Stellaris

Stellaris

Ren's Lithogenesis
62 条留言
Xzenowulf 10 月 6 日 下午 8:25 
it looks good but waiting to see if this gets updated for 4.1
Grimmy 10 月 6 日 上午 6:40 
Currently with 4.1, this seems to break the Wilderness origin. Biomatter is no longer used when this mod is active. So jobs remain open and bio matter shows only 4 in the employment list ,rather then the full 2.0k
GGmygoodman 10 月 3 日 下午 11:51 
love the mod, but will there be a future update?
SkiSam 9 月 23 日 下午 7:48 
thank you for making lithoids slightly less forgotten
Sammich 7 月 8 日 下午 7:34 
for some reason this mod breaks the wilderness origin, making them require pops to produce workforce like a normal empire
conmkchar 6 月 26 日 下午 6:14 
In my experience the second resources (which I also found one for food as well as minerals) was usually generated by planetary modifiers (which was often but not always from guilli's) that added extra resources to job production with the extra being a different type. I also had issues from upgradable resource refineries mod with their new alloy and consumer goods buildings adding a different mineral resource as additional upkeep to artisans and metallurgists.
kNow Name 6 月 22 日 下午 1:04 
I should probably add that I for some reason can't get the shortage situations issues you guys have to proc that you guys have in my testing, but Tensei saying there is a second mineral resource in the market is what tipped me off that the vanilla resource file is dumb and has to be fully overwritten to not cause duplicate resources.

Also I happened to notice while trying to get the shortage situation that the bio_titan ship_size still has food upkeep. It is at the bottom of 00_biogenesis, probably just forgot to grab it for your overwrite.
kNow Name 6 月 22 日 下午 12:00 
The shortage situations is caused by strategic_resources\zz_flgsis_resource_overwrite.txt if you guys want to temporarily fix it until Ren can come back.

It turns out the vanilla strategic resources file is one of the duplicate overwrites annoyingly. So you will need to use the full vanilla file there if you want to change a base resource.
Tensei Necron 6 月 22 日 上午 10:29 
and i found an incompatibility with extended starbases 3 thought it is not gamebreking, justdenies you the extra slots you are supposed to get from that one
Tensei Necron 6 月 22 日 上午 3:24 
can also confirm the situation for mineral shortages, even with using mechanical shipsets, and i found an aditional mineral resource at the market which is at 0 and probably the cause of the situation
pancake11112 6 月 21 日 下午 1:37 
I can confirm alongside Tofu Tomo that I am having the same issues with mineral shortages that I have also tracked down to this mod. I was in singleplayer though and did not have a food shortage situation. If it could be relevant, I was playing a lithoid species.
Tofu Tomo 6 月 21 日 上午 1:10 
Most recent update has caused some weird issues with loading saves. I have a MP save going with friends, but loading our save after the most recent update has caused all of us, including those not using the shipset, to have food and mineral shortage situations to activate despite having thousands in storage. I was able to confirm it was this mod causing it by deactivating each mod one by one.
Renf  [作者] 6 月 20 日 下午 4:30 
Apologies for not being more active with updates, exams have been eating me alive.

I've thrown in a few fixes @kNow Name. I tried the Gigastructural engineering compatibility and hopefully it works, though it seems it will end up being load order dependent so I make no guarantees it'll work properly, try to keep me posted.

