Stellaris

Stellaris

!YOUR SETTINGS!
170 kommentarer
Grimhat  [ophavsmand] 15. maj kl. 7:37 
I'm sorry to inform you that I made a grave error when updating the mod on the 5th that made it so biological empires do not consume food. This has been updated in the mod now.

To fix this on your end, you only need to copy the "00_species_archetypes" file from "...1447791167/EXTRACT MY CONTENT/common/species_archetypes" folder, to "...1447791167/common/species_archetypes".

You would then have to edit the new file's trait point modifiers again, if you had changed it to begin with.


Alternatively, if you are not editing anything in this file to begin with, you can also just delete the "...1447791167/common/species_archetypes" folder.
Grimhat  [ophavsmand] 9. maj kl. 12:13 
For sure. Any mod that also tries to edit any values editable in this mod will be incompatible, I'm afraid. But the solution, as you figured out, is to remove these modifiers from this mod.

Or alternatively, set them to the correct value in this mod instead, but it makes no practical difference.
=[RHIT]=Nippy 9. maj kl. 10:26 
Hey so this causes some issues with UI overhaul for its more AP point mod AND UI fixes - I had to delete the line in the editing file to get it to work (the one capping max AP points)
Grimhat  [ophavsmand] 5. maj kl. 8:18 
Now updated for 4.0. There was no changes in existing modifiers moving into 4.0, so other than some new modifiers I've now added, Nothing has changed form the 3.*.* versions.

Feel safe to carry on without changing anything.
Grimhat  [ophavsmand] 2. juli 2024 kl. 8:24 
I'm working of memory, but I'm almost certain that it is how many you can build at once, yes. I thought I had modifiers for both implemented, but I'll have a look again tonight when I'm back home.
VentarX 1. juli 2024 kl. 19:05 
looking at the defines file from todays update. Noticed a line called Megastructure_build_cap_base, is this the cap of how many megastructures you can build at once? or is it the max # of each type of megastructure you can build?
Grimhat  [ophavsmand] 16. nov. 2023 kl. 8:32 
-Leaders will be broken in patch 3.10 if you do not update the mod. (You only need to replace "common\leader_classes\00_base_classes", with the new one, if you don't wish to redo everything)

-You can change the starting number of leaders in the "common\leader_classes\00_base_classes" file. (@base_leader_cap)

-Some more options related to leaders have been added to the "common/defines/zz_Edit-me" file. (Only new features, so not required for the old version of the mod to function)
Grimhat  [ophavsmand] 16. nov. 2023 kl. 8:31 
-Leaders will be broken in patch 3.10 if you do not update the mod. (You only need to replace "common\leader_classes\00_base_classes", with the new one, if you don't wish to redo everything)

-You can change the starting number of leaders in the "common\leader_classes\00_base_classes" file. (@base_leader_cap)

-Some more options related to leaders have been added to the "common(defines/zz_Edit-me" file. (Only new features, so not required for the old version of the mod to function)
-=PR=- alliecat☭Ⓐ 8. nov. 2023 kl. 9:24 
Didn't help :/ thanks anyway
Grimhat  [ophavsmand] 7. nov. 2023 kl. 16:08 
If it has been working after the 24th of October, then it must be a local problem. Most likely a conflict with another mod.

Try placing this mod at the bottom of the load order, and see if anything changes. If not, then I'll need some more information about what settings and other mods you use.
-=PR=- alliecat☭Ⓐ 7. nov. 2023 kl. 11:37 
My alterations have stopped working?
guardian1368 25. okt. 2023 kl. 1:25 
thanks for the help it works great with a mod i found so that only i get the benefit
mod is called Always Spawn Premade Empires
guardian1368 24. okt. 2023 kl. 22:09 
thx
Grimhat  [ophavsmand] 24. okt. 2023 kl. 21:59 
@guardian1368

Creating new traits and civics are relatively easy, but not something this mod is intended for.

