Stellaris

Stellaris

Ethics and Civics Classic (Machine Spirit Update)
9,681 Comments
vofademp 9 hours ago 
societal symbionts civic doesn't spawn the secondary species
Bio Therapy does not generate unity
Davlin 20 hours ago 
try disabling pd, with the exception of shattered ring everything worked fine. Check your other mods as well, anything that introduces gameplay changes, adds/removes/changes stuff in the game ect that hasn't been updated since 18th october could be contributing. Luckily my only mods that do that are this one and pd, so diabling pd cured it. All the rest of my mods are just ui enhancments, species, portraits, rooms, flags ect so they work fine.

The patch on the 19th changed how alot of stuff worked in the coding, so in this case it is more likely a mod that has not been updated after these changes and not an updated one causing problems.
Apollo Potato 26 Oct @ 1:56pm 
I've also seen a similar issue (though I gotta preface that I'm using several mods inlcuding PD), most empires I generate start with no capital buildings, only a trade building and nothing else, after a few days the ability to build city districts is lost completely. The exception I've seen was with Broken Shackles origin, I haven't tried Ring World or Space Habitat origins to see if that's also the case
Coggernaut  [author] 26 Oct @ 12:10pm 
Might be an issue with the latest patch from vanilla. I'll try to allocate some time to fix this
Gilgy 26 Oct @ 11:05am 
I think I've found a bug for this mod introduced in the most recent hotfix but I'm unsure. Basically, I'll start the game with very negative housing, it'll then go so negative it destroys my starting city district. I turned off this mod and it reverts to normal. I'm playing on 4.1.1 if it's relevant as newer Stellaris versions seem to have multiplayer desync stability issues.
Coggernaut  [author] 25 Oct @ 9:46am 
Vanilla bugs? Oh boy

Good to hear mod is working
Davlin 25 Oct @ 6:51am 
Fix is working great, had some issues with districts persisting with ocean paradise and subterranian, but tracked that down to planetery diversity mod which hasn't been updated yet.

If your still having district issues and have pd disable it until the mod is updated. Shattered ring origin is broken but that happens with no mods running, so either the origin or ringworlds in general are busted in base game.
Dog 25 Oct @ 6:50am 
Would it be possible to allow Tankbound to become labor Heroes ?
凋灬零 24 Oct @ 2:54am 
When I launched the game today, the caps for all districts in the ring segments disappeared. I noticed that only this mod has been updated recently.
NoxTerroR 23 Oct @ 6:16am 
Hi a bug with the download or somthing modloader say there is no descriptor
Zardae 22 Oct @ 10:29pm 
There might be an issue with Subterranian, I played a Subterranian Hivemind and all my districts were uncapped. Afaik this mod is the only one that touches (early game) districts that I use
Coggernaut  [author] 22 Oct @ 8:35pm 
Hotfix thanks to SteamPnk42!
Davlin 22 Oct @ 6:55pm 
I have found a partial workaround, roll back the game to 4.1.5 under the betas option, normal planets work correctly, ring worlds are uncapped habitats i don't know. No mod files are edited or deleted this time.
Davlin 22 Oct @ 6:20pm 
a new issue has arose, the old fix of deleting the files, as well as crucible's fix no longer work, now districts are uncapped regardless as well as a second agri district appearing on planets. Guessing paradox have updated the game again because until today that wasn't happening.
Davlin 22 Oct @ 5:47pm 
hows the work on the fix going, any news?
Coggernaut  [author] 22 Oct @ 5:45pm 
@Annarresti

pyramid/arrows axis was simplified a few years back, so no worries! :)

I appreciate the due diligence of reporting a perceived issue, thank you!
Annarresti 22 Oct @ 7:05am 
Thanks @kkriakos16
kkyriakos16 22 Oct @ 6:38am 
@Annarresti if you see the mod was updated 2 days ago
Annarresti 22 Oct @ 2:28am 
Just saw that the images are out of date, and perhaps this is not a bug : )
Annarresti 22 Oct @ 2:19am 
Sorry, correction, the "egalitarian/heirarchical" axis is the one I mean
Annarresti 22 Oct @ 2:17am 
Hi! I've put this mod at the bottom of the list, but the "authority axis" isn't working (whatever the one with the pyramid/arrows is) isn't appear when creating empires. Bit of a novice here, mod-wise, so help is appreciated! Thanks
The Crucible 21 Oct @ 12:33pm 
Nevermind, it doesn't, at least not when clicked on. When I copy and paste it into the search bar, it works fine, so maybe its a Steam issue. No idea what's going on there. Here's a Drive link instead, and hopefully Steam doesn't break that too...

https://drive.google.com/file/d/1xim6UdXnuNVTV9dDVusB-gNau7KctAU2/view?usp=sharing
The Crucible 21 Oct @ 12:29pm 
Weird, I tried and had the same issue. After regenerating the link, it changed the authentication part it seems. No idea why that happened, but this one will hopefully work.

https://www.dropbox.com/scl/fi/z92yos8khgt6qcn2vns6u/02_rural_districts_EaC.txt?rlkey=gj80z2hqjdvmn9gvykmr8o6ei&st=wemhsw59&dl=0
Davlin 21 Oct @ 9:22am 
Crucible can't access the dropbox file, just brings up an error message when i try
The Crucible 21 Oct @ 6:23am 
Well, call me impatient, but maybe this will help.

https://www.dropbox.com/scl/fi/z92yos8khgt6qcn2vns6u/02_rural_districts_EaC.txt?rlkey=gj80z2hqjdvmn9gvykmr8o6ei&st=iprje1gg&dl=0

