Stellaris

Stellaris

Fatal Foundations Story Pack [3.0]
319 Comments
kapsellola 26 Feb @ 12:48pm 
@Tinfoot
Oh my god... this mod is literally outdated since 4 years. What did you expect?
Tinfoot 12 Feb, 2024 @ 7:26pm 
so this is the mod that's been causing a random system to be eaten at the start of every game
good to know
MaulMachine 25 Nov, 2023 @ 4:57pm 
Look just a few lines down to see the new continuation.
Ciaphas Cain 15 Jun, 2023 @ 11:19pm 
Do Story packs need updating or is this fine to use?
Qillin 20 Jul, 2022 @ 6:07am 
Mwa Mwa
✶ Fitz001 ✶ 20 Mar, 2022 @ 6:45am 
Just wanted to say even tho the original is up to date now, great work at keeping this up to date when it wasn't. It's work from people like you that keep a lot of classic mods in circulation. Cheers again
🎀Hara🎀 26 Feb, 2022 @ 12:13pm 
it didn't work and it really sucks to lose 3 planets with over 20 pops each in only 2400 with absolutely no way to fight back except getting lucky on research
🎀Hara🎀 26 Feb, 2022 @ 12:04pm 
i found a solution by using gene tailoring to remove the fungus
🎀Hara🎀 26 Feb, 2022 @ 11:53am 
is there a way to beat this fungus at all or is it instant death of you get it?
FirePrince 14 Oct, 2021 @ 3:29am 
GL and all the best in the future. Thanks TFL for all your work and permission to continue, I will try to continue it with honor.
Here is the 3.1 update : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2627609414
The code seems very good and meticulous programmed.
1. bug fixed: fungal ships mass kill (was wrong scope).
TFL  [author] 12 Oct, 2021 @ 6:22pm 
Hey guys. Given my lack of time, I likely won't be updating this again. It may still work on further updates, but no promises. Thanks for all the love, everyone!
greensniperhat 8 Oct, 2021 @ 3:14am 
needs to be updated to 3.1.* methinks?
Spider 16 Sep, 2021 @ 5:08pm 
Can confirm, same issue as Fortuna.
vampirezio 24 Aug, 2021 @ 7:29pm 
Anyone else getting the below issues? or will there be an update to resolve it?
SolidSpaceDisk 20 Jul, 2021 @ 10:02pm 
same as Fortuna, I thought everyone destroyed it quickly but some countries don't have fleet at all
Fortuna 17 Jun, 2021 @ 3:18am 
Weird thing happened just now. The fungal ships spawned, and then every single one of them disappeared about a month after they spawned. Not on the month roll-over, just about a month after they appeared. They started moving to the hyperlane out of the system, but disappeared before reaching it. Every single one in the entire game did the same thing (checked with observer mode).
TFL  [author] 14 Jun, 2021 @ 5:10pm 
Those issues should be fixed now. Let me know if there's anything else that causes an issue. Several type changes with 3.0 are sometimes not obvious to find. Thanks.
Bepiss 11 Jun, 2021 @ 6:41am 
So is this mod stable or below in below comments have major issues?
charwo 1 Jun, 2021 @ 11:06pm 
I'm having the same
Script error, is_country: 'event_target:overgrowth' is invalid at file: events/fatalf_overgrowth.txt line: 464

No idea what this means nor how to fix. I'm gonna try and remove the mod and see if it my savegame clears up.
Muqq 30 May, 2021 @ 11:13am 
And more specifically, which seems to happen to more than one of my mods:

[20:09:55][eventscope.cpp:1953]: habitability trigger: Unable to resolve species from 'prev' (species scope) at file: events/fatalf_events_1.txt line: 579

This call in particular:
prev.owner_species

Had extended events, MEM and even gigastructure CTD when it's being called. Not that this is part of your mod, but still can't understand what's causing it.
Muqq 30 May, 2021 @ 11:02am 
It might be caused by many of my other mods, but I keep getting CTD based on this line:

[19:59:40][eventscope.cpp:1962]: Script error, is_country: 'event_target:overgrowth' is invalid at file: events/fatalf_overgrowth.txt line: 464
[19:59:40][trigger_impl.cpp:12052]: Invalid target country for is_country trigger at file: events/fatalf_overgrowth.txt line: 464