If you are interested in making your own traits/civics, there are many good guides on the wiki, Youtube, and forums.
Grimhat  [ophavsmand] 24. okt. 2023 kl. 21:51 
@thetruerift

Are you talking about the "@species_trait_points" modifiers? they should be working, but I'll give it another check now.
guardian1368 24. okt. 2023 kl. 20:37 
i got it to work but is there a way to make a new trait or civic
Grimhat  [ophavsmand] 24. okt. 2023 kl. 12:17 
@VentarX

I'm a bit late, but thanks for the heads up. I must have missed the edits Paradox did to the file. For some reason, this mod stopped giving me notifications, so I did not see your message before today.

I've now updated that file, as well as all the other once, to be in line with Paradox's baseline again.
Grimhat  [ophavsmand] 24. okt. 2023 kl. 11:34 
@guardian1368

Sorry for the late update. I've not payed much attention to Stellaris for a while. The mod is now updated for 3.9.

The method and instructions for installing/configuring the mod has also gotten a long overdue update, and should be easier to understand now. If you still find it confusing, I can try making a picture guide, as I do not have an established platform or relevant software/knowledge to create a video at this time.
guardian1368 23. okt. 2023 kl. 5:11 
can you update please and can you do a video as well cause some including me are unable to understand it in just words
VentarX 13. apr. 2022 kl. 15:22 
Found a way to fix the issue with mechanical pops in this mod. in the 00_species_archetypes file two lines need to be added. under the line that says ###IGNORE EVERYTHING BENEATH THIS LINE### you will find a robot and machine entry. under each entry you need to put the following entry robotic = yes make sure the indents line up with the previous lines and it should work(tested and confirmed with machine empire)
Xrona 15. jan. 2022 kl. 8:38 
Hello. Something in the 00_species_archetypes file prohibits the collection of robots on the planet.
(If I delete this file everything starts working fine.)
-=PR=- alliecat☭Ⓐ 26. feb. 2021 kl. 7:54 
I probably asked this once before, but I've done a new OS install since and lost my fork of the mod. How do I edit the number of pops to unlock a planetary building slot?
Grimhat  [ophavsmand] 30. nov. 2020 kl. 23:21 
Ascension perk slots are also changed by this mod. It is under "Game Settings" in the "zz_edit_me.txt".

"ASCENSION_PERKS_SLOTS = 8"

If you just want to have it set to a certain value, you can change it there. Or if you want another mod to control it, you can delete the entire line.
freddievelez1 30. nov. 2020 kl. 19:39 
The mod seems to conflict with any other mod that adds additional ascension perks slots. Ive tried numerous different mods and they all bug out with this mod installed and work fine without it. Im not sure if i did anything wrong or if this was supposed to happen? any advice would be appreciated!
[RTB] Sarianos 15. sep. 2020 kl. 7:31 
Nice, cheers for the fix Grim!
Grimhat  [ophavsmand] 15. sep. 2020 kl. 6:06 
The conflict is Ethics and Civics Classic 2.7 . With some testing, it appears that the file that these values are loaded from is loaded in a alphabetic order, regardless of load order. I've now updated the file in question ("EDIT_ME") to be named "zz_EDIT_ME". This should fix this, and any similar problems.

If you don't want to set you mod up again, you only need to change the name of the file yourself, as specified above.
[RTB] Sarianos 15. sep. 2020 kl. 3:47 
I've had it set to load last in order so it should be over-riding everything else and I still had the civic & ethic issue and it's worked perfectly in the past with many mods when loaded last, I've thrown together a collection of my current list but fair warning it's a lot of mods.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1613760746
Grimhat  [ophavsmand] 15. sep. 2020 kl. 2:28 
Sorry. Completely forgot about this this weekend. Just went trough and tested everything, and everything seems to be working. Have you tried to start the game with only this mod enabled? As I would think there has to be some incompatibility issue.

