Stellaris

Stellaris

Lithoid Supremacy
189 Comments
Unpixelled  [author] 5 hours ago 
Ok so district uncapped bug, geode world image, modifier and starting district bugs, deposit bugs all fixed *and* Pyroviles should now be allowed for Infernals. I do not possess a lot of the latest DLCs so I cannot check myself but it should be ok, if not it's a relatively quick fix.

I had a bunch of volcano content planned but the game devs have beat me to it lol.
NinepointRider_Official 14 hours ago 
@Unpixelled
Thank you for the speedy reply man. Enjoy your work, keep up the great work!
Unpixelled  [author] Nov 30 @ 2:24pm 
The update for infernals has taken a while, I’ll probably make Pyroviles compatible with both lithoids and infernals :)
NinepointRider_Official Nov 30 @ 11:53am 
can you fix the pyroviles trait to show for the new update with infernals? two of the lithoid characters are used for the infernals, as lithoids. Trying to do a Kapaku RP playthrough
Unpixelled  [author] Nov 23 @ 2:19am 
@hali2000 this is most likely an incompatibility issue I missed in the districts, I'll try and get a fix out soon!
hali2000 Nov 22 @ 12:05pm 
Lithoid Supremacy for some reason removes the automated workforce from districts when using tankbound.
rougeshadow1 Nov 5 @ 9:24am 
Yes I'm playing on the latest release and yeah effectively uncapped districts for everything. And thank you!
Unpixelled  [author] Nov 4 @ 10:09pm 
@rougeshadow1 Ok, I’ll look into this issue, it’ll be a problem with the overrides, so effectively you have uncapped districts for everything? Are you playing on the latest release? It’s possible some district changes have happened.
rougeshadow1 Nov 4 @ 12:40am 
I’m using calamitous birth, void hive, Terravore for just the empire (so both a new save and current save) and then additionally subsumed will for the current save
Unpixelled  [author] Nov 3 @ 10:50pm 
@Rougeshadow1 What origin and civics are you using? There may be an error with the Lithoid Supremacy district overrides (it's a mining cities thing)
rougeshadow1 Nov 3 @ 10:07pm 
So I added this mod onto my existing terravore save and it works find except that it makes all of my districts have the same maximum as the largest district on the planet (so essentially uncaps everything) I thought at first this was an issue with me loading a in progress save but it also does this on new saves with the terravores. Is this intended or is it a bug?
Unpixelled  [author] Sep 20 @ 8:28pm 
So I have investigated starting as a robot with multiple empires and I have not been able to replicate this bug. With both DE and RS starts as well as generic machine intelligence starts I have not seen this bug. I am still able to colonise so I think this bug may be caused by other issues, especially if a rule merger fixes it.

I have also tested going synth and it still works. Any more details to try and replicate this would be helpful! Until then I am working on a bit of new stuff.
Unpixelled  [author] Aug 25 @ 8:04am 
@hali2000 you are amazing, I’ll look into implementing this fix. This bug may potentially exist under certain conditions with the 4.0 version too.
hali2000 Aug 24 @ 4:04pm 
hali2000 Aug 24 @ 4:00pm 
As of the newest patch Lithoid Supremacy breaks the machine species. If you start with a machine species(havent tried transitioning into machine) the game acts as if you have no species. You cant make colony ships, every planet appears as if they have 0% habitability even your capital, and your species is completely unaffected by said low habitality. I tried it with only Lithoid Supremacy active.
Hresvelgr Jul 6 @ 5:01am 
cool,I just opened the game and saw the update:steamhappy:
Unpixelled  [author] Jul 5 @ 11:34pm 
Lithoid Supremacy for 4.0 is now here!
It may contain bugs, if you find any, please comment here or add them to the bug reports discussion.
Hulls Jun 30 @ 8:04pm 
hope you feel better soon
sm.palmer1998 Jun 25 @ 5:31pm 
I was wondering what happened. Hope you feel better.
Unpixelled  [author] Jun 25 @ 5:20pm 
Update has stalled due to illness and a few changes in some of the latest patches. I’m a solo dev and I don’t have much free time, I’m hoping to get the traits fixed and push the first update this weekend. It will most likely have bugs but I’ll be able to get to those next week.
Hulls May 29 @ 8:15am 
@Unpixelled Good news then.

And like i said i don't believe your mod specifically broke things. I think it was geode origin with Sovereign Guardianship, (modded in comp) inward perfection. It stopped happening after i disabled Lithoid supremacy so more than likely another broken mod reacted with yours to make the break. I don't believe Planetary Diversity was updated at that time yet either potentially, so that might of been the breaking point.
Unpixelled  [author] May 25 @ 4:56pm 
@Hulls, I’ve been working on the update, a few things are broken, it’s just taken me a while to wrap my head around 4.0 and a relatively stable patch.

In terms of progress, Geode worlds, civics, techs and districts seem to work, I need to do some bug testing. I’m hoping to have it out in a week or so.

The capital breaking and having behemoth districts is interesting, that might be a different mod but I have been making some tweaks and changes, I’ll try and replicate it.
Hulls May 25 @ 3:35pm 
@Unpixelled Didn't mean to come off as impatient, I'm just eager to get back into the game after a year plus hiatus. Didn't get to play for even a week before the 4.0 update, and i only just found this mod too. Just sad i missed the chance to use it before hand. Just finished my 4.0 modlist and looking forward to adding this back in.

