Stellaris

Stellaris

Expanded Mods Base
246 kommentarer
MagnusGrey 29. sep. kl. 20:20 
@Alexios Ive been having the same/similar issue where I cannot set the assimilation citizenship type, but i dont have this mod on so idk whats causing it right now
Tovius  [ophavsmand] 28. sep. kl. 2:08 
Not sure how I missed that. It will be fixed shortly.
Alexios Komnenos 27. sep. kl. 22:06 
I believe there might still be an error with your living standards. Specifically, due to the update to psionic tradition tree, the psionic assimilation living standard necessary for pops to actually assimilate is unobtainable (and thus pops don't assimilate). I suspect a similar issue might be at hand for some of the other living standards.
Tovius  [ophavsmand] 25. sep. kl. 21:54 
Mod updated.
Tovius  [ophavsmand] 24. sep. kl. 9:12 
Reminder to NEVER use outdated mods after a major patch. Wait for an update.
Ghost Fox (ΘΔ) 24. sep. kl. 7:36 
Probably because this mod hasn't been updated yet, as the author pointed out in the comment immediately before yours.
Tovius  [ophavsmand] 23. sep. kl. 13:35 
Reminder to NEVER use outdated mods after a major patch. Wait for an update.
Pietrn 22. sep. kl. 14:22 
here to report the issue i noticed with gigastructures; electromagnetic accelerators tradition and triggered district names is still present
Tovius  [ophavsmand] 5. sep. kl. 18:07 
There is probably another mod that is causing problems.
Mael 5. sep. kl. 17:48 
wait, machines don't get administrative arrays, that's another type of empire. Well now I'm baffled
Tovius  [ophavsmand] 5. sep. kl. 17:41 
This mod does not effect capitals of simulation sites
Mael 5. sep. kl. 17:34 
I'm playing as a machine empire and am trying to upgrade my Simulation Site to a Simulation Center. It won't let me however and when I hover over the upgrade it says that I'm lacking an Administrative Array. Which should be the tier 2 Capital Building for machines.
Tovius  [ophavsmand] 5. sep. kl. 17:12 
What is the building you are trying to upgrade?
Mael 5. sep. kl. 14:10 
Pretty sure this mod is what's keeping me from being able to upgrade a building because I don't have an "Administrative Array" which is the tier down from what is currently on the planet. Today is the first day I've had this issue and this mod is the only one to update that I can see. Will you try and look into it? Thanks!
Tovius  [ophavsmand] 5. sep. kl. 10:25 
I am using variables in preperation for a BPV comp patch I am working on. I got the values on the variables mixed up, they should be working now.
[SHL] Oda Nobunaga 5. sep. kl. 9:08 
I look in your mod.

In file 2994821528\\common\zones\00_zones.txt
in zone_default you have

max_buildings = @BPV_CITY_SLOT (WHY NOT JUST 6 LIKE IN VANILLA??)

in 2994821528\common\scripted_variables\zzz_BPV默认值.txt
@BPV_ZONE_SLOT = 6
@BPV_CITY_SLOT = 3

I DONT know WHY you use variables and not just 6 but i change to max_buildings = @BPV_ZONE_SLOT and everything is fine now.
Cardolam 5. sep. kl. 8:58 
Just to report the same problem. Building slots on planets disappear.
Feanor 5. sep. kl. 8:56 
Yep, same problem here. Bulding slots dissapear after today update.
[SHL] Oda Nobunaga 5. sep. kl. 8:44 
Totally agree with @laoslyxid but not districts - 4-6 building slots on EVERY planet was dissapperead
K0rruptedYouth 5. sep. kl. 8:22 
Thanks for that note Tovius. The only other mod I use that edits that is Scripted Trigger Undercoat. I will drop a message over there.
laoslyxid 5. sep. kl. 8:04 
Hey, i saw you updated 3 mods which i subscribed today ('expanded mods base', 'expanded events', 'z Expanded Traits, Civics, Pops, and More')
Since then, the planet view is corrupted. On every Planet the City Districts 4-6 are destroyed and i cannot repair them with the message 'no available slots' or something.