If it works with no other mods enabled, could you make a mod collection with all the mods you use? Then I'll see if I can spot the issue, and possibly find a workaround.
[RTB] Sarianos 9. sep. 2020 kl. 23:03 
Cheers Grim!
Grimhat  [ophavsmand] 9. sep. 2020 kl. 23:01 
I'll do another full overview of the mod this weekend. been a while since I had a real look at it. Thx for the heads up.
[RTB] Sarianos 9. sep. 2020 kl. 22:38 
@Grimhat I can confirm DAR_BOIO's issues and some further issues, regardless of load order or setting neither civics nor ethics points are affected.
Grimhat  [ophavsmand] 5. juni 2020 kl. 7:18 
It should still be working, and the instructions should be up to date. Something else might be wrong, but I'll double check everyting by the end of the weekend.
DAR_BOIO 5. juni 2020 kl. 5:18 
Ah I now see that this mod has not been touched in a while smh
DAR_BOIO 5. juni 2020 kl. 5:12 
Can you please update the instructions that are in the folder bc i didn't find a !DO NOT USE ME! nor did i have to convert yoursettings to a .mod from a .txt danke schön
Luminouscus 12. apr. 2020 kl. 18:06 
I had tried that as well, unfortunately didn't seem to work. I'm lazy but if I find out exactly which mod it was I'll let you and the other mod author know, just in case you're interested. ;)
Grimhat  [ophavsmand] 12. apr. 2020 kl. 4:29 
Good to hear you fixed it^^ Indeed most likely a conflict with another mod. You could also try loading this mod first in your mod list, and see if allowing all other mods to overwrite it could work.
Luminouscus 12. apr. 2020 kl. 4:18 
Update: yup, of course that fixed it. xD I deleted the events folder AND the Leader_classes folder and now I have 120 mods running smoothly. *Big brain Lumi over here* Thank you for your time and the great mod!!!!!!
Luminouscus 12. apr. 2020 kl. 3:29 
I've come across a uniquely strange (to me) bug where with this mod active the game always crashes on 2200-02-07. I think I've narrowed it down to some sort of event error between mods, as when I don't have this mod enabled, I get the "Ghosts of the Past" event at about that time. Any Ideas on how to resolve that particular kind of error? I'm going to see about removing the event's folder from this one, and a few other things... If anything works I'll let you know what I find, any help or ideas is appreciated.
-=PR=- alliecat☭Ⓐ 5. apr. 2020 kl. 15:48 
thanks :)
Grimhat  [ophavsmand] 5. apr. 2020 kl. 15:08 
Ow. And the traits need to be changed, I think.
Grimhat  [ophavsmand] 5. apr. 2020 kl. 15:08 
Anything in the defines that is related to federations and/or diplomacy will most likely not work/break in earlier versions. Other than that, I don't think anything need changing. (at least not for 2.5. Might need some more race changes for 2.4 or earlier)
-=PR=- alliecat☭Ⓐ 5. apr. 2020 kl. 14:43 
Forked from pre-2.6 versions?
Grimhat  [ophavsmand] 5. apr. 2020 kl. 13:56 
It should be fine on any 2.6 version.
-=PR=- alliecat☭Ⓐ 5. apr. 2020 kl. 13:46 
What if anything should people change in their local forks for 2.6 compatibility?
Grimhat  [ophavsmand] 22. mar. 2020 kl. 6:36 
Good good^^ I've now also updated the direct download version.
Commander 21. mar. 2020 kl. 20:28 
woops sry i was just being dum the way the ui looks i thouth there were only 8 slots but its way more then that again sry
Commander 21. mar. 2020 kl. 20:18 
if you think it mater what ascension slot mod it is ui overhaul dynamic - ascension slots
Commander 21. mar. 2020 kl. 20:16 
well i put this above the ascension slot mod and its still getting overrided by this
Commander 21. mar. 2020 kl. 20:09 
nvm about planet sizes that was a diffent mod and oh i have this below the ascensilon slot so i move it up and see if it fixs it
Grimhat  [ophavsmand] 21. mar. 2020 kl. 20:06 
In what way? I would belive that it would only overwrite their values if it was loader after them?