Stellaris

Stellaris

Ecology Mod
827 kommentarer
Metadigital  [skapare] 5 sep, 2023 @ 11:10 
I appreciate the community effort to continue working on the mod!

I also have been noticing that some of its features (rangers, nature preserves) are being integrated into the core game. This might impact how the mod should continue to develop (piggybacking off core mechanics is not a bad plan) and I'm curious to see how it all evolves over time.
Tovius 7 jun, 2023 @ 14:48 
arieviloj 6 jun, 2023 @ 5:36 
thanks a lot man
Tovius 5 jun, 2023 @ 23:14 
I have uploaded an early access beta on my patreon (available to everyone, even non-members). I don't think I can link directly to it, but you can find a link on any of my mod pages.

It WILL require Scripted Trigger Undercoat, so get that mod as well and put it near the top of your load order.
Vlad_1492 30 maj, 2023 @ 6:42 
@Tovius looking forward to it, great mod.
arieviloj 16 maj, 2023 @ 17:38 
@Tovius tnx man
Tovius 16 maj, 2023 @ 17:34 
I've was quietly putting a comp patch together before the 3.8 update. I'll see if I can get it put together and update it to 3.8 after I update my other mods.
arieviloj 16 maj, 2023 @ 16:07 
@Metadigital thank you and gl w rl.
Helios 16 maj, 2023 @ 16:03 
Good life and thanks you !
TequilaSe'lai 16 maj, 2023 @ 15:08 
@Azona Best of luck to you. If you do end up continuing the mod, it mostly seems functional beyond a few missing text like you said. The only issue is AI does not really address pollution very efficiently, so maybe tweaking a few values to increase their chances of using the mods buildings/policies would help/

Also compatibility with the various Ethics and Civics mods (like the Bug Branch) would be nice since they include an ethic axis of industrialist-ecologist, which definitely seems relevant to ecology mod and how likely the AI is willing to address pollution.
Azona 13 maj, 2023 @ 15:42 
Life always get in the way. when you have the time again I hope you can update this wonderfull mod. I still use it even with bug here and there I hope mostly is just missing text and such. can still battle pollution and stuff just seems to work. I might take look if at it but I will think this will be beyond my abilities. and also life gonna be more in the way soon for me. second child comming.
Marouflard 13 maj, 2023 @ 9:04 
Thanks for your work
FebHare 12 maj, 2023 @ 7:57 
Thank you for all your dedication.
슈팅스타 10 maj, 2023 @ 3:51 
noooooooooo
good bye thx
Metadigital  [skapare] 9 maj, 2023 @ 19:22 
Sorry everyone, life happened and I haven't had the time to dedicate to keeping this mod updated with all the changes going on with Stellaris.

Consider this project open source if anyone wants to update it. I'd love to continue to work on it, but I don't think that's a very realistic option for the moment.
Liseq 7 apr, 2023 @ 4:59 
@Tovius: Go with it, cause the mod is already dead.
슈팅스타 5 apr, 2023 @ 6:01 
plz plz plz
Tovius 27 mar, 2023 @ 22:32 
Would you be opposed to me releasing my own fork for this mod?
슈팅스타 18 mar, 2023 @ 23:41 
is this mod abandoned?
Juhn 11 mar, 2023 @ 8:20 
Will this mod continue to be updated?
VinciLisa 27 feb, 2023 @ 7:40 
bonjour, ce mod sera mis à jour ? je n'imagine pas jouer sans lui :)
Azona 1 feb, 2023 @ 0:50 
Seems more bugs are in 3.6 the tradition Environmentalism missing a lot of effect text. so no clue what they do now. but seems to work? not sure. need little update on this wonderfull mod.
Azona 20 jan, 2023 @ 12:20 
Seems mod works on 3.6 but icon on planet get not updated based on pollution level? sticks on moderate icon but does say clean world so tooltip get updated just not icon?

not sure if other things bugged any updated planned?
슈팅스타 9 jan, 2023 @ 6:47 
Still waiting...
Nazareth 8 jan, 2023 @ 22:17 
Hi, does this mod work in 3.4 ?
arieviloj 1 dec, 2022 @ 6:27 
Ayo @Metadigital are u ok? i hope so.
Ikn RL is priority just let us know any news for this gem. Tnx!
슈팅스타 18 nov, 2022 @ 8:20 
i only waiting this masterpiece
Big Sneezy 26 sep, 2022 @ 20:36 
Really excited to see this mod is still being worked on. One of my favorites!
miyakolily 21 sep, 2022 @ 11:05 
Looking forward to it, @Metadigital ('w')
arieviloj 20 sep, 2022 @ 16:57 
Awesome news, @Metadigital! Tnx for your work!
Metadigital  [skapare] 20 sep, 2022 @ 16:02 
@Arievilo

It absolutely will. There's a lot of fun to be had.

