Stellaris

Stellaris

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!!Universal Modifier Patch (3.14.*)
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21 mrt 2019 om 0:35
20 nov 2024 om 3:34
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!!Universal Modifier Patch (3.14.*)

Omschrijving
Fix the modifier issue after the 2.2.6 update.

With the release of 2.2.6, once again, Paradox fools buried countless of mods and modders into the abyss.
This fix mod brings the missing modifiers that existed in 2.2.0 to 2.2.5 back to life. (via overweight 00_common_categories.txt load order to make them generate again)
Such as pop jobs related modifiers, megastructure cost, planetary decision cost, specific leader cost & upkeep… etc.

You only need to subscribe this "fix" mod, if one of your subscribed mods or more edited vanilla file "00_common_categories.txt", which will conflict each other when loading the game.
Let me know if I forget to add certain modifiers into it.

Compatility
No vanilla file overwritten.
Not Achievement compatible.

Has built-in support with the following mods, note that these are the example that they had modified and done workaround for vanilla economy category.
As long as your subscribed mod doesn’t edit economy category, they are compatible with this patch.

[discord.gg]
449 opmerkingen
pablo gonzalez 4 jan om 9:36 
Does this change how political faction in your empire work, since I am look for the mod in my list that makes it so the spiritualists/tradionalists don't appear.
Delirium 12 dec 2024 om 19:49 
@MasterBot ah thanks. I actually dont have that mod so it must be another one.
MasterBot 10 dec 2024 om 19:28 
@MRINF @Delirium for me it was sarteks economy mod(fix is already up,but it breaks some mediocre ascension perk from another mod,if you care look up comments on sarteks mod)
MRINF 9 dec 2024 om 5:48 
@MasterBot I may have figured out the reason why this mod prevents ai from building fauna ships: this mod removes the triggered modifiers that contains determinant "is_space_fauna" and key "starbase_shipyard_space_fauna_build", which means AI won't incorporating the cost of space fauna ships into ai_budget considerations and may have treating them as infinite, and hence stop building those ships.
I am not too sure though. Nobody knows what Paradox's stupid AI was thinking.
Delirium 3 dec 2024 om 21:57 
@MasterBot do you know what other mods disable the ai's ability to build the fauna ships? im having the same problem rn and dont have this mod installed
Dimas 23 nov 2024 om 3:39 
Error
[13:38:26][trigger.cpp:487]: invalid scope for trigger. got [planet], expected {pop}. file: common/economic_categories/~~~modifiers_fix_categories.txt line: 2210
[13:38:26][trigger.cpp:487]: invalid scope for trigger. got [planet], expected {pop}. file: common/economic_categories/~~~modifiers_fix_categories.txt line: 2212
[13:38:26][trigger.cpp:487]: invalid scope for trigger. got [planet], expected {pop}. file: common/economic_categories/~~~modifiers_fix_categories.txt line: 2215
Velosid 20 nov 2024 om 16:59 
I can also confirm, this mod disables the construction of fauna ships for AI. Just by disabling this mod alone fixes it.
MasterBot 15 nov 2024 om 17:33 
Seems like this problem is shared by other mods too...so if you find what it is exactly pls describe it is patch notes or put a comment here
MasterBot 15 nov 2024 om 3:04 
After "disable some mods and test" method that took me half a day i can say this mod disables ai's ability to build new fauna ships.
vidz99 7 nov 2024 om 5:31 
I have this error in the log file:

Error: "Unexpected token: generate_mult_modifiers, near line: 4542" in file: "common/economic_categories/~~~modifiers_fix_categories.txt"