Stellaris

Stellaris

Expanded Events
1.204 kommentarer
rtrub1 10. dec. kl. 15:58 
Thank you. Did not realize that was there.
Tovius  [ophavsmand] 9. dec. kl. 16:32 
This mod has not been updated yet.

For future reference, you can see when a mod has been last updated in the side bar
rtrub1 8. dec. kl. 17:33 
Good evening. Does this version work with the latest build of Stellaris? Still getting a yellow triangle.
Hereward 30. nov. kl. 0:08 
Hi @Tovius, I play with the Basic Ordinary Origins mod. The Former Scavengers origin says, "For as long as anyone could remember, this civilization subsisted on scavenging for precious and useful materials on their home planet. As they evolved as a species, so to did their environment evolve to support their scanvenging lifestyle."

Therefore I find the Damaged Ecosystem event to be a frustration because it conflicts with the role play.

I added an exception with a local patch but I was wondering if you could add it to your mod.

```
trigger = {
NOT = {
OR = {
has_country_flag = damaged_ecosystem_event
has_origin = BOO_origin_former_scavengers
}
}
OR = {
has_country_flag = countryexpanded_20_set
has_origin = origin_exploited_homeworld
}
}
```
SirBlack 26. nov. kl. 14:13 
not sure if this mod is the reason stellaris locks up my pc has anyone had the same issue?
Tovius  [ophavsmand] 26. nov. kl. 13:31 
Reminder to never use outdated mods after a major update
tilarium 30. okt. kl. 16:54 
@Tovius Got tired of waiting for Ghosts to fire and consoled commanded it in. One of the systems chosen is non-existent. It vanishes as an option after unpausing the game, making it only 3 systems that can be surveyed out of 4. Not sure if it's happening because I console commanded the event to fire or not.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3596504729
Demognomicon 16. okt. kl. 9:50 
@Tovius Thank you for updating! You're only missing making this mod 10X bigger! (j/k)
Tovius  [ophavsmand] 15. okt. kl. 20:25 
Will be fixed soon.
Hebbu10 15. okt. kl. 19:41 
Fixing Relic Worlds Collapsed Spire doesnt give the better research district "Central Spire" specialization, which was added in the 4.0.22 update
Stitched 15. okt. kl. 4:13 
Thank you for updating the mod. I just want to express how much I love this mod; I delayed playing a new session since the game updated until this was updated; had this mod forever and it would feel very weird playing without these events. I think I only played Stellaris twice without it!
ormio 15. okt. kl. 3:35 
You are the best!!!
Cardolam 15. okt. kl. 3:21 
Yaaaaay!
Thank you!
Tovius  [ophavsmand] 14. okt. kl. 23:42 
Mod updated. Please let me know if I missed anything.
Demognomicon 5. okt. kl. 4:15 
@Tovius You do have a lot! I like most of them. :-)
Tovius  [ophavsmand] 4. okt. kl. 23:16 
My mods are slowly getting worked on.
Demognomicon 4. okt. kl. 13:00 
Any word on an update for 4.1.3?
Fembunny 27. sep. kl. 11:19 
Also @MaulMachine yeah, but i can't upload a file there
Fembunny 27. sep. kl. 11:18 
Yeah i know, but this also happened on the old version which is why i thought it might be helpful sorry
Tovius  [ophavsmand] 27. sep. kl. 9:26 
Reminder to never use outdated mods after a major patch. Wait for an update.
MaulMachine 27. sep. kl. 7:34 
There's literally a Bug Reports discussion in the Discussion section.
Fembunny 27. sep. kl. 2:04 
Sorry for asking again, but is there anywhere I could post a log or something to help figure out what's causing these bugged buildings to appear whenever I enable this mod?
qwertyuiop181813 27. sep. kl. 0:35 
@Tovius Update required: Behemoth will not obtain the Void Heart by killing the Void.
Kadaeux 22. sep. kl. 14:22 
yes sir o7
Tovius  [ophavsmand] 22. sep. kl. 13:07 
Never use outdated mods. Wait until I update them.
Kadaeux 22. sep. kl. 11:22 
Should we expect any issues of this mod with the new 4.1 update?
Fembunny 10. sep. kl. 6:42 
@Tovius Thanks for the reply! But huh, that's odd
I have deleted and re-downloaded the mod, but it still happened
Is there a log or something else I can send you that could help figure out whats causing it?
Cardolam 9. sep. kl. 5:43 
Just to second @Tovius comments, for me it seems EE is working without any issues, much less CTDs.
