Stellaris

Stellaris

More Events Mod
5,774 Comments
Malthus  [author] 27 Aug @ 4:28am 
Which do you mean? The vazurans you can force by having an ai empire with the connected origin in your game, the probe can be assured by having its origin in the game (though no guarantee that it will go berserk), Broken Clock is there most of the time but no guarantee it will activate, same for the Orphan Gate.
KittyRuru 27 Aug @ 3:55am 
I see, I suppose it makes sense, thanks. So there is no way to make sure the crisis happen then ?
Malthus  [author] 27 Aug @ 12:42am 
@KittyRuru the option menu is deactivated in multiplayer on purpose since people complained in the past that it was an invitation for cheating.
KittyRuru 26 Aug @ 8:01pm 
I've had a very strange issue in multiplayer. The More Events Options simply does not appear in the Edict menu. When launching it in solo, it works fine. But for some reason, in multiplayer, it's like the mod is disabled or non-existing
Space Grandpa 24 Aug @ 4:09am 
I understand. Ok, we'll try to survive through it, glad it will be fixed soon. Ty for advices
Tr33  [author] 24 Aug @ 2:15am 
Sry about that. We have no update planned in the near future. Try running "effect = { mem_aevum_endallevents }" in the console (for the player with the event chain) or open the end of the quest in SP. This will remove his quests from your log. I will investigate the crash on invade, thats new.
Space Grandpa 24 Aug @ 1:53am 
@Tr33 yep, all correct. 3 players MP, 4.0.22. If you have time can you pretty please disable this event chain until then so no one will have a crash until the fixes? My science ships made fun of me trice already because of automatic anomaly research. I seem to succeed in escaping this loop by chosing to invade his planet (which stopped the situation) while definitely NOT doing it, but I'm not sure if there are other events what might pop up. Don't wanna lose a mid-game MP run to crashed:"D
Tr33  [author] 24 Aug @ 1:44am 
@Space Grandpa In MP right? This seems to be a vanilla/engine issue, which is hard to replicate or log. Its on my list of fixes. The crash on in vade im not aware of ... 4.0.22?
Space Grandpa 23 Aug @ 3:08pm 
Chronomancer Aevum currently ends the special project chain with unclosable event in half the screen right now making its inpossible to play further. An attempt to invade his planet crashes the game
Cardolam 23 Aug @ 7:42am 
@doctornull

Thx!
doctornull 23 Aug @ 7:27am 
It's working fine with 4.0.22 for me
Cardolam 23 Aug @ 7:02am 
Is this compatible with 4.0.22?
adornedspore 11 Aug @ 9:30pm 
for the record, a person reporting a bug that is so remote they cant remember how it occured is a good sign, means the mod is rather stable.
Icarys 9 Aug @ 7:25pm 
Alright, sorry for being a bother and thank you for your time.
I'll see if I can replicate it and figure it out.
Thank you!
Malthus  [author] 8 Aug @ 10:44pm 
If the title does indeed have the phrase "Serious Damage" in it, it is not one of ours. Non such title exists in any of our loc files. You should try to get this event again if you can reproduce it and use debugtooltip to find out the event id. This might give you a clue from which mod it comes.
Icarys 8 Aug @ 7:54pm 
From the wording, I imagine this was intended for Ringworlds rather than Orbital Habitats.

Again, not blaming y'all for anything and I'm not even upset.
Just a little confused as to whether or not it's intended since it's particularly catastrophic for folks that like to build tall.
Icarys 8 Aug @ 7:54pm 
The only mod I run that changes gameplay in any capacity would be this mod, so I'm fairly certain the event is from this one.
To explain the situation, I was playing a Machine empire with the Voidforged Origin.
All was well until I received an event titled "[Planet]: Serious Damage"
Next thing I know, my capital Orbital Habitat was de-colonized.
Not a huge deal, but it did seem like it came out of nowhere.
The text in the event was:

"The orbital regulation system of [Planet], which was responsible for keeping the [Planet] ringworld in place and intact, suffered a catastrophic failure. This ringworld segment was torn apart by gravitational stress when the stabilization system ceased to function. It happened in a matter of moments. This segment was the civilization's last stronghold. In a blink of an eye, the went extinct."
Tr33  [author] 8 Aug @ 6:13am 
@thevinni007 I take whatever you had, and afterward I might be able to find the same bug.
thevinni007 8 Aug @ 2:50am 
i guess i will do some digging
thevinni007 8 Aug @ 2:50am 
it isnt your mod but it has been in the past
thevinni007 8 Aug @ 2:44am 
oh ye i do own all dlc (but not legally yk what i mean)
thevinni007 8 Aug @ 2:42am 
if you can tell me how too fix it pleaase do
signed: Karl (my online name)
thevinni007 8 Aug @ 2:41am 
mod is broken idk why it doenst work for me it spams an event which this error was already reported years ago it still is broken on my end whith the newest version its i think event 1 asteroid storm or something smiliar which keeps appearing every tick
Hjack9090 5 Aug @ 2:36pm 
Hello! I love your mod. Very good mod. I was wondering if there was a way to force certain outcomes for the "ghosts of the past" event chain for the UNE , specifically for the "persea" arc ship and elpis. The techocratic goverment is probably the best outcome buff wise but I really like the enslaved humans event chain. I think it adds a lot of character/fluff to the early game, especially for the UNE with them being all idealistic but having their first encounter with aliens being so grim. . Thanks.
Malthus  [author] 4 Aug @ 10:06pm 
@doctornull All praise goes to derega, he does great art :)

