Stellaris

Stellaris

The Living Network
36 Comments
Swords  [author] 17 Sep @ 11:36am 
@Pinenuts Never had a chance to use that mod, but I am copying logic from the files.
Pinenuts 15 Sep @ 9:14am 
The description sounds like it is something like Living Star System mod that we had before. Right?
Swords  [author] 15 Sep @ 8:38am 
That update was working for you? Ok I will revert it.
Sayushi 15 Sep @ 8:28am 
Okay, now im confused - last save the Civilian Ships were neutral and didnt clutter and now they are back to being mine again?
Sayushi 15 Sep @ 8:02am 
Desah they were moved for me by now
Desah the Thing 14 Sep @ 10:10pm 
If they didn't show up at outliner, than would be worthwhile immersion mod, but with such spum, it's just too distracting from management of empire, I completely forgot about science ships closer to midgame, just because there's a ton of construction ships. Hopefully when update and add their own class, they won't show up and make basic outliner painfully hard to navigate.
Sayushi 14 Sep @ 5:32pm 
Great, thank you! If you are moving to neutral ships, I would like to make the the suggestion to also disconnect the ship set type from your empire type and choose shipsets that closer resemble civilian freighters, etc.
For example, the reptilian construction ship hardly looks like a freighter, while the Mammalian or Reptile Colony ships actually look like heavy weight freighters designed for moving massive amounts of cargo through empires. If this is possible, I think this would further deepen the illusion.
In the future this could also mean having actual freighter models that are self made if some day possible.

Thanks for listening to suggestions in the first place tho! :)
Swords  [author] 14 Sep @ 7:54am 
Next update is almost ready:
🗺️ Roadmap
• Neutral ships so they don't show up as construction ships
SRGKillz 14 Sep @ 12:10am 
dear GOD THE CLUTTER.
Hræfn 13 Sep @ 10:38pm 
why would I want this mod if the "civilian ships" are just construction ships clogging up my outlliner? what?
yadirachwa 13 Sep @ 6:55pm 
A 3.14 version will be nice
Mr_Dalek 12 Sep @ 3:25pm 
Some screenshots would be nice.
GoGoShalls210 11 Sep @ 8:30pm 
i always wanted a mod or content in the game where the galaxy is more alive real pirates attacking my freighters and transports and they take my resources and i have to destroy them to take it back
Sayushi 11 Sep @ 9:08am 
Why exactly do the freighters have to be part of your own fleet? Its basically impossible to select a construction ship because literally 95% of these are freighters that wont do anything if given a task. This also clutters the "Civilian Ships" panel on the right with hundreds of "LN Collector" ships that dont do anything.
Moving these ships to a neutral nation would make way more sense. You could actually use designs that look like freighters or collectors as just defaulting to the empires shipset at times does not make that much sense (not every shipset has construction ships that look like freighters).

This mod has much potential as a RP mod or just to make the game feel more lively but in its current state it makes acutally playing the game an inconvience of checking whether i have selected one of my actual ships to build that starbase or if it was another freighter that just auto cancels the task.
Nacaat 11 Sep @ 4:06am 
actually banger
FenFenScreeScree 11 Sep @ 1:29am 
Ah, so this is why I'm lagging. Nice. My piece of sh!t rtx1050 and 5th gen I5 are mad
EternalKnight 10 Sep @ 11:43pm 
we ALL love trade lag, you and me and everyone here we all LOVE it
It's UwU 10 Sep @ 8:34pm 
so, you decided lets bring back trade lag. i am in awe of the community that it made front page. you know what. fuck it, lets ball
8vantor8 10 Sep @ 9:46am 
what happens when they are fired appon?
明智三海信长 10 Sep @ 6:46am 
Can old savefile could run it?
Viscera Killdozer 9 Sep @ 7:42am 
Does this account for non-continious borders? For example, if I have two colonies, separated by several unclaimed systems, with no wormhole/gateway connection, are ships still going to path between them?
Cyph the Terrible 9 Sep @ 5:01am 
does this also do stuff for Hive Minds and Machine Intelligence? Like they are logistics fleets for traffic
Nahios-si 8 Sep @ 11:57pm 
Hmm, I tried it inside, why does this mod produce a construction ship? I thought it would be a neutral unit, I suggest changing the produced ship to a neutral unit
SpookyStella 8 Sep @ 10:17pm 
does this affect gameplay or is it purely aesthetic? it'd be really cool to have like, merchant ships that generate trade when they arrive at their destination, but if you leave them unprotected they could get raided by other empires or something, kinda like in the civ games (my space pirate empire would certainly appreciate such a mechanic). so ig like if the now-defunct piracy suppression mechanic was actually interesting. haven't found a mod that does anything like this yet. either way, this looks really cool
Nahios-si 8 Sep @ 10:02pm 
It seems this will add some immersion to my game
Swords  [author] 8 Sep @ 8:05pm 
@kroganwar22 Go for it!
FenFenScreeScree 8 Sep @ 3:47pm 
that'd be fun to see
kroganwar22 8 Sep @ 1:42pm 
hey there @Swords I am making a mass effect total conversion separate from beyond the relays and am wondering if I can use this mod in it? I would obviously give you full credit for your work. Totally ok if not but I thought I would ask. Thank you for your time in advance
Swords  [author] 8 Sep @ 12:22pm 
@Vaderming trying to find a solution for that, and the one I currently have is that they will auto move fast enough so you cant take advantage of them, maybe I need to increase the days of move to logic if you still can?

@BeiLight We can do it all!
BeiLight 8 Sep @ 11:50am 
@Swords I've made a post that suggest a possible way to create civilian ships in . It might give you some inspiration for your mod!

https://www.reddit.com/r/Stellaris/comments/1j2o5ly/ambient_civilians_ships/
Vaderming 8 Sep @ 11:43am 
it just spawns construction ships in my home system at start all tied to me not independent
Swords  [author] 8 Sep @ 8:52am 
@DaViper Im gonna add you so we can chat about your mod list
DaViper 8 Sep @ 8:50am 
@Swords, ty for the info. Funny though 20 sounds 'lite'. Heh. (Ryzen5 5600+RX6600)
The mod loads. I can access the console commands and they show the information dialog, but nothing appears to be doing anything after a couple months of it being 'active'.
Swords  [author] 8 Sep @ 8:47am 
@Yokami Capped at 20 ships, we can make adjustments if needed once tested. And Im working on a in game ui config menu for next update.

@DaViper Let me know about your performance!
DaViper 8 Sep @ 4:28am 
I'm going to try this, but I'm definitely with @Yokami on the question of lag.
Yokami 8 Sep @ 1:47am 
Won't it cause crazy amounts of lag ?

Simply wondering