Yesterday there wasnt this problem and i checked, the 3 mods i mentioned above are the only ones which were updated since then in my playset.
So i guess one of these 3 does somehow limit the city districts to 3.
This happens on fully developed planets, but also on new planets (here is only slot 1-3 visible then)

If you need more informations let me know, hope you can help

update: after a bit of trial & error its the 'Expanded Mods Base' mod. As soon as i activate this, i only have 3 city districts instead of 6. I´ll post this message in the other mod bug-section too.
Tovius  [ophavsmand] 4. sep. kl. 22:27 
I don't see that on my end. If you are using another mod that modifies country_uses_food, that might be causing an issue.
K0rruptedYouth 4. sep. kl. 21:56 
AI doesn't seem to get agriculture districts with the mod enabled.
Tovius  [ophavsmand] 31. aug. kl. 8:53 
@forerunner398
Even in the save you provided, I cannot replicate the issue.
Tovius  [ophavsmand] 31. aug. kl. 8:41 
Thanks
Sicissa 31. aug. kl. 5:21 
It looks like you missed a few minor changes in common\colony_types\undercoat_colony_types.txt →
col_habitat_mining:
"modifier = district_hab_mining_max" to "modifier = district_hab_mining_max_add"

col_habitat_research:
"modifier = district_hab_science_max" to "modifier = district_hab_science_max_add"

forerunner398 28. aug. kl. 15:32 
I can try and send you a save file if that works. With this mod and Universal Modifiers, I cannot colonize, with no mods, I can. https://limewire.com/d/zdTb6#nxaMlrUSDM
Tovius  [ophavsmand] 27. aug. kl. 21:02 
I just tested it with just this mod and Universal Modifier Patch active, and I cannot replicate your issue. I can only assume it is caused by a mod conflict.
forerunner398 26. aug. kl. 15:42 
And I tested recently, it is Expanded Mods Base specifically. Is it possible you accidentally re introduced a vanilla bug which got patched in like, 4.0.15 or 4.0.16 wrt Vritual
forerunner398 26. aug. kl. 15:41 
Only your mods, yes.
Tovius  [ophavsmand] 25. aug. kl. 22:13 
Does that happen with only my mods active?
forerunner398 25. aug. kl. 21:19 
To clarify my prior comment, you start colonizing, then the colonization vanishes
forerunner398 25. aug. kl. 21:05 
Hey, as an FYI, either this mod or expanded diplomacy prevents virtual from colonizing somehow. on 4.0.23
Tovius  [ophavsmand] 22. aug. kl. 23:40 
Updated for the latest patch. I'll probably be working on expanded pops next.
Hereward 16. aug. kl. 6:33 
Just a heads up. Apparently it goes live next week. A lot of modders are holding back so well done with the onslaught of updates.
Tovius  [ophavsmand] 16. aug. kl. 6:26 
It is not updated for the beta.
Hereward 16. aug. kl. 5:32 
Using the 4.0.22 Wilderness Beta version with just this mod.

The entertainers in the holo theatres have become duellists.
Pietrn 15. aug. kl. 1:32 
Does this mod at all effect the district names triggered by zones/techs, i.e. the yellow flavor name underneath the actual district name? Running this with Gigastructures, and its Electromagnetic Accelerators Traditions which gives a metallurgist alloy bonus for mining stations in the system caused every planet to have one of the Forge Zone Names
Fatetaker 1. aug. kl. 0:42 
My modlist is running pretty stable with several of your mods featured, its a wild ride so far looking forward to see if it survives to mid to late game...
Fatetaker 1. aug. kl. 0:40 
@Tovius sorry forgot to update, its a conflict with Stellar Manipulation Revival
Tovius  [ophavsmand] 30. juli kl. 21:54 
It is working on my end, so it must be another mod or mod conflict
Fatetaker 30. juli kl. 18:40 
@LHZ I am getting a crash now on new starts, havent confirmed it with this mod but am testing now.
방딸 29. juli kl. 12:18 
Anyone else playing well after the update?
My saved file crashed after this mod update
I'm posting a discussion about what other people think
Tovius  [ophavsmand] 27. juli kl. 11:48 
It is now fixed.
Tovius  [ophavsmand] 27. juli kl. 10:48 
I haven't touched Squire jobs, so I'm not sure why they're acting weirdly.
SpacePoon 27. juli kl. 2:48 
The latest updates broke the squires job (turns them into civilians) from Knights of the Toxic God origin. Yes, it was this mod because disabling it fixed the issue. It was working before the recent flurry of updates. Was only using it with your expanded diplomacy mod
Centurion Teri 26. juli kl. 18:18 
Thanks for the quick fix working fine now.
Tovius  [ophavsmand] 26. juli kl. 17:40 
It should be fixed in the latest update.
Centurion Teri 26. juli kl. 16:57 
I have the same problem as PURUNGUI says: we have renounced claims on this empire.
Disabling this mod fixes it but thats obviously gona cause other problems
PURUNGUI 26. juli kl. 9:56 
So I was playing just fine a playthrought now into middle game, while I do have unrestricted wars now I cant claim anyones system(It said i have renounced making claims) and this was the only mod I been using that updated, might have been some new bad interaction with other mod and yes I am cursing myself for not having made a irony mod manager copy of my current modlist