Stellaris

Stellaris

Fatal Foundations Story Pack [3.0]
319 条留言
kapsellola 2 月 26 日 下午 12:48 
@Tinfoot
Oh my god... this mod is literally outdated since 4 years. What did you expect?
Tinfoot 2024 年 2 月 12 日 下午 7:26 
so this is the mod that's been causing a random system to be eaten at the start of every game
good to know
MaulMachine 2023 年 11 月 25 日 下午 4:57 
Look just a few lines down to see the new continuation.
Ciaphas Cain 2023 年 6 月 15 日 下午 11:19 
Do Story packs need updating or is this fine to use?
Qillin 2022 年 7 月 20 日 上午 6:07 
Mwa Mwa
✶ Fitz001 ✶ 2022 年 3 月 20 日 上午 6:45 
Just wanted to say even tho the original is up to date now, great work at keeping this up to date when it wasn't. It's work from people like you that keep a lot of classic mods in circulation. Cheers again
🎀Hara🎀 2022 年 2 月 26 日 下午 12:13 
it didn't work and it really sucks to lose 3 planets with over 20 pops each in only 2400 with absolutely no way to fight back except getting lucky on research
🎀Hara🎀 2022 年 2 月 26 日 下午 12:04 
i found a solution by using gene tailoring to remove the fungus
🎀Hara🎀 2022 年 2 月 26 日 上午 11:53 
is there a way to beat this fungus at all or is it instant death of you get it?
FirePrince 2021 年 10 月 14 日 上午 3:29 
GL and all the best in the future. Thanks TFL for all your work and permission to continue, I will try to continue it with honor.
Here is the 3.1 update : https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2627609414
The code seems very good and meticulous programmed.
1. bug fixed: fungal ships mass kill (was wrong scope).
TFL  [作者] 2021 年 10 月 12 日 下午 6:22 
Hey guys. Given my lack of time, I likely won't be updating this again. It may still work on further updates, but no promises. Thanks for all the love, everyone!
greensniperhat 2021 年 10 月 8 日 上午 3:14 
needs to be updated to 3.1.* methinks?
Spider 2021 年 9 月 16 日 下午 5:08 
Can confirm, same issue as Fortuna.
vampirezio 2021 年 8 月 24 日 下午 7:29 
Anyone else getting the below issues? or will there be an update to resolve it?
SolidSpaceDisk 2021 年 7 月 20 日 下午 10:02 
same as Fortuna, I thought everyone destroyed it quickly but some countries don't have fleet at all
Fortuna 2021 年 6 月 17 日 上午 3:18 
Weird thing happened just now. The fungal ships spawned, and then every single one of them disappeared about a month after they spawned. Not on the month roll-over, just about a month after they appeared. They started moving to the hyperlane out of the system, but disappeared before reaching it. Every single one in the entire game did the same thing (checked with observer mode).
TFL  [作者] 2021 年 6 月 14 日 下午 5:10 
Those issues should be fixed now. Let me know if there's anything else that causes an issue. Several type changes with 3.0 are sometimes not obvious to find. Thanks.
Bepiss 2021 年 6 月 11 日 上午 6:41 
So is this mod stable or below in below comments have major issues?
charwo 2021 年 6 月 1 日 下午 11:06 
I'm having the same
Script error, is_country: 'event_target:overgrowth' is invalid at file: events/fatalf_overgrowth.txt line: 464

No idea what this means nor how to fix. I'm gonna try and remove the mod and see if it my savegame clears up.
Muqq 2021 年 5 月 30 日 上午 11:13 
And more specifically, which seems to happen to more than one of my mods:

[20:09:55][eventscope.cpp:1953]: habitability trigger: Unable to resolve species from 'prev' (species scope) at file: events/fatalf_events_1.txt line: 579

This call in particular:
prev.owner_species

Had extended events, MEM and even gigastructure CTD when it's being called. Not that this is part of your mod, but still can't understand what's causing it.
Muqq 2021 年 5 月 30 日 上午 11:02 
It might be caused by many of my other mods, but I keep getting CTD based on this line:

[19:59:40][eventscope.cpp:1962]: Script error, is_country: 'event_target:overgrowth' is invalid at file: events/fatalf_overgrowth.txt line: 464
[19:59:40][trigger_impl.cpp:12052]: Invalid target country for is_country trigger at file: events/fatalf_overgrowth.txt line: 464