Also another thing I encountered on may 6th was the capital breaking and having behemoth crisis path districts instead of standard ones. I was running a few other mods (Mainly PD) so probably not yours, but something to look out for if other people report it?
Unpixelled  [author] May 7 @ 6:17pm 
@Hulls, Lithoid Supremacy hasn’t yet been updated. So much has changed in 4.0.X and patches keep being released so the update will take time. Please be patient and keep checking back in for when the update does happen.

I’m planning to do an overhaul and revisit/rebalance the features of the mod.
Hulls May 5 @ 11:31pm 
Decided to look at it myself and first thing is mining cities needs a number update since the bonus/negs are single digit compared to 4.0 inflate of 100X
Hulls May 5 @ 11:16pm 
Anyone know if this got broken with the 4.0 update? running mostly vanilla to start with while other mods update so it'd be nice to know ahead of time to curb my expectations for the trouble shooting.
Unpixelled  [author] Apr 23 @ 1:35am 
Hopefully it’s not bugged but it allows you to increase habitat size by one. The mining bay should provide miner jobs. I’ll patch it if it’s not working for the final version before 4, which should be out next week
Ethan Bateman Apr 19 @ 10:50pm 
How does the astron mining bay/ asteroid relocation work? I've played it but am confused.
Unpixelled  [author] Apr 9 @ 2:12am 
@Rk I'll have a look into it as that does seem like a bug/me not updating the volcanoes correctly, I'll test it and update soon.

This will most likely be the last update before 4.0, but I have got a branch ready to go as a separate version that will remain on 3.14.
Rk Apr 7 @ 4:07pm 
Not sure where to post this, I hope here is ok. I think the active volcanoes and other blockers from this mod aren't compatible with the environmentalist or planetscaper civics, so you don't end up getting neither the buffs of debuffs associated with them. It would be nice if that wasn't the case, since there'd be a cool synergy between the environmentalist and pyrovile civics
Unpixelled  [author] Jan 7 @ 2:16am 
@Inny Will do chief, updated with new variable.

@Chaosman_One Also added in a exists check on that decision, I don't know if it caused the crash, I haven't been able to replicate it.
Inny Jan 6 @ 12:53pm 
Happy new year!
Can you please add a scripted variable for compatibility? @has_lithoid_mod = 1
Thanks!
Unpixelled  [author] Dec 31, 2024 @ 12:20am 
@Chaosman_One I’ll take a look and see what I can do to fix it! In my beta testing runs I’ve not had any crashes but if I can make it run smoother I’ll try to!
Chaosman_One Dec 30, 2024 @ 9:04am 
Hey Unpixelled. Great mod! I was experiencing a crash with your mod. I added a couple of lines of text to lithoid_supremacy_decisions.txt: if = {
limit = { exists = owner }
owner = {
country_event = { id = distar.201 }
}
}
Not exactly like that, but you get the gist. I was getting limit overloads. The if statement fixed the crash though. This might not be helpful though, as I'm running a lot of other mods at the same time, but I thought it might be worth mentioning. Keep up the good work!
ZacharyBuilder Dec 1, 2024 @ 4:32pm 
Thanks
Sammich Dec 1, 2024 @ 2:55pm 
Thank you!
Unpixelled  [author] Nov 30, 2024 @ 10:11pm 
Update for 3.14.X is up, changelog incoming
Unpixelled  [author] Nov 24, 2024 @ 5:31pm 
Update taking a lot longer than expected, sorry peeps
ZacharyBuilder Nov 7, 2024 @ 2:11pm 
Thanks for the reply. Looking forward to it
Unpixelled  [author] Nov 7, 2024 @ 12:45am 
Working on it currently alongside a new mod, will not be updated for another week, have yet to check all the bugs
ZacharyBuilder Nov 4, 2024 @ 11:19pm 
3.14?
Unpixelled  [author] Aug 20, 2024 @ 5:51am 
Updated to version 1.7! check the change notes for more information!
Master Necro May 26, 2024 @ 12:28am 
Oh this masterpiece is baaaack heck yeah!!!!
Unpixelled  [author] May 25, 2024 @ 11:16pm 
The new 3.12 update is here! Check the change notes for info and head to the discussion threads for bug reporting and new ideas!
Rykhath May 12, 2024 @ 5:57pm 
Sweeeet, lithoids for lyfe
Unpixelled  [author] May 12, 2024 @ 4:38pm 
Yep! The new update will feature some minor new content I’ve been preparing, haven’t had time to finish updating the existing files
Rykhath May 11, 2024 @ 7:06am 
Will you be updating this?
Unpixelled  [author] Apr 5, 2024 @ 7:58pm 
That’s a great question! I haven’t considered adding a minerals energy building but I was planning on adding a few deposits that would be beneficial for energy production.

Methods of getting strategic resources from miners is something I don’t have any current plans for, but I can add things that give you more opportunities for jobs that produce those.
FlareTheSlayer Apr 4, 2024 @ 12:54pm 
Thanks! Also, another question.

Do you have any plans on adding a similiar building to the bio reactor, but for minerals. That adds energy production to miners, and also a strategic resource like rare crystals or volatile motes, in exchange for less mineral production?
Unpixelled  [author] Apr 3, 2024 @ 5:50pm 
I’ve actually been working on that for the next small update alongside a new civic for all government types.