Stellaris

Stellaris

L-Cluster Plus
580 条留言
Isorn! 12 小时以前 
Hey there, I think I found a bug. When starting the game with the "Hyperspace Calculations" Civic (the name varies depending on what kind of empire you are, here it is the name for machine empires) and the L-Cluster origin (I don't think it matters which of the two you choose in this scenario) then the event where you find the L-Gate and get the situation to gather L-Gate insight never triggers. I tested this in a run without the civic and it triggered when finding the L-Gate. This is probably due to Hyperspace Calculations giving low intel level of the system on game start, as it is still in the hyperlane radius of the civic effect. :NL_CRABSMILE:
Klarac  [作者] 12 月 7 日 上午 7:08 
@Wairui I checked the mod. It doesn't overwrite vanilla files, so I think it should work without issues.
Wairui 12 月 6 日 下午 7:16 
*...conflict with your files?
Wairui 12 月 6 日 下午 7:15 
Since I know nothing of modding, I have to ask: would this mod, L-Cluster Outcome Selection ? I refer to your warning above.
Inquisitor 11 月 19 日 下午 9:52 
I really hope that you do!
Klarac  [作者] 11 月 18 日 上午 5:37 
@Inquisitor It was a feature I wanted to add, and the function exists in a WIP state, but I never had time to fully integrate it into the mod. If you want, you can cheat in a relic (the ID is r_nanite_artifact) that lets you control the L-Gates. It's missing localisation and a proper high quality icon, but it should still function, it did last time I checked. On that note, I am now debating returning to this project and finally adding those archaeological sites I've been meaning to add for ages lol
Inquisitor 11 月 18 日 上午 12:31 
Does this mod add ability to open or close the L-gates? I really want to play as turtle empire that only resides in L cluster.
Klarac  [作者] 11 月 3 日 上午 10:06 
@qwerty Hey! This is my first time hearing about that mod, so honestly no clue if it's compatible. It most probably isn't, considering that it adds new L-Cluster events. But feel free to give it a try and see what happens if you want to be sure.
qwerty 11 月 3 日 上午 8:11 
Hey :) Would this be compatible with the mod Origin Beings?
Klarac  [作者] 10 月 29 日 上午 9:49 
@Chaye76 Don't know if you saw it, so letting you know that I sent you a message on Discord,
Chaye76 10 月 27 日 下午 7:54 
Thanks!Just sent over a friend request on Discord.My user is Chaye76
Klarac  [作者] 10 月 27 日 下午 5:36 
@Chaye76 Hi, if you have Discord feel free to DM there and I can explain how to get that to work better. My user is @klarac. Otherwise DM here on Steam.
Chaye76 10 月 27 日 上午 9:32 
Hey! First of all, huge thanks for your mod — I've been subscribed for years!
So recently, while playing with Advanced Origins, I had this random idea: I wanted to replace the default Ringworld system start with a relic planet in the nearby Factory System. Basically, I’d like to switch the starting playable planet to that relic world instead.
But no matter how many times I tweaked the files, I just couldn’t get it to work. Any chance you could help me out and show me how to make this change?
(Just FYI, I already tried moving the Ringworld star and sector flags over to the Factory System, but that didn’t do the trick lol.)
Klarac  [作者] 10 月 26 日 下午 2:20 
@clown Try unsubbing and resubscribing to the mod, very rarely the download can get messed up. In the Paradox launcher, make sure the mod is enabled in your playset, and make sure you are using the correct playset. Don't use the old version of the mod on the current version of the game, it breaks it.
clown 10 月 26 日 上午 10:10 
I cannot actually find how to use this mod, i don't see it as an origin option even if i roll the versions back to when the mod was last updated.
Klarac  [作者] 10 月 19 日 上午 7:09 
@Rafocale Hi! I don't plan on adding any additional origins at this time. Maintaining two is enough work for me for now ^^,
Rafocale 10 月 18 日 下午 4:03 
Any chance we could get an intermediate start where you start on the big relic world from the advanced start but without the ringworld?
Klarac  [作者] 9 月 25 日 下午 2:13 
@FenFenScreeScree I don't remember the exact reason anymore (I made the mod a really long time ago), but I think it was because I didn't want the nanite armor to overshadow other components that had high armor regen as their gimmick.
FenFenScreeScree 9 月 25 日 下午 12:39 
Why does nanite armor not regen??? AT ALL???? Not only should it regenerate, it should regenerate FAST. It's NANITES!! Come on dude
ThelianTech 9 月 22 日 下午 9:05 
@artedox I believe you might be reffering to A Deadly Tempest mod.
Klarac  [作者] 8 月 15 日 上午 4:48 
@artedox This mod does not add any ships. Just 4 techs and two origins.
artedox 8 月 14 日 上午 10:47 
Does this mod add the nanite mothership or equivalent? If not, does anyone know which working mod does?
St0mpa 8 月 11 日 下午 5:36 
use the correct version @idkynot this version is 4.0 only if you want the 3.14 version look further down in the comments for that version posted by the author and if you are still having problems comment it on that version's page
idkynot 8 月 11 日 上午 8:14 
hey ive been getting the "infinite message bug"
i'm using version 3.14.1592653 and the specific events causing problems are 13,12 and 11
is there anything i can do about this?
alankraskow 6 月 28 日 下午 9:17 
Hey @Klarac I've sent you friend request, cuz I would like to ask you few questions about the L-cluster origins. Want to create similar option, for one of my origins. If you would find some time to help me out a bit with it I would greatly appreciate it.
Zendir Heartfire 6 月 25 日 下午 10:06 
Im using this for a fanatic purifier AI to become the galactic threat,waiting for the L-Gate to be open or they open it. Something like an end game crisis.
Folie 6 月 3 日 下午 10:33 
Oh thanks for letting me know. Was playing multiplayer two days ago with no issue then added this mod so I thought it was causing the issue.
DisasterAhead 6 月 3 日 下午 10:30 
Folie, that's a game issue, not a mod issue. I'm having the same problem in a vanilla multiplayer game I'm in right now
Folie 6 月 3 日 下午 9:05 
Hey, wonderful mod that I am excited to try. Only issue is that I am running into a problem. When I start a new game with any empire, even without any other mods, at the end of each month all buildings on the ring worlds are completely removed. This includes the districts which are all turned to urban districts. Do you have any idea how this is occurring? Thank you.
Paladin Dawnheart 6 月 3 日 下午 1:08 
Yay! Ty <3
Klarac  [作者] 6 月 2 日 上午 10:10 
Paladin Dawnheart 6 月 2 日 上午 7:11 
Heya! Thanks for this mod! Any 3.14 version?
Klarac  [作者] 5 月 27 日 上午 4:35 
@Arfast-Xolotl Hi! No plans at the moment. I've had some event ideas I wanted to add for a really long time now, but never had the chance to get around to it. Maybe one day, but I can't promise anything.
Arfast-Xolotl 5 月 26 日 下午 1:04 
Hello, very nice mod, thanks for sharing your work. Any plans for future content? Cheers.
Klarac  [作者] 5 月 25 日 上午 5:24 
@Nikal Thanks for the report, patched those errors.
Nikal 5 月 25 日 上午 4:00 
Just some minor errors related to the new population system:

[12:09:02][effect.cpp:533]: Wrong scope for effect 'unemploy_pop' at file: events/l_cluster_plus_events.txt line: 669
Current Scope: pop_group
Supported Scopes: pop
[12:09:02][effect.cpp:533]: Wrong scope for effect 'unemploy_pop' at file: events/l_cluster_plus_events.txt line: 675
Current Scope: pop_group
Supported Scopes: pop
[12:09:02][effect.cpp:533]: Wrong scope for effect 'unemploy_pop' at file: events/l_cluster_plus_events.txt line: 1096
Current Scope: pop_group
Supported Scopes: pop
[12:09:02][effect.cpp:533]: Wrong scope for effect 'unemploy_pop' at file: events/l_cluster_plus_events.txt line: 1102
Current Scope: pop_group
Supported Scopes: pop
Klarac  [作者] 5 月 21 日 下午 12:31 
@victoriousdread07 (private) Do you have any other mods? If so, test if it still happens if you turn the other ones off.
victoriousdread07 (private) 5 月 21 日 下午 12:06 
Yup, still froze on day 3. Tried leaving it alone for 5 minutes but still frozen.
Klarac  [作者] 5 月 21 日 上午 4:28 
@victoriousdread07 (private) Did you unpause the game after using the Random start and did it freeze again? There being two colonies on day 1 is normal, because the only way to spawn the player in an extragalactic cluster is to move the original colony with an event. But the original colony is supposed to get deleted once you unpause.
victoriousdread07 (private) 5 月 20 日 下午 9:36 
Just tried that, got the same thing. Two starting worlds one inside the l cluster. You have got to lock in that homeworld in the world and class tab. It's the best way!!
Klarac  [作者] 5 月 20 日 上午 5:52 
@victoriousdread07 (private) I couldn't recreate this bug, do you remember which starting system you selected? Also, in the future, just use the "Random" starting system for the origin.
victoriousdread07 (private) 5 月 19 日 下午 10:42 
i think i found a bug. the origins do not lock in a home world, couldn't find my starting system on the list, was able to choose a different starting system and ended up getting both as starting worlds, game froze on day 3.
Malakim Phoros 5 月 15 日 下午 1:43 
Sweet! Thanks!
Klarac  [作者] 5 月 15 日 上午 4:54 
@Malakim Phoros Thanks for the report, it's now fixed!
Malakim Phoros 5 月 14 日 下午 6:09 
I chose the megastructure L-cluster start and started with both the L-Cluster world and a random empty system in the main galaxy. There's also two starbases on the ringworld system, I think one is the station that should be in the other system and one is the starbase from the ringworld system itself. I assume this is all unintended?
HRG164hjo 5 月 14 日 上午 7:36 
its fixed now, thanks
Klarac  [作者] 5 月 14 日 上午 6:02 
@HRG164hjo Should be fixed now, but I don't own the new DLC (yet) so I can't check for myself. If anyone could report back whether or not the fix works, it would be greatly appreciated.
HRG164hjo 5 月 14 日 上午 3:31 
in current version if someone start in l-cluster with bio ships then the starting fleets will be destroyed, would you pls fix this?
DarkArchon 5 月 13 日 上午 7:30 
Thanks, seems we've got to wait for more bugs to be ironed out in 4.0
Klarac  [作者] 5 月 13 日 上午 4:27 
@white__mage Thank you for the extra info, it helps a ton! Yeah, ringworlds don't seem to function well at all in 4.0, not even from a balance standpoint.