Stellaris

Stellaris

~~Ariphaos Unofficial Patch (4.0)
1,357 Comments
Rogueone 11 Sep @ 2:17pm 
Is this old save compatible with a game i had a few days before the update?
Camille1358 11 Sep @ 4:52am 
From what I've noticed, all jobs can be buggy, except that it's usually a building or a job, and by improving it and deconstructing it once, or simply deconstructing and reconstructing it, the bug disappears and the jobs are distributed evenly. This often happens on new planets or new buildings that we construct (anything that ultimately provides jobs). And generally, only a limited number of jobs are affected.
Handwran 10 Sep @ 8:17pm 
is there a way to fix the collosus bug for legacy 3.14
Camille1358 9 Sep @ 2:09pm 
and after that it was the metalworkers, and this time 95 jobs
Camille1358 9 Sep @ 2:06pm 
In my case, it was the researchers, but I just retested on yet another new game and this time it was the workers, so I think all jobs are affected.
Ariphaos  [author] 9 Sep @ 2:06pm 
It isn't apparent to me how the patch would impact that, unfortunately. Hm.
Camille1358 9 Sep @ 2:03pm 
researchers, in my case
Ariphaos  [author] 9 Sep @ 1:57pm 
Which jobs, specifically?
Camille1358 9 Sep @ 1:56pm 
I had to uninstall and reinstall it because it wasn't updating, but it worked this time, except that jobs that should be filled are not, they remain available even after several months (a small number, such as 30-50 sometimes).
Camille1358 9 Sep @ 1:47pm 
(tested after ur update )
lmao at the same time xD
but i wil reinstall the mod and retry
Ariphaos  [author] 9 Sep @ 1:44pm 
@Camille1358 I only updated the mod less than an hour before you posted, is this still occurring?
Camille1358 9 Sep @ 12:09pm 
"Virtual pops are constantly getting unemployed/deleted from jobs with this mod enabled."
"With this mod as the only one active I am unable to build or change the second specialization for the urban zone."

me too, this make m'y game unsusable
Ariphaos  [author] 9 Sep @ 11:20am 
4.0.23 Update, apologies for delay

* Some logic to let AI clear up housing buildings if they have the excess amenities and housing.
* Moved galactic nominee/market building checks into potential rather than allow code for AI, which seems to be the new Paradox method.
* Fix for Chimeral Consciousness empire size reduction not being applied to Gestalts (SpenceZILLA)

Patch bugs fixed:

* A fix for utopian abundance and being displayed to machine empires ended up blocking it - and other living standards - for individualistic machines.

Patch fixes applied by Paradox:

* All changes in 00_scripted_loc were applied by Paradox.
* Fixed improper scope for robotic species in good living standards.
Commander Silver Shield 7 Sep @ 12:31pm 
With this mod as the only one active I am unable to build or change the second specialization for the urban zone.
Fowlxenoeldar 7 Sep @ 3:14am 
Virtual pops are constantly getting unemployed/deleted from jobs with this mod enabled.
光の债王 3 Sep @ 4:29am 
Now it will prohibit the planet from building a second special zone (prompting the need for a second level planet capital). In my testing, all colonial planets and vacation planets will encounter this problem.Disabling this mod fixed these issues.
Comrade Phoenix 1 Sep @ 9:32pm 
@kosapt No problem at all!

@Ariphaos You do good work, take the time you need.
Ariphaos  [author] 1 Sep @ 6:57pm 
I apologize, this will take me a few more days.
Kosapt 1 Sep @ 6:26pm 
@Comrade Phoenix @spacecowboyyyyy Thank you guys, I was looking for the mod that was doing that.
spacecowboyyyyy 31 Aug @ 4:33pm 
Can confirm I have the necessary capital building required to upgrade my stronghold building to fortress yet the upgrade arrow is greyed out. Also the buildings that add resource districts don't have a descriptor of what they add and building them does not give the extra districts. Disabling this mod fixed these issues. Looking forward to the update to reenable this mod.
WMK1234 30 Aug @ 2:08am 
Plz update bro,this and UIOD are the very most fundamental mods of this game.
Comrade Phoenix 29 Aug @ 1:51pm 
This mod causes the homeworld (and likely any other planet, I've not tested a more progressed game with it) to have its planetary capital building not be recognized as being built (even though it starts with one). If anyone reading this is having trouble with building more urban specializations in BPV (as I was), this mod is likely the cause of your problems (confirmed by testing this mod in isolation).
Nider001 29 Aug @ 12:32am 
Any ETA on the update?
reanimated6 25 Aug @ 6:39am 
=(
turol 25 Aug @ 3:00am 
This seems to break the crop development hub and other buildings which should add resource districts. It uses "district_farming_max" instead of "district_farming_max_add".
Argus 23 Aug @ 7:21am 
There seems to be a bug where individual machine empires can't use utopian abundance as it doesn't show up in the menu at all. I disabled the mod and it showed up.
DaTroll 23 Aug @ 3:32am 
No need to apologize. Take all the time you need and get well soon! Thank you for this outstanding mod and your ongoing dedication. :Blessing:
Ariphaos  [author] 23 Aug @ 3:24am 
Aplogies, I've been sick and have had difficulty focusing enough to get an update done.
BlackLight 23 Aug @ 3:04am 
Thanks for your dedication. But I would like to up the bug @Align and @Valff mentioned. 2nd city district can not be specialized nor replaced when this mod is enabled.
1MillionD20 22 Aug @ 1:46am 
Update
Triscopic 18 Aug @ 9:03pm 
I just wanted to thank you @Ariphaos I can’t believe you’ve dedicated so much time over the many years this has been going to making Stellaris more playable.