I even put it at the end of my load order so nothing gets overriden, but that doesn'tt fix the issue still.
TFL  [author] 19 May, 2021 @ 1:54pm 
Oops. Had a small typo. Fixed!
LordBeckett 18 May, 2021 @ 6:27am 
Amazing thanks for the update :))))
Cookie of Fish 17 May, 2021 @ 10:35pm 
Just got the same thing as well, Overgrowth spawns in 2203.
ranma100 17 May, 2021 @ 6:22pm 
I can also report the early overgrowth.
Warlord 17 May, 2021 @ 5:26pm 
yeah got the overgrowth at 2203 myself
Zane0 17 May, 2021 @ 5:25pm 
Got the same message as @Spider.
Spider 17 May, 2021 @ 4:34pm 
Err... was I supposed to get the Overgrowth at 2203, just three years into my new save? Because I just did...
SloppyJoppy 17 May, 2021 @ 2:00pm 
holy shit, he live bois! the GOD IS BACK and best of all i dont even have to start a new game YUSH!!!!! missed your mod!
ranma100 16 May, 2021 @ 8:55pm 
Good to see you back.
Aegis 16 May, 2021 @ 7:11am 
neat
TFL  [author] 11 May, 2021 @ 4:24pm 
This will be updated this weekend, don't worry. Just been a bit busy recently.
Invictus 8 May, 2021 @ 2:42pm 
can you pls update it your mod couse the empty message bug for me
PolarisWasInDenial 4 May, 2021 @ 1:14pm 
If you do not wish to update this, do others have your permission to do so?
Azona 3 May, 2021 @ 7:12am 
I hope it will be updated in the future untill then I keep checking this every week and hope it does. this is last mod in my collection that not working with 3.x
The Hat 2 May, 2021 @ 4:15am 
There is no easy fix but yes there is a way of fixing the blank popups, plenty of mod authors have done it. Several things changed in this latest patch and blank popups are a sign the mod is not working with the release of nemesis.
Amanfreed 2 May, 2021 @ 12:57am 
This mod currently makes the game completely unplayable with constant blank popups.
I really hope that you do update this.
Westbend 30 Apr, 2021 @ 1:55am 
I hope this gets updated. Its the last mod in my long modlist that I am waiting to update before I try the new DLC, hah.
Invictus 26 Apr, 2021 @ 5:33am 
plsss update
SloppyJoppy 20 Apr, 2021 @ 12:53pm 
i miss all the funny and cool anomalies this mod adds
Ammo Donkey 19 Apr, 2021 @ 7:01am 
Looking forward to the eventual update!
randy 18 Apr, 2021 @ 6:34am 
This is one of the mods causing the 3.0.1 bug that spams multiple empty, game-pausing event pop-ups. Only playable up to 2.8
SokushaMT 16 Apr, 2021 @ 2:03am 
any plan to update?
Sjru 🐲 15 Apr, 2021 @ 8:07pm 
Will this be updated?
Wewei 15 Apr, 2021 @ 4:10pm 
3.0.1??
ShinyNobody 11 Apr, 2021 @ 2:33am 
si bane of the architect even saays i get 25 hab. and -15 grow speed but i get plus 15 and - 35 is that intenden (and i would not have taken it )
SloppyJoppy 9 Apr, 2021 @ 6:58pm 
thats the problem tho when i hower above the button in teh menu with the 3 settings it says nothing, only text is the text inside the squar button, so im not sure if i have to click it when the button says guaranteed to happen to set the setting or that i dont need to press it because it being on the button means its on, so far in my game i have just set them back to what they start on when you make a new game so its random now i think
TFL  [author] 9 Apr, 2021 @ 4:51pm 
If you hover over it and it says 'Enabled', then it is on. However, it will not launch until the mid-game year. If you turn it on after the mid-game year it will not work. I will make it more clear, though.
SloppyJoppy 9 Apr, 2021 @ 1:27pm 
right so i had a game where it was set so the button said guaranteed L gate disturbance and if i howered it it said "this ones for you steve" but it was just one of the normal events instead, so the menu thing dosnt make any sense and you should really just ad a quick describtion on your mod page to what to actually set the stuff on and what it means, because when the button said guaranteed it was not on that.
SloppyJoppy 3 Apr, 2021 @ 3:59pm 
how do i know what is on, when it says garenteed on the button, does that mean its on or that it will be if i click it, because i have a more event mod or something where if it says enabled on the button i need to press it to enable it.