies and further (compatibility terrible), on a positive note vanilla won't use them either.

Typically the worst compatibility behavior happens if a mod adds new important resources or changes vanilla buildings.

Things already done (by me or others)
NSC Patch
ESC patch

I don't know when I get to the stage of making compatibility patches, typically issues with the mod itself will take priority then I will focus on popular mods which are completely incompatible together with starnet.
Last edited by salvor; Jul 19, 2021 @ 1:28pm
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Cookiesnm1lk Apr 19, 2019 @ 10:19am 
"I don't know when I get to the stage of making compatibility patches, typically issues with the mod itself will take priority" dude take your time. if your mod isn't totally stable and bug free, how can you expect to be able to play nice with and make it compatible to work with other things? first things first.
Last edited by Cookiesnm1lk; Apr 19, 2019 @ 10:20am
salvor  [developer] Apr 19, 2019 @ 10:39am 
Well, it's stable and relatively bug free as of now.

When I am saying "issues with the mod" I mean something along the lines "AI overprioritises food in midgame", not something like "AI doesn't know how to build armies"
Cookiesnm1lk Apr 19, 2019 @ 10:52am 
Originally posted by salvor:
Well, it's stable and relatively bug free as of now.

When I am saying "issues with the mod" I mean something along the lines "AI overprioritises food in midgame", not something like "AI doesn't know how to build armies"
still bro, take your time. coding is hard. heck i look at code and get headaches... soooo yeah. take your time. rushing content makes ♥♥♥♥♥♥ content. just ask....every triple A game company these days.
HolyFarglesnot Apr 22, 2019 @ 12:06am 
Zenith is a big one for me, along with Gigastructures. How about compatability with Starbases Extended? I love that mod, but the AI never uses their Starbases to their fullest potential even in vanilla, and this exacerbates things.
Goooa Apr 23, 2019 @ 8:24am 
Is this MOD compatible with Glavius's Ultimate AI ?
salvor  [developer] Apr 23, 2019 @ 8:58am 
@HolyFarglesnot
I have plans for zenith, but can't guarantee it will happen soon.
From the look on starbase extended, while mods can used together the mod will give much more edge to humans than to AI.

Stellaris AI has a dumb unmodable desire to suicide their fleets into starbases (probably it misunderstands how threatening they are). To an extent I can add workarounds to prevent it happening (for example by making AI use weapons which are good vs starbases) but any mod buffing starbases will let you abuse this behavior easily.

@f59375443

No, and they will never be compatible. All AI mods are heavily incompatible, using any AI mods will break everything. In best case One mod will override the other, in worst case AI economy will crash.

I am not entirely sure why do you want to launch them together. If a simple thing like (launch this mod with glavius) could make AI be better I would have either included it in this mod in the first place or advised to do it.

I included some of the things glavius did in his mod (most importantly his resettlement handling), but pretty much 90% of it is incompatible.
Goooa Apr 23, 2019 @ 10:38pm 
@salvor

OK,I know ,thank you
apx1701 May 4, 2019 @ 2:14am 
"Planetary Diversity (compatibility bad)", why bad ?
salvor  [developer] May 4, 2019 @ 8:42am 
Originally posted by apx1701:
"Planetary Diversity (compatibility bad)", why bad ?
It overrides districts, so can be used only with Universal District Patch.

But for some reasons it didn't work properly (exterminators were building food districts/district display was borked), I need look more into it. Probably part of the reason is that Universal District patch isn't updated as often, but maybe there is something more to it.
Derik May 6, 2019 @ 5:40am 
I noticed that compatibility with real space is also bad, as the AI does not seem to build starbases actively
4Pomu May 9, 2019 @ 9:49am 
Do you think StarNet would be compatible with Star Trek New Horizons at the moment? Could it ever be, given the scope of the two mods?
salvor  [developer] May 9, 2019 @ 10:39am 
Originally posted by TomtheWonderDog:
Do you think StarNet would be compatible with Star Trek New Horizons at the moment? Could it ever be, given the scope of the two mods?

Star Trek new horizons is heavily incompatible with everything, so no and it never can be compatible.

But on a positive note, recently I've been playing a lot of STNH and I am making an AI mod specifically for it (I won't change diplomacy I think, since that would be a bit breaking the startrek lore), but at the moment I am not satisfied with how it performs.
salvor  [developer] Jun 6, 2019 @ 9:05am 
Such mods are entirely up to their author.

Any new content (including plentiful conditions) needs to write their own ai_weights. If author wrote good handling for them it will be used, if author kept the weight to be 0 it won't.

Normally nothing will break but whether AI will or will not use the new content depends on the mod (and in most cases humans will use it much better. Sometimes these mods have few overpowered traditions/perks which are heavily prioritised by humans but are picked by AI only rarely due to low ai_weighting).

I think people reported Plentiful Traditions, ZoFE, Guilli's mods, ESC, Gigastructures to work fine with starnet even without extra patches.
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