Thank you for making my game more enjoyable for five and a half years.
Valff 31 Jul @ 5:13am 
There's a bug in the mod that makes it impossible to build the 2nd district specialization
Align 21 Jul @ 2:51pm 
This may be because I added this to an ongoing Wilderness Beta playthrough, but I thought I'd say this in case others are affected. With this mod enabled I can no longer build or replace the second urban district specializations; all the options are greyed out. With the mod off and loading the same save, the issue does not appear.
Nider001 15 Jul @ 7:42pm 
Hello. Is the mod compatible with the most recent open beta? Some fixes such as "The AI should no longer occasionally just decide to stop building anything and wait for the sweet release of death." from the beta are too crucial to afford waiting for them until mid-august
Zero Arcana 4 Jul @ 11:22pm 
hey, just a heads up: there's an error in the vanilla files that causes the Galactic Commerce Hub fallen empire building to be auto destroyed, and that error is carried over in the files provided with your patch; it's literally a one-letter typo:

https://forum.paradoxplaza.com/forum/threads/stellaris-fallen-empire-building-galactic-commerce-hub-cant-be-built-the-building-also-has-wrong-job-numbers.1741727/post-30502441
Watchman 4 Jul @ 12:34pm 
Also FYI Displaced Tiyanki Anomaly is broken in vanilla, if first option is selected (help them), sound effect for project creation happens, but apparently immediately fails, and Tyianki are spawning dead
Watchman 4 Jul @ 5:57am 
Any chance you will someday fix the fact that raider fleets from marauders get stuck in their home system 90% of the time, making them useless? Old as hell bug
Do'tasarr o Khajiit 2 Jul @ 6:02pm 
If we use the open beta, infiltration is stuck at 0.
Dyna-saur 28 Jun @ 9:55pm 
Can confirm. Can't change individualist machine to utopian abundance.
Fettered Soul | RINH XX 27 Jun @ 9:44am 
Could you please fix this bug? The developers are on vacation, and no updates are expected until August. The bug is present in all versions 4.0. :Hire:
https://forum.paradoxplaza.com/forum/threads/stellaris-prethoryn-scourge-does-not-purge-pops.1788579/
youtubitz 26 Jun @ 1:33am 
Whenever i take control of an Empire to do something then return to controlling my empire the ai empire i was messing with won't do much of anything for around 10 to 20 years.

Pretty Sure this mod has nothing to do with this issue i am having as it saw it happen with all mods disabled but i hope someone can help nonetheless.
KnighTheThrasher 24 Jun @ 6:02am 
this mod has a bug that makes it impossible to give utopian abundance or decadent lifestyle to robot pops (both individualistic machines and synths)
Nikal 23 Jun @ 5:25am 
That's strange. It doesn't modify 00_eng_tech. Are you sure it's this mod?
Scaredy Nat 23 Jun @ 3:28am 
hey, this mod allows bioship empires to get the mechanical ship armour as well as the bio ship armour. just needs the checks for potential = country_uses_bio_ships = no and show_tech_unlock_if
B flat 18 Jun @ 4:38pm 
Can anything be done about the AI not building anything except fortresses and hydroponics (or not building anything at all), or is that something hardcoded? I don't mean it as a bug, but rather generally AI being incredibly bad economically even on GA.
Nikal 18 Jun @ 4:18pm 
Well, whatever you did, it sort of kind of worked, but actually didn't. 😶

I made a test game, vanilla + your patch, one Mechanist and one Individual Machine, both with AI Citizen Rights set. In case you want to tackle this further, screenshots of what's happening (explanation in image titles):

https://ibb.co/ynFhz5Vc
https://ibb.co/pjnQyXFk
https://ibb.co/ZRvrLV76
https://ibb.co/S49FpPFK
https://ibb.co/mVBzbrz9
https://ibb.co/Fb2YZ97G

Obviously, Pdx completely broke the Species Rights for robotic species after introducing the "individual machines" and just never bothered to go back to fix it. It would probably require some refactoring of all the basic rights/standards to not be accessible by non-sentient robotic species (unless the tech and rights are set), and even more work if we are to obey the "dlc checks".

Personally, I feel like it would've been better had they kept the old robot/droid/synth traits. :/
EMPIREVSREBLES 18 Jun @ 1:36pm 
@Ariphaos yeah, I put it at the top, and it said I couldn't use invasive species with a reptilian portrait.
andres r 18 Jun @ 3:48am 
AI does seem to be better with this patch but still doesn't seem to redevelop its districts..
I guess this is solvable only by PDX in code?
Nikal 17 Jun @ 11:14am 
Sounds grand. I'll give it a spin later this week, to see how it holds up. Thanks! :steamthumbsup: