Stellaris

Stellaris

~~Ariphaos Unofficial Patch (4.0)
1 334 kommentarer
reanimated6 25 aug @ 6:39 
=(
turol 25 aug @ 3:00 
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 @ 7:21 
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 @ 3:32 
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  [skapare] 23 aug @ 3:24 
Aplogies, I've been sick and have had difficulty focusing enough to get an update done.
BlackLight 23 aug @ 3:04 
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 @ 1:46 
Update
Triscopic 18 aug @ 21:03 
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 @ 5:13 
There's a bug in the mod that makes it impossible to build the 2nd district specialization
Align 21 jul @ 14:51 
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 @ 19:42 
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 @ 23:22 
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 @ 12:34 
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 @ 5:57 
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 @ 18:02 
If we use the open beta, infiltration is stuck at 0.
Dyna-saur 28 jun @ 21:55 
Can confirm. Can't change individualist machine to utopian abundance.
Fettered Soul | RINH XX 27 jun @ 9:44 
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 @ 1:33 
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 @ 6:02 
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 @ 5:25 
That's strange. It doesn't modify 00_eng_tech. Are you sure it's this mod?
Scaredy Nat 23 jun @ 3:28 
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 @ 16:38 
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 @ 16:18 
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 @ 13:36 
@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 @ 3:48 
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 @ 11:14 
Sounds grand. I'll give it a spin later this week, to see how it holds up. Thanks! :steamthumbsup:
Ariphaos  [skapare] 17 jun @ 8:52 
@EMPIREVSREBLES (sic) are you following the instruction? This shouldn't clobber that sort of mod if you are following the instruction.

4.0.21 update. Fixed one vanilla bug putting non-sapient robots into social welfare (@Nikal / @Celador). Specifically, the check to stop this was checking if the empire was robotic, and not if the species was.
Celador 17 jun @ 2:06 
@Nikal Can confirm this was the issue for some time. Not sure if it's in vanilla, since I am playing with this mod all the time. Mechanical species having social welfare was definitely an issue before 4.0 for me.
Nikal 16 jun @ 16:34 
Could you have a look at what's going on with the Citizen Rights and Living Standards for non-sentient, Mechanical species in organic empires? While under servitude they are spawning with Social Welfare set, and when setting AI policies they get Full Citizenship even though they aren't sapient (i.e. neither the Droid nor Synthetic research has been done). There's a bunch of new scripted_triggers related to robotic species, yet most haven't been utilized correctly.

My time is limited to go through it all, but I figured adding "is_shackled_robot = no" to citizenship_full fixes the latter issue (maybe, as I don't know if that breaks something else). However, the non-sentient robots can still be residents, and after that change they have access to all the organic living standards.
EMPIREVSREBLES 16 jun @ 9:37 
Okay, I thought I would just remove the trait from the mod file, but that just remove the trait from the game too.
EMPIREVSREBLES 16 jun @ 9:23 
So I found that this mod conflicts with a mod that removes portrait requirements to traits.
Peter34 14 jun @ 20:30 
This is a sort of weird mix between balance, probably-not-intended-by-the-devs, and sanity check.

I'd appreciate it, if I could build the two Holo-Museums that give Unity or Edict Fund in a Bureaucrat/Archive Zone, and if I could build the third Holo-Museum, the one that gives Engineering, in an Archive, or General Research or Engineering Zone.

As it is now, I have to construct these in the generic 5-slot departments of my planets, and those 5 slots are super crowded already, whereas in the mid game I still often only have generic Buildings in the Zone slots.

Is that something you can take a look at, either in this mod, or else in the upcoming balance mod?

One thing really I like about this mod, apart from all the bugfixing, is how it lessens the restraints on combining rare Event Ships into one fleet. You can't do it with all Event Shps, such as Bubbles, and that's fine, but vanilla is super strict about combining strange ships. I appreciate this mod loosening that somewhat.
Ariphaos  [skapare] 14 jun @ 14:09 
4.0.20 Update

Just a version merge, no further changes.
Norym 13 jun @ 23:54 
leaders that start with additional levels don't get their traits, is it possible for you to fix, please?
Yagami 11 jun @ 16:56 
Paradox lathe fix do not work
Ariphaos  [skapare] 11 jun @ 7:27 
4.0.17 Update

* Don't allow building multiple orbital rings on the same planet. Did you know orbital rings and habitats don't necessarily count as megastructures? Well now you do.
* Match exclusions between environmental architects and environmentalist civics. The AI could spawn with both and generate no-name, no-ethic empires. (MrFunEGUY)

* As mentioned, Paradox fixed the Lathe bug in 4.0.17.
Ariphaos  [skapare] 11 jun @ 7:23 
@Arvess possibly because the AI doesn't necessarily properly value unity. Fixing this is part of a broader economic fix I need to get working on.

@forerunner398 no planned date yet, right now it exists as a scattered collection of personal mods, none of which are 4.0 compatible.
forerunner398 10 jun @ 18:02 
Do you know when you'll upload your balance mod?
Argus 10 jun @ 7:33 
I've noticed that the AI won't build Autochthon Monuments (or the other versions of it) even when they have 10K+ unemployed in a planet. Not sure if that's a vanilla thing or mod thing but just wanted to point it out since it affects AI performance.
EUMIR 9 jun @ 12:17 
Thank you for updating :)
C1PH3R 9 jun @ 5:16 
Awesome mod, not sure if someone else has mentioned it but it looks like ontop of the other Synaptic Lathe bugs, it also cannot correctly convert undesirable pops into computing components.
Talosh 8 jun @ 14:54 
@ariphaos Thank you for looking into it!
Ariphaos  [skapare] 6 jun @ 19:14 
* Forwarded a crisis flag fix from the 4.0.17 beta. This isn't fully compatible with the beta - it will clobber your fancy bio-cosmogenesis FE ships. If you're not going into cosmogenesis with a biological shipset, however, you won't notice everything.
* I had to revert part of the lathe fix because slaves were going weird everywhere else, they don't tolerate civilian demotion at all. : /
* Upgraded drone storage buildings should function properly, apologies.
Ariphaos  [skapare] 6 jun @ 18:42 
@SSRB - Papermoon @Vagelis1608 thanks, will upload a fix as soon as I've fixed the slave demotion issue.

@Talosh the culprit seems to be the lathe fix - it's managing to trigger their demotion into neural chips somehow (!?) despite the hard limiter. I'll try to come up with a fix here.
Demognomicon 6 jun @ 13:49 
@Ariphaos Thank you for fixing the issue with the Ancient Juggernaut Origin mod. Much appreciated!
Vagelis1608 6 jun @ 13:12 
For the people that had the upgraded drone storage buildings disappear.
That's because the destroy_trigger gets, well, triggered, when ( among other things ) your empire is not ai ( so, player empire ) and the free housing on the planet is over 4000.
Either go in the files and remove those lines from the destroy_trigger, or wait for the dev to fix this.
SSRB - Papermoon 6 jun @ 11:00 
on gestalt consciousness machine empires the upgraded drone storage will suddenly disappear, this happened when i turned this mod on after the update in the middle of my campaign. Not only all of the upgraded drone storage disappeared once, it will also disappear after rebuilding it and upgrading it to the upgraded version.
Peter34 6 jun @ 10:18 
Can I use this mod with the 4.0.17 beta, or only with the 0.16 non-beta?
Talosh 5 jun @ 23:58 
I have an issue with slaves when using the mod. When they aren't employed as workers then they're invisible from the economy tab. This happens with servile pops when starting as a Syncretic Evolution empire, and also happens to other pops when they become slaves. If they were non-slave pops who become slaves, then they go into a "repurposing" job and then disappear until they can become employed as workers.