Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
1,242 Comments
Ben_D⚜ 28 Sep @ 7:30pm 
Hello Tovius, I'm posting here to let you and others know that I've uploaded a patch for those who use the Military Enhancements 2.0 [Invasion Events & More] mod in combination with this one here. It makes the terrestrial military units from this mod utilise the Armaments strategic resource introduced by the Military Enhancements mod. It's called the Terrestrial Forces Compatibility Patch . I hope this helps a few people.
Demognomicon 28 Sep @ 6:29pm 
@Tovius Looking forward to the updates, thank you!
Tovius  [author] 25 Sep @ 9:14pm 
Reminder to never use outdated mods after a major patch. Wait for an update.
Tovius  [author] 6 Sep @ 11:49am 
Huh, it is still waiting automatic moderation. Strange, Steam isn't normally that slow.
Demognomicon 6 Sep @ 9:45am 
@Tovlus That link is hidden or no permission.
Demognomicon 4 Sep @ 10:47am 
Any chance for compatibility with BPV more building slots?
A-Sartek 1 Sep @ 1:14pm 
Yes I'm aware there is a global flag in place, but now inline script toggles are preferred, primarily because it is more performance friendly.

More info about that here: https://stellaris.paradoxwikis.com/Placeholders

Please Tovius, help me out with that :Blessing:.
Tovius  [author] 1 Sep @ 1:09pm 
I already have a global flag that is set at game start that modders can use
A-Sartek 1 Sep @ 12:59pm 
Hello Tovius. If you have some spare time, I just have a small request for compatibility, is it possible that you add a scripted variable for your mod? It could be named anything that you'd like, this variable is useful for parsing, particularly for inline scripts.

Example below:


#################
# TOVIUS
#################

@tovius_expandedpops_mod_active = 1

#################
# END
#################

# The last line of this file must contain this comment
power526 29 Aug @ 11:04am 
Did this mode overwrite basic languages, that different from english?
Archscientist K 29 Aug @ 10:55am 
Is this mod compatible with BPV - More Building Slots ?
Tovius  [author] 24 Aug @ 4:20pm 
Mod updated, with lots of changes and tweaks in addition to upgrading to 4.0. Please let me know if I missed anything.
kapolis 23 Aug @ 4:27pm 
in league of nation origin, clearing the deposit says it gives you 2 pop instead of 200. I think it is a tooltip issue.
IndAVdiv 16 Aug @ 10:12am 
Well I found it. it's "! Universal Game Rules Patch" Mod that cause the bug.
Tovius  [author] 16 Aug @ 6:28am 
Again, that is not happening on my end.

In the future, please run the game with only my mod and its required sub mods installed to make sure it is my mod that is causing the issue before posting a bug report.
IndAVdiv 15 Aug @ 11:25pm 
Hmm from what I see Megacorps, regardless if they have Crime Civic or not can Build Criminal Holding in Planet in which their owner didn't have any commercial pact with the Megacorp.

Though if the target empire has commercial pact then the Corporate Holding became normal.

Is this a feature?

Or a bug?
Tovius  [author] 15 Aug @ 9:14pm 
It is working fine on my end.
Tovius  [author] 15 Aug @ 8:59pm 
Are you sure it is this mod? Does the feature persist with only this mod and its sub mods active?
IndAVdiv 14 Aug @ 6:43pm 
Do all Megacorp Branch now produces crimes and crime job? Even without Crime Civics?

Because that's what happened to me.

Is this a feature or a bug?
Sinon Lynx//Manifold 13 Aug @ 3:54am 
Im not saying there is anything wrong with the mod, but when you have 100+ active mods things tend to get jammed up, this mod is often the source of those issues (which isnt a issue with the mod, its working as intended, just being used in an unintended way), and i like to leave comments explaining how to fix these kinds of issues when i find them, as to hopefully save others the hours of testing needing to identify the source of the issue.
Tovius  [author] 10 Aug @ 7:43pm 
They do have authorities, civics, ext, on my end. Please make sure you have the required sub mods.
Sinon Lynx//Manifold 9 Aug @ 6:54am 
If anyone is having an issue where the overlord in the imperial fiefdom origin lacks government features (no authority, no ethics, no civics), then this mod is likely the source of the issue wrt mod incompatibilities, ripping out the overlord file in the solar system initializers folder seems to be a workable solution (although it may or may not also require the removal of the origins files in government > civics)
elvathelion 9 Aug @ 6:02am 
The crime thing is a predictable factor it appears in all setups I have tried, I recall this from earlier iterations of this mod as well. Yes, it's a great mod, really - but the seemingly guaranteed crime sprees (not mitigated by traits/precincts etc that I can tell) that hit planets fairly soon into the game are a bit much imho. Is it just me? :steamsad:
Tovius  [author] 23 Jul @ 10:46am 
That is code copied over from Planetary Diversity so our mods are more compatible. If you think the code is wrong, please bring it to the attention of PD's mod author.
Nikal 23 Jul @ 3:18am 
Error log seems to be complaining about a wrong FROM scope in the 08_toxic_domed_terraform_links.txt file.
i.e. the "potential = { from = { has_modifier = hab_terraforming_candidate } }" code seems to be targeting the country?
Tovius  [author] 23 Jul @ 12:08am 
Mod Updated, with many balance changes and bug fixes. See change log for details.
Skyspace 14 Jul @ 8:47am 
Hi, my arborial caretaker does not growth, is it ok?
Thank you for the mod! :)
Thewizardguy 11 Jul @ 12:15pm 
Just started playing with this mod, and I absolutely ADORE it. It adds so many little details and tweaks that I wish were in vanilla Stellaris, but unlike other 'overhaul' mods doesn't completely change the way Stellaris is played. Easy favourite right here. Did notice some things tho.