Tovius  [ophavsmand] 8. sep. kl. 11:28 
My mods are not crashing on my end. You will need to ask the authors of those other mods for help, because I cannot help you.
Figaround 8. sep. kl. 2:58 
I shared the results of the testing [docs.google.com], see the message below. The failure is in the assembly with the lower half of the mods, and it is critical for me, there are ACOT, Gigas, NSC, mods for traditions and ascension, interface mods. Suddenly you will have an idea what kind of mod conflict, and probably many users of your mods play with many mods from the lower half.
Tovius  [ophavsmand] 7. sep. kl. 19:13 
@Aci
I don't see that on my end.
Tovius  [ophavsmand] 7. sep. kl. 19:09 
Again, they are not causing crashes on my end. I don't know what's going on at your end, but it's not something I can help with.
Figaround 7. sep. kl. 18:57 
All 3 mods caused crashes separately, in full or almost full builds.
Tovius  [ophavsmand] 7. sep. kl. 17:16 
My mods are working fine. Sounds like it is CheatMod that is causing the issue.
Figaround 7. sep. kl. 9:10 
Yes, the link is a Google spreadsheet, where there is a separate sheet for each experiment. Where in the name of the sheet at the end there is -, there was a crash, where there is +, there was no crash. And I highlighted the mods enabled during the test in bold (the whole line), if the mod is in bold and there are no values ​​in 2 columns false, 0, then the mod was enabled.
Figaround 7. sep. kl. 9:09 
There is a problem with your mod, with 1 of 3. My game crashes (even before loading the main menu), when the following mods are enabled:
Expanded Events , CheatMod , Spaceborne Civs Expanded .
And I tested my assembly, link [docs.google.com], the first half of the mods with these mods - no crash. When any of them is enabled and there is the lower half of the mods (the heaviest and interface mods there, for example), the game crashes.
Fembunny 7. sep. kl. 4:30 
This mod adds a bunch of unused building options to my building tab, called things like "cost", "destroy_trigger", "modifier", "upkeep" and even one just called "}".
It still seems to work fine, but definitely is a bit annoying.
Thought I'd let you know :)
MaulMachine 31. aug. kl. 11:04 
About half the mod. Also, it's not version-current.
Stephince 31. aug. kl. 10:35 
I'm going to add this to a game after it has started. Will I miss out on much content?
Cardolam 23. aug. kl. 7:03 
Is this compatible with 4.0.22?
Tovius  [ophavsmand] 16. aug. kl. 21:10 
Nope. Sorry.
Martok 16. aug. kl. 14:56 
Hey, @Tovius. I have the same question for this mod as I did for your Spaceborne Civs Expanded mod: Will it still work with 3.14?
Tovius  [ophavsmand] 18. juli kl. 16:23 
Probably not. Why do you ask?
ohbuddyheck 18. juli kl. 16:13 
Can this mod and the associated required mods be removed from a save mid-game?
Tovius  [ophavsmand] 13. juli kl. 18:55 
@draconicDuelist
The Modifiers seemed to have been added to Expanded Pops by mistake. It will be fixed soon.
draconicDuelist 13. juli kl. 16:23 
The origin Galactic Preserve event (expanded_game_start, event id gamestartexpanded.5) that shifts the population into other species is assigning 240,000 population rather than 2400, seemingly due to the game itself multiplying pop counts by 100.
draconicDuelist 13. juli kl. 14:13 
It would appear that countryexpanded.510 the 'blackouts' event, if you choose the option that grants the 'intensive_energy_research' modifier completely removes city districts, because the modifier doesn't seem to exist in any form (as far as I can tell).
Averious ღ 3. juli kl. 1:15 
@Gomikael You can add the 'human_1' flag to a nation in your 'user_empire_designs' file in your Documents\Paradox Interactive\Stellaris folder---that'll force it to work.
Gomikael 29. juni kl. 17:48 
Huh I had used an altered version of the UNE in the past and didn't have that issue I'll look around for a solution on my end then. I may be able to use a command at the start to trigger the flag. Thank you for the mod I love using it!
Tovius  [ophavsmand] 29. juni kl. 16:26 
The Ghost of the Past event requires that you have the human_1 country flag, which may be lost if you edit the UNE.