@Icarys What is this "Serious Damage" event? In which context did it happen? I do not know which one of our's you could mean if it is one of our's at all.
doctornull 4 Aug @ 4:08pm 
I've been using the Apex Organism portraits for my Evolutionary Predators runs, it's amazing.

Your portraits are better than the most recent ones PDX has sold us.
Icarys 4 Aug @ 3:43pm 
So is my capital Orbital Habitat supposed to just get erased through the Serious Damage event? The wording suggests that it's designed for Ringworlds but I just lost my entire capital about 150 years into the game. I build tall rather than wide, so it kind of just crippled me.
Malthus  [author] 3 Aug @ 9:10pm 
@Ulthar I haven't tested it, but I do know that MEM does not overwrite the ship component scripted triggers. So atleast from this perspective it should be fine.
Ulthar 3 Aug @ 4:27pm 
does this work with modjam 2025?
Douglas135 31 Jul @ 7:28pm 
This is a Stellaris mod. All craftdwarfship is of the highest quality. It is encrusted with oval cut volatile motes and encircled with bands of Zro. This object menaces with spikes of living metal.
Blazingdevil 31 Jul @ 1:40pm 
@malthus thank you i love this mod and i cant play with out it <3
Malthus  [author] 31 Jul @ 12:22am 
@Douglas135 Indeed it is and pretty openly so :)

@Blazingdevil They should not, but I have already experienced the same issue you are refering to myself. Sometimes no fleets spawn either, yet I was not able to spot the cause within my script. Tree plans to rework the entire thing anyways so I have hopes we can get rid of that problem along the way.
Blazingdevil 30 Jul @ 10:57pm 
why aren't the vazuran portals not disappearing? do they stay forever?
Douglas135 30 Jul @ 8:23pm 
The 'Into the Depths' excavation is a giant reference to Dwarf Fortress, isn't it?
Malthus  [author] 29 Jul @ 9:38pm 
Has been a bit more quiet than usual here over the last month as derega, tree and me were working on our modjam submission. You can check it out now here in the workshop, just released a few hours ago.
doctornull 26 Jul @ 8:39am 
Yay, double doom!
Malthus  [author] 26 Jul @ 8:23am 
The digsite should not prevent anything from happening as far as I can tell. The Broken Clock events should work as usual.
doctornull 26 Jul @ 6:57am 
https://i.imgur.com/T7wSeLg.png

Broken x Broken

If I do the dig, will the invasion still trigger?
gfgfhhh2 26 Jul @ 6:31am 
bro,the sinicization of this project in China seems to have failed,I don't know if it's a module update or something.
Malthus  [author] 25 Jul @ 10:15pm 
This does not remind me of any of our events. I can just stress that when in doubt, always use debugtooltip to find out the event IDs. These are usually the easiest way to find out which mod they belong to.
Aki Zeta-9 24 Jul @ 8:51pm 
Is there an event in this mod where the player's species goes through a rift above the capital and asks for resources for the colony? When they create a colony there is only 15 pops.
Malthus  [author] 24 Jul @ 8:00pm 
Yeah, already fixed it yesterday, but I did not want to throw in another update for this minor issue, which could potentially lead to issues for mp games again. Will collect a few fixes before doing the next update.
Irvine 24 Jul @ 1:43pm 
The Sadrell Capital Remains housing bonus is only +3.
Aki Zeta-9 22 Jul @ 9:43pm 
Yes, I chose Embrace and the planet had a low population.
BroncoXeno2035 22 Jul @ 2:38pm 
You're welcome for the assistance.
riksanper 22 Jul @ 2:35pm 
@BroncoXeno2035 that worked perfectly, thanks
BroncoXeno2035 22 Jul @ 2:24pm 
Yes, there's 'effect add_situation progress = x' with x meaning the number while selecting that situation.

Also, there's 'effect remove_modifier = y' with y being the code identifier of the feature and selecting the planet.
riksanper 22 Jul @ 2:06pm 
Any chance I can remove/resolve the situation and remove the planetary feature through console?
Malthus  [author] 22 Jul @ 2:02pm 
There are likely a lot of events that should be completely blocked for wilderness. This origin is a bother from beginning to end.