The Organic Construction Civic seems to have a broken tooltip. It works just fine, but the description just read 'districts and certain buildings are entirely constructed out of food' like 10 times. Which is probably not the intent.

Also, I seem to be getting two layers of pop crime? The crime tab shows 'crime from pops +x' and then beneath it another, smaller 'crime from pops +x'. As in 'x' is smaller. And I know crime gets increased in this, but it seems.... like a lot. Am I maybe getting both vanilla AND this mod's increased crime? As is my starting planet almost always has 50+ crime at game start, which is not ideal.

Regardless, still an awesome mod.
Ronobla 10 Jul @ 7:00am 
If you want an example here it is
Before adding the mod: *being able to add oceanic trait on the modded ocean type planet*
After adding the mod: *not being able to add the oceanic trait becaue the species is not living in "THE" ocean planet*
Ronobla 10 Jul @ 6:56am 
This mod messes up with Planetary Diversity, making the planet type exclusive traits not counting the PD planets.
Tovius  [author] 9 Jul @ 6:40pm 
Yeah, it should be near the bottom. I named this when the load order was always alphabetical, and now I'm too scared I'll break something if I try to rename it.
Red Skull 9 Jul @ 5:31pm 
+1 to @skip redoing my load order and im only assuming the z means at the bottom?
Skip 1 Jul @ 4:04pm 
what is the load order?
MadHowa 30 Jun @ 4:55pm 
Thank you sir!
Tovius  [author] 30 Jun @ 4:29pm 
Thank you for letting me know
Pietas 30 Jun @ 3:31pm 
A very small bug: the relic world hydroponics deposit (d_relic_hydroponics) appears to be adding jobs at the old scale, ie 6 instead of 600.
喵小夕 · F_thx 30 Jun @ 8:42am 
Please set a scripted_variable to mark that your mod has been loaded
to ensure compatibility with Universal Ascension Compatibility and
BPV - More Building Slots - Compatibility.
```
#/common/scripted_variables/any_name.txt
@your_mod_name_mod = 1
# end this file with a empty line or a # comment
```
Red Skull 30 Jun @ 3:27am 
Awesome! Thanks for the update!
Tovius  [author] 30 Jun @ 12:17am 
Speaking of oversights, I have decided to restore the Data Liberator civic with Biogenesis in the next update. I had originally planned to merge it with crowdsourcing, but that civic seems to be strong enough on its own, and the two civics are different enough to justify keeping them.
Tovius  [author] 29 Jun @ 10:56pm 
I'm mostly tinkering around the edges at this point, so I may as well release an update. I'm sure I missed something, so please let me know if you find any bugs.
Tovius  [author] 29 Jun @ 1:41pm 
I've released a new beta patch with more fixes. See the description for the link.
Red Skull 29 Jun @ 3:08am 
thanks
Tovius  [author] 28 Jun @ 9:41pm 
unzip it to documents/paradox interactive/stellaris/mods
Red Skull 28 Jun @ 7:37pm 
thanks for early beta, how does one implement the files into the game, i would like to test this mod by itself help you squash some bugs perhaps
Tovius  [author] 28 Jun @ 5:40pm 
There is still a lot of work to do, but it should at least be playable now. I've uploaded an early beta for free on my patreon. Expect a lot of bugs, so please let me know what you find.

Once most of the bugs have been squashed, I'll uploaded it properly to steam.
Red Skull 26 Jun @ 2:11am 
Thanks for the update on progress!
Tovius  [author] 25 Jun @ 10:59pm 
We'll I'm getting closer. There is a massive error log I'd need to work through, but after that hopefully it won't take much more to get it ready for release.
Red Skull 19 Jun @ 11:48am 
I like the idea, seems like my colonies have no pops on them for decades even with high growth settings
Tovius  [author] 19 Jun @ 11:25am 
I am saving most of the balance changes for after the comp patch is done, but nomadic is definitely broken enough to require a swift fix. My current solution is increased pop growth on low pop planets, but I'm not sure I like it thematically. I am also investigating if it is possible to have civilians increase automatic resettlement.