But it might take a little bit. The way planets are reduced through tomb worlds using the new system made it clear that I need to update the events in the Ecology Mod to utilize the same function. I want the mod to work seamlessly with vanilla content and I think this is the best way to do it justice. It would also cut down on event spam, which I think is probably the biggest weakness Ecology Mod has. So expect a little more than just DLC compatibility with the next update.
arieviloj 20 sep, 2022 @ 12:09 
For the love of god this gem needs to be updated for toxoids dlc. I hope, at your time, we see some good news about.
Batniel 8 sep, 2022 @ 16:55 
I noticed the AI not building anything to manage waste, is it a conflict or not included with the mod?
Sunconure11 3 sep, 2022 @ 13:04 
Also, would it be possible to have some compat with mods like Planetary Diversity and Real Space where stuff like planetary habitats on barren worlds don't get the same debuffs for expanding on worlds with life? Kind of seems nonsensical that we get species graveyards on worlds that are dead.
Spider 1 sep, 2022 @ 23:18 
Toxoids sounds like it would be a blast to include them with this mod. A good way to balance them if they’re too overpowered; the only species where having clean planets is actually a bad thing, but they have to walk a very fine line between screwing up their ecology enough for them to live in it, but without wrecking the planet so badly that they end up killing themselves off (you can only pollute an environment so much before you start triggering things like hypercanes, extreme drought, etc.).

Really excited to see what you do with them.
Metadigital  [skapare] 1 sep, 2022 @ 15:54 
@IlliaYanchuk

That sounds like an oversight I'll have to fix in the next update.

@Lesovikk

Yes, I definitely plan to integrate them into Ecology Mod. They look fun!
Sunconure11 1 sep, 2022 @ 12:51 
When Toxoids drops, that might be something interesting to hook into this.
IlliaJ 16 aug, 2022 @ 14:51 
I noticed that new ascension perk has a unique name for machine empires, but they aren't able to actually take Environmentalism tradition tree.
>54M 28 jul, 2022 @ 14:51 
How to deal with Depleted District/Blockers?
Xothian 30 jun, 2022 @ 16:24 
Seems that the mod change the corporate holdings civics with consumerism civics and, thus, not allowing to have some kind of government like trade league or megacorporation. It is intended?
Doctor Proteus 4 jun, 2022 @ 15:30 
I only just discovered this mod, and the "Humans1" and "Humans2" problem was something I was all ready experiencing before installing this mod, so it I don't think it is specifically this mod that is causing it.
RedRover72 30 maj, 2022 @ 17:09 
Anyone aware of any incompatibilities or load order issues when using this with other mods?
Big Sneezy 24 maj, 2022 @ 19:34 
Do you know of any compatibility patches for the ethics and civics mods? I'm particularly looking at Classic or Bug Branch, where Ecocentrism and Anthropocentrism are opposed ethics that seem like they could impact this mod.
Metadigital  [skapare] 20 maj, 2022 @ 8:20 
Ah, yes thanks for noticing that. I'll add it to the list of changes in the update.
슈팅스타 14 maj, 2022 @ 19:58 
ah, this mod changes the empire name. that's minor issue. i can wait
Azona 12 maj, 2022 @ 14:34 
While this mod seem to work fine it changes default names of 2 human premade races selections from United Nations of Earth and Commonwealth of Man to Humans1 and Humans2 nothing major but something I notice when I was try find out what mod causing graphical issues and even crashes :)
Zorlond 27 apr, 2022 @ 14:41 
Shouldn't a Garbage Planet have an inherent Migration Push? I dunno about you, but if I lived on a planet covered in a galaxy's worth of waste, I would be actively looking to move away if I could, unless there was some serious benefit to staying (Migration Pull modifiers).
gavinfoxx 18 apr, 2022 @ 11:05 
How much pollution should, say, Slaves or Unemployed be producing? It seems a bit high for (say), domestic servants or idle utopian unemployed?
VinciLisa 14 apr, 2022 @ 1:40 
hello :) I noticed AI not building stuff to lower their pollution any idea why?
i love your work
Metadigital  [skapare] 15 mar, 2022 @ 10:15 
@EnemyPropaganda

The mod doesn't override any of those upkeeps. It only adds a few new jobs and the upkeeps for those jobs.