Stellaris

Stellaris

Ecology Mod Reborn
170 Comments
Tovius  [author] 19 Sep @ 7:54pm 
Found the problem. It will be fixed in the next update.
BeiLight 19 Sep @ 7:17pm 
Do garbage worlds not have city district? The city district section of my garbage world is completely empty
Tovius  [author] 2 Sep @ 3:50pm 
Will be fixed soon
Archscientist K 2 Sep @ 12:01pm 
It seems the "eco_clean_up" deposit doesn't exist in the files (neither this mod's files, nor the base mod's files), causing the Planetary Clean-up decision to do nothing
Stern 31 Aug @ 6:06pm 
👀
Tovius  [author] 25 Aug @ 1:04pm 
It does have a tradition
Beast-Storm 24 Aug @ 9:07pm 
Does this mod have a tradition???

I remember playing this mod back in 3.6 and it had the Environmental tradition
Hereward 16 Aug @ 6:52am 
@Tovius Thanks to those duelling entertainers I've stumbled on to this classic. Thanks.
Tech Priest 30 Jul @ 2:07pm 
Posted a comment but deleted it to revise said comment. The update on the 25th did fix the issue. Have a game going for awhile with the mod and love it, however I just built a garbage world and upon doing so it for some reason deleted all the waste recovery plants within my empire. Had about 10 overall, got alot of worlds
Tovius  [author] 28 Jul @ 12:51am 
Recent balance changes:
- Halved waste reduction from Custodians and Rangers
- Extreme ends of the Environmental Policy policies effect waste from jobs by 3 instead of 2
- Pollution events less likely, especially with low waste (I will continue to adjust this in the future, so please let me know how it's working)
Dr. Quackers M.D. 27 Jul @ 4:30pm 
So my two issues modifiers shouldnt spawn on clean worlds and station as often as they do.
Automation not removing modifiers.
Dr. Quackers M.D. 27 Jul @ 4:30pm 
Clean stations and planet should not generate modifiers like excess cargo build up, and toxic slug. I am investing build slots that could be generating resources instead i am using them to keep my worlds clean, that would be cool but the trade off is not worth it. i do all this work and invest all these resource and still modifiers get applied. Please less wackamole mechanics and thats what this equates to currently. Sure I should absolute be getting but load of modifiers when pollution is out of control but the opposite doesnt happen where clean planets are safe!
I also feel like I spend a ton of time just finding and removing these modifiers despite all the effort into making my planets clean so i dont think the AI is prioritizing there remove as an automated planet had 8 pollution related modifiers. like they were not being removed and just slowly stacking on.
Tovius  [author] 24 Jul @ 11:33pm 
Should be fixed
Tech Priest 24 Jul @ 6:24pm 
It does this on month change I should mention
Tech Priest 24 Jul @ 4:38pm 
Oddly last update for me broke waste management buildings. Whenever I build 4 on a world After the 4th one gets built it wipes all waste management buildings from the world and I need to build all of them again. Of course the cycle repeats once I hit the 4th building
miyakolily 22 Jul @ 1:03am 
I also kept getting the "low stock" warning.
Tovius  [author] 20 Jul @ 11:42pm 
Small update, park zones now give 50 biologists and 50 entertainers (or evaluators if gestalt, or resort workers if built on a resort colony)
Tovius  [author] 20 Jul @ 11:42pm 
@Nikal Probably not, I'll look into it.
Nikal 11 Jul @ 4:08am 
Question: Am I supposed to be getting a "Low Stock" warning for Waste? 🤔
miyakolily 28 Jun @ 7:22am 
Apparently if you don't Do Science for a living you may be surprised at just how much disposable stuff they go through in the process! And that's not even getting into the hazardous chemicals.
miyakolily 28 Jun @ 7:05am 
Incidentally I just read about the cancer-causing chemicals leaching from the Sterigenics Sterilization Facility in Atlanta and I feel Research Labs should probably produce more Waste than they are depicted as doing in this mod
eqN 15 Jun @ 5:19pm 
Excited for the Pops mod! I went ahead and posted some balance feedback so far in its own discussion thread to keep from flooding these comments. Hopefully it is useful!
Tovius  [author] 14 Jun @ 10:54am 
Something I'm consider once I finish updating Expanded Pops is separating ranger jobs (from ranger buildings) from park rangers (from park zones), and having park rangers be a resort worker swap.
eqN 14 Jun @ 3:58am 
Thanks so much for your reply and the most recent update! I'll keep an eye out for any bugs or balance outliers.
Tovius  [author] 13 Jun @ 11:39pm 
More work still needs to be done, so let me know what you think.
Tovius  [author] 13 Jun @ 11:39pm 
I'm still working on Expanded Pops, but I managed to squeeze in a few changes:
Added urban park decision, gives + amenities, - waste, and - housing from city districts
Park zones now require the national park tradition (unless environmentalist)
Park zones give +75 ranges and +25 waste workers, various new bonuses (both by default and from Environmentalist traditions)
Park zones can now take unity buildings
Empires may start with a waste processing building, depending on civics and origins
Tovius  [author] 13 Jun @ 8:19pm 
Thank you for letting me know
Daedwartin 13 Jun @ 5:53pm 
BTW, the substainable farming and fishing zones currently don't work.

