Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
1.246 kommentarer
Tovius  [ophavsmand] For 4 timer siden 
@dnceleets That list exists. Look at the discussion threads.
meicus For 7 timer siden 
This and your other mods are such gems, looking forward to current patch updates :)
dnceleets 24. okt. kl. 11:11 
It'd be nice if there was a doc or something that lists all the traits, civics, and origins this mod added, even if it didn't include what they did. Removing the mod temporarily obviously broke many of my empires, and i'd like to be able to fix them for now and put them back when this is updated, but I can't because i don't know what all it removes.

With civics and traits i can at least notice that there are spare points, but with origins a missing origin defaults to prosperous unification, meaning i won't know if that's the origin it had when i made it or if it's lost the one it had
B flat 8. okt. kl. 21:05 
This and Expanded Technologies are my favorite mods on the workshop. Nothings crazy and they feel like part of the game. Thanks for keeping them alive. Eagerly awaiting for the update.
Ben_D⚜ 28. sep. kl. 19:30 
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. kl. 18:29 
@Tovius Looking forward to the updates, thank you!
Tovius  [ophavsmand] 25. sep. kl. 21:14 
Reminder to never use outdated mods after a major patch. Wait for an update.
Tovius  [ophavsmand] 6. sep. kl. 11:49 
Huh, it is still waiting automatic moderation. Strange, Steam isn't normally that slow.
Demognomicon 6. sep. kl. 9:45 
@Tovlus That link is hidden or no permission.
Demognomicon 4. sep. kl. 10:47 
Any chance for compatibility with BPV more building slots?
A-Sartek 1. sep. kl. 13:14 
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  [ophavsmand] 1. sep. kl. 13:09 
I already have a global flag that is set at game start that modders can use
A-Sartek 1. sep. kl. 12:59 
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. kl. 11:04 
Did this mode overwrite basic languages, that different from english?
Archscientist K 29. aug. kl. 10:55 
Is this mod compatible with BPV - More Building Slots ?
Tovius  [ophavsmand] 24. aug. kl. 16:20 
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. kl. 16:27 
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. kl. 10:12 
Well I found it. it's "! Universal Game Rules Patch" Mod that cause the bug.
Tovius  [ophavsmand] 16. aug. kl. 6:28 
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. kl. 23:25 
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  [ophavsmand] 15. aug. kl. 21:14 
It is working fine on my end.
Tovius  [ophavsmand] 15. aug. kl. 20:59 
Are you sure it is this mod? Does the feature persist with only this mod and its sub mods active?
IndAVdiv 14. aug. kl. 18:43 
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. kl. 3:54 
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  [ophavsmand] 10. aug. kl. 19:43 
They do have authorities, civics, ext, on my end. Please make sure you have the required sub mods.
Sinon Lynx//Manifold 9. aug. kl. 6:54 
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. kl. 6:02 
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  [ophavsmand] 23. juli kl. 10:46 
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. juli kl. 3:18 
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  [ophavsmand] 23. juli kl. 0:08 
Mod Updated, with many balance changes and bug fixes. See change log for details.
Skyspace 14. juli kl. 8:47 
Hi, my arborial caretaker does not growth, is it ok?
Thank you for the mod! :)
Thewizardguy 11. juli kl. 12:15 
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. juli kl. 7:00 
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. juli kl. 6:56 
This mod messes up with Planetary Diversity, making the planet type exclusive traits not counting the PD planets.
Tovius  [ophavsmand] 9. juli kl. 18:40 
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. juli kl. 17:31 
+1 to @skip redoing my load order and im only assuming the z means at the bottom?
Skip 1. juli kl. 16:04 
what is the load order?
MadHowa 30. juni kl. 16:55 
Thank you sir!
Tovius  [ophavsmand] 30. juni kl. 16:29 
Thank you for letting me know
Pietas 30. juni kl. 15:31 
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. juni kl. 8:42 
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. juni kl. 3:27 
Awesome! Thanks for the update!
Tovius  [ophavsmand] 30. juni kl. 0:17 
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  [ophavsmand] 29. juni kl. 22:56 
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  [ophavsmand] 29. juni kl. 13:41 
I've released a new beta patch with more fixes. See the description for the link.
Red Skull 29. juni kl. 3:08 
thanks
Tovius  [ophavsmand] 28. juni kl. 21:41 
unzip it to documents/paradox interactive/stellaris/mods
Red Skull 28. juni kl. 19:37 
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  [ophavsmand] 28. juni kl. 17:40 
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.