Merged default Stellaris code from their vanilla file with the one from E&C mod. Districts issue is fixed, though there may be other bugs as I haven't tested it. Did notice a few irregularities though and changed them to match, so maybe there will be less bugs (I'm not very familiar with modding Stellaris). It's at least a stopgap measure until Coggernaut can release a proper fix, just replace the file in SteamLibrary\steamapps\workshop\content\281990\1100284147\common\districts if you want to keep playing in the meantime.
Misterwheatley 20 Oct @ 11:59pm 
Corporate ethics aren't restricted to corporate authorities and in some cases are overriing the default ones in empire generation. They only require the competitive ethic now but replace the non-corporate civics. Is this a but or working as intended. Also can confirm district issue.
The Crucible 20 Oct @ 9:19pm 
Having just figured out this mod was responsible for the districts issue, I came here to see if it was known. Instead, I think I just found out this is the cause of another issue due to integrating the "Primitive Players" mod. If you try to destroy hydroponics, it ends up downgrading to primitive farms instead. If you leave it there, the game removes it automatically later, but that can be a nuisance. The real problem is if you have luxury residences built in the same district as the planet's capital building. Tying to destroy the residences (or paradise dome) will downgrade it to primitive dwellings instead, BUT it will also delete your planet capital building along with it. The game will then manually add back the capital building a few days later, but at the base level, making you have to upgrade it all over again.

Considering these bugs, please give us an option to download and use this mod without the Primitive Players portion, or just remove it entirely.
Davlin 20 Oct @ 5:08pm 
Just had a thought, guessing since the rural file affects planets, so am thinking maybe 03_habitat_districts_EaC.txt and 04_ringworld_districts_EaC.txt may cause the same problems in habitats and ringworlds, i cannot say for sure but am guessing if one is affected the others most likely are too.
Coggernaut  [author] 20 Oct @ 4:21pm 
Thank you for identifying where this issue is happening @Davlin :NC:

Vanilla changed uncapped districts. So we need to update it, we will try to update it soon.
Davlin 20 Oct @ 3:22pm 
So i have done a bit of digging and found kind of a workaround. If i go into \common\districts and delete 02_rural_districts_EaC.txt that fixes the district slots problem.

I know it is not an ideal fix since just removing the file could affect other things, but with the limited knowlage from google this allows me to keep using the mod until a propper fix is implemented.

I really like this mod and the work you put into it and want to keep using it. Bugs happen and take time to fix i undcerstand that, this will keep me going until then.
Davlin 20 Oct @ 1:54pm 
This update has caused a major issue for me. When i go to any planet, the number of each district are set to the size of the planet. I have a size 18 planet then each of the four districts will have 18 district slots.

I have tried the following
1. Run With Just this mod - Still happens
2. Run with no mods and with all mods except this one - Doesn't happen
3. Unsub and resub to mod to redownload it - Still happens
4. Uninstalled game, manually deleted all leftover files and setup from scratch, then ran with just this mod in playset - Still Happens

Any chance the old version could be uploaded seperatly so it can be used until this mod is fixed. being able to use any planet for any specialisation massively unbalances things.
2ugar_Rush 20 Oct @ 12:51pm 
yeah sadly crashing for me as well
Misterwheatley 20 Oct @ 12:02am 
Industrialists have storm dancers repalcing entertainers by default without an ongoing storm.
Plauge_Dragon 19 Oct @ 11:48pm 
I'm having that same issue :/
Jehbus 19 Oct @ 10:35pm 
Crash on startup, no other mod of mine has been updated today, and the game was running fine earlier. Don't know if this has been reported yet.
Coggernaut  [author] 19 Oct @ 5:53pm 
Job hotfix
Coggernaut  [author] 19 Oct @ 5:37pm 
@Rancher

The mechanic is based off of technology gained, so as long as you prioritize the right tech you will speed through it
Rancher 19 Oct @ 5:19pm 
Tbh it was more that I wanted to use this mod without that feature included, and maybe it's just me but I never saw this situation crop up until the most recent playthrough I started a couple weeks ago. It's alright though, thanks for the concern at least. I'll deal with it
Coggernaut  [author] 19 Oct @ 5:07pm 
@Rancher

Any issues with Through the Ages so far?
Rancher 19 Oct @ 11:56am 
Alright, thank you for letting me know
Fenrisúlfr 19 Oct @ 11:46am 
it is part of this mod
Rancher 19 Oct @ 11:38am 
Is there a way to disable the Through the Ages situation from the Primitive Players mod that's integrated into this one? Or would I have to disable this mod to get rid of it?
Coggernaut  [author] 19 Oct @ 9:32am 
@Giaxo17

Please submit a ticket on the discord... I need to add a bunch of conditions for the spiritualist factions to account for Machine Cult (More fun this way I bet)
Giaxo17 19 Oct @ 3:04am 
I am having an issue that my spiritualist faction is angry with robots despite me possessing the Machine Cult civic. Is this a known issue? Sorry if this is the wrong place to ask about this.
Coggernaut  [author] 18 Oct @ 6:21pm 
You just need the Overhaul UI Submod
одобряю доX Furrey 18 Oct @ 6:14pm 
Will there be compatibility with the UI Overhaul Dynamic?
MMikael 17 Oct @ 7:06am 
There is a problem with the downloaded mod files. This mod is missing a decription file.
Coggernaut  [author] 12 Oct @ 12:09pm 
I just tried this, the mod loaded the latest version (machine spirit organics work techno-priest jobs + compatible with Shroud Forge)

I think this is a steam workshop issue, since I pushed a few updates close to eachother. What matters is your checksum matches your friend and the latest content works
DaViper 12 Oct @ 10:39am 
I posted below: unsubbed/re-subbed x 3 including wiping the folder/cleared pdx cache with mod refresh. The other 88 mods in the playset aren't doing this.