The reason is that the OR statement in the unlock itself ALSO needs to be nested in within an Owner = { } statement as apparently that is what actually allows the planet to check who owns the planet when checking if the zone can be built.Its a pretty easy fix of 6 lines to fix all three zones.

I have confirmed that this bug occurs with only this mod running and that nesting the zone's unlock OR statement inside of an Owner statement fixes the bug.
Tovius  [author] 11 Jun @ 4:13pm 
If there are no patch notes, it is always something miror like that.
Tovius  [author] 11 Jun @ 4:12pm 
No rebalance yet. Just updating to latest patch.
eqN 11 Jun @ 2:22pm 
Hey there! Noticed an update. Is there any patch notes? Curious if this was the rebalance.
Vlad_1492 11 Jun @ 12:25am 
Glad to hear that balance is in the work. Love this mod since I first found it years ago. In 4.0 now every game becomes 'Rangers Dominate Bioscience and Win' .
Tovius  [author] 3 Jun @ 2:59pm 
I will be rebalancing a lot later. I will keep that in mind.
Azona 3 Jun @ 12:04pm 
found it by accident. I personally don't like this change, because specialisation slots can be occupied by lot more and better specialisations. I guess a solution would be find mod gives extra row and for looks also extra building row then.
Tovius  [author] 3 Jun @ 9:40am 
They are an urban zone, same as other district specializations, such as archives.
The zones are not currently locked by the tradition (although they will be later), the traditions just buff the zone.
Azona 3 Jun @ 9:01am 
So I used tradition and unlocked first urban park thing, they dont show up at deciscion, read here there at zone? what you mean with that? placed your mod at buttom to be sure loaded last dint help either, do have your other mods that are needed. any does your 3 mobs need special load order to?
Tovius  [author] 29 May @ 1:41pm 
it looks like I will need to do a balance patch once I have finished the comp patches.

Here is what I am currently considering:
- Waste Buildings are a planetary unique that gives jobs from city distrcts (and rural if Agrarian), maybe also waste reduction from civilians (especially at higher levels)
- Urban Park decision that gives + amenities and waste reduction, but - housing from city districts.
- Maybe a similar decision for rural districts
- Buff park zone but lock it behind environmentalist tradition (environmentalist civic also unlocks it)

If you have any other suggestions, please let me know.
The KotU 28 May @ 5:54pm 
Would you be able to add compatibility for BPV - More building slots mod?
The KotU 28 May @ 2:03pm 
@Tovius, Coukd you add images of what we should see, and where
Rodirik 27 May @ 12:24pm 
It works now. Thank you for your work!
Tovius  [author] 27 May @ 12:41am 
Yeah, the park zones are appearing on my end.
I should also mention that the parks are not available if playing a wilderness empire.
Tovius  [author] 26 May @ 4:45pm 
If you have other mods that add zones, they may not be compatible.
Tovius  [author] 26 May @ 4:43pm 
It should appear in the urban zone. Ill double check later tonight
Rodirik 26 May @ 1:38pm 
I have both universal modifier patch 4.0 and expanded mod base installed. I completed the environmentalism tradition and yet no matter how much I try the new zone do not appear on any type of world.
Tovius  [author] 26 May @ 12:46pm 
It is a zone now.
Make sure you have the required sub mod.
Rodirik 26 May @ 10:26am 
Hello, is it normal that you can no longer create parks / natural habitats?
Tovius  [author] 25 May @ 3:26pm 
I've updated the mod for 4.0. Let me know if you have any problems.

Remember to download the required sub mods, or half the mod won't work.
Tovius  [author] 25 May @ 1:00pm 
I am almost done, I just need to fix one final issue with Wilderness Biomass not producing any waste.
Tovius  [author] 25 May @ 12:22am 
I am getting close to an update. I just need to create a few new zones and finish bug testing.
There won't be anything unique with the Wilderness origin for the comp patch, beyond the waste worker job swap. I will try to add more for it later.
Tovius  [author] 24 May @ 3:58pm 
I am currently looking for suggestions for names for wilderness versions of the waste buildings. For context, I have named the jobs detritisymbionts (decomposers that recycle nutrients)