I even put it at the end of my load order so nothing gets overriden, but that doesn'tt fix the issue still.
TFL  [作者] 2021 年 5 月 19 日 下午 1:54 
Oops. Had a small typo. Fixed!
LordBeckett 2021 年 5 月 18 日 上午 6:27 
Amazing thanks for the update :))))
Cookie of Fish 2021 年 5 月 17 日 下午 10:35 
Just got the same thing as well, Overgrowth spawns in 2203.
ranma100 2021 年 5 月 17 日 下午 6:22 
I can also report the early overgrowth.
Warlord 2021 年 5 月 17 日 下午 5:26 
yeah got the overgrowth at 2203 myself
Zane0 2021 年 5 月 17 日 下午 5:25 
Got the same message as @Spider.
Spider 2021 年 5 月 17 日 下午 4:34 
Err... was I supposed to get the Overgrowth at 2203, just three years into my new save? Because I just did...
SloppyJoppy 2021 年 5 月 17 日 下午 2:00 
holy shit, he live bois! the GOD IS BACK and best of all i dont even have to start a new game YUSH!!!!! missed your mod!
ranma100 2021 年 5 月 16 日 下午 8:55 
Good to see you back.
Aegis 2021 年 5 月 16 日 上午 7:11 
neat
TFL  [作者] 2021 年 5 月 11 日 下午 4:24 
This will be updated this weekend, don't worry. Just been a bit busy recently.
Invictus 2021 年 5 月 8 日 下午 2:42 
can you pls update it your mod couse the empty message bug for me
PolarisWasInDenial 2021 年 5 月 4 日 下午 1:14 
If you do not wish to update this, do others have your permission to do so?
Azona 2021 年 5 月 3 日 上午 7:12 
I hope it will be updated in the future untill then I keep checking this every week and hope it does. this is last mod in my collection that not working with 3.x
The Hat 2021 年 5 月 2 日 上午 4:15 
There is no easy fix but yes there is a way of fixing the blank popups, plenty of mod authors have done it. Several things changed in this latest patch and blank popups are a sign the mod is not working with the release of nemesis.
Amanfreed 2021 年 5 月 2 日 上午 12:57 
This mod currently makes the game completely unplayable with constant blank popups.
I really hope that you do update this.
Westbend 2021 年 4 月 30 日 上午 1:55 
I hope this gets updated. Its the last mod in my long modlist that I am waiting to update before I try the new DLC, hah.
Invictus 2021 年 4 月 26 日 上午 5:33 
plsss update
SloppyJoppy 2021 年 4 月 20 日 下午 12:53 
i miss all the funny and cool anomalies this mod adds
Ammo Donkey 2021 年 4 月 19 日 上午 7:01 
Looking forward to the eventual update!
randy 2021 年 4 月 18 日 上午 6:34 
This is one of the mods causing the 3.0.1 bug that spams multiple empty, game-pausing event pop-ups. Only playable up to 2.8
SokushaMT 2021 年 4 月 16 日 上午 2:03 
any plan to update?
Sjru 🐲 2021 年 4 月 15 日 下午 8:07 
Will this be updated?
Wewei 2021 年 4 月 15 日 下午 4:10 
3.0.1??
ShinyNobody 2021 年 4 月 11 日 上午 2:33 
si bane of the architect even saays i get 25 hab. and -15 grow speed but i get plus 15 and - 35 is that intenden (and i would not have taken it )
SloppyJoppy 2021 年 4 月 9 日 下午 6:58 
thats the problem tho when i hower above the button in teh menu with the 3 settings it says nothing, only text is the text inside the squar button, so im not sure if i have to click it when the button says guaranteed to happen to set the setting or that i dont need to press it because it being on the button means its on, so far in my game i have just set them back to what they start on when you make a new game so its random now i think
TFL  [作者] 2021 年 4 月 9 日 下午 4:51 
If you hover over it and it says 'Enabled', then it is on. However, it will not launch until the mid-game year. If you turn it on after the mid-game year it will not work. I will make it more clear, though.
SloppyJoppy 2021 年 4 月 9 日 下午 1:27 
right so i had a game where it was set so the button said guaranteed L gate disturbance and if i howered it it said "this ones for you steve" but it was just one of the normal events instead, so the menu thing dosnt make any sense and you should really just ad a quick describtion on your mod page to what to actually set the stuff on and what it means, because when the button said guaranteed it was not on that.
SloppyJoppy 2021 年 4 月 3 日 下午 3:59 
how do i know what is on, when it says garenteed on the button, does that mean its on or that it will be if i click it, because i have a more event mod or something where if it says enabled on the button i need to press it to enable it.