For now I'm trying to work on some less functional changes that might get slotted into their own mod (Standalone Bioship models like has been requested) so that the current pace of Stellaris updates doesn't need me triple checking for changes every week or so. However, more content coming when for Stellaris updates slow down a bit
kNow Name 6 月 20 日 上午 1:31 
Happened to notice again that large_bio_shield_4 has the modifier with ship shield and shield regen add still in it while it is also inside the inline.
kNow Name 6 月 18 日 下午 11:07 
Also I just happened to notice you are missing a dynamic_capacity change for the graphical_culture inside 00_strategic_resources as normal bioships get +10000 capacity to food.
kNow Name 6 月 17 日 下午 4:26 
Would it be possible to add compatibility with gigastructures, inline_scripts\megastructures\generic_parts\parts\giga_mega_alloy_cost.txt is what I believe you would need to modify from my quick glance over.
Daniellm 6 月 17 日 下午 1:41 
looks really really good, nice job
Tensei Necron 6 月 14 日 上午 12:58 
awesome mod but i found some missing things in use with other mods, you can't use the asteroid atillery from gigastructural engineering, and you can't use the primal shiptypes and additional hull types from acot
M21A_ABRAM 6 月 11 日 下午 1:46 
I’d pay money to get this with all megastructures with lithoid megastructures and bio version that’s adds biological mega structures
WeirdSkull 6 月 8 日 下午 1:34 
out of curiosity, could you make unique megastructure models for the ingame bioships ? I was kinda sad to see they just have retextures
Alex.M 6 月 8 日 上午 10:46 
I thank that you should do a plantoid one as well.
tobywan013276 6 月 7 日 下午 5:51 
ROCK SHIPS ROCK SHIPS ROCK SHIPS ROCK SHIPS ROCK SHIPS
Railgunner2160 6 月 6 日 上午 2:43 
I've been waiting for this since the introduction of Lithoids!! Finally our rockships are made of actual rocks!!
Doken 6 月 4 日 下午 1:16 
I'm pleased to report that I haven't found any additional edge cases, thank you for fixing them all, and for making the mod in the first place!
Doken 5 月 30 日 上午 10:50 
Yup done that as well, disabled all other mods, the issues persist.
Tensei Necron 5 月 30 日 上午 3:03 
@doken you can also try to verify game files to force an update
Doken 5 月 27 日 下午 3:28 
Oops, Hunter-killer army / default army for Machine Intelligence is also food based now. No big stress though, 20 base food production seems more than enough to offset all of these
Doken 5 月 27 日 下午 12:48 
@Renf, sadly the colony ships still seem affected, it could be my mod not updating, although I did try to unsub & sub again just to make sure.

and a new one I found is that the Grand Archive is now free (tested with Caretaker network as one of the civic choices).

If both of these are fixed, then I'll try deleting, restarting and resubbing again
Renf  [作者] 5 月 26 日 下午 6:55 
@Doken should be fixed!

@Tensei Necron Yes* It was broken slightly because my inline was written for the wrong scope so all the food/mineral cost changes were broken for megastructures (which should also be fixed)

Hopefully no more bugs are found so I can work on integrating those megastructure models because I think they're pretty cool!
Tensei Necron 5 月 26 日 下午 3:25 
awesome mod but is the hyper relay supposed to cost food
Doken 5 月 26 日 下午 1:25 
Looks like Machine Intelligence Colony ships (with the lithomeat shipset) seem to still use food. 500 energy, 160 food, 100 alloys.
Eisekil 5 月 25 日 上午 3:40 
Man, with this mod my meat is hard as rock
Unpixelled 5 月 24 日 下午 11:00 
Man, this rocks!
DracoMcGee 5 月 23 日 下午 4:56 
just the litho ones
Renf  [作者] 5 月 23 日 上午 11:38 
@DracoMcGee All Habitats or just the Lithogenesis shipset ones?
DracoMcGee 5 月 23 日 上午 9:29 
Heyo, was playing today and found that habitats are using the mammillian shipset fallback model.
Renf  [作者] 5 月 22 日 上午 3:29 
Good news! @Ocomuneporn I have gotten permission from the maker of Magnificent Megastructures to update some of their megastructure models and use them.

@Mythcrafter Hopefully there is a way to do it easily via making a graphical swap and I don't have to overwrite everything because I quite like that idea!
My Right Toe 5 月 21 日 上午 1:09 
@mythcrafter That would be amazing for terravores
Realhollow 5 月 20 日 下午 3:49 
@myth oh ye a giant space rock :)
Mythcrafter 5 月 20 日 上午 4:31 
Hella cool, would be amazing with a behemoth crisis path conversion aswell
Renf  [作者] 5 月 19 日 上午 8:46 
@RainbowCastella, such as on a new game? or are you loading into a previously created save?

I've not seen issues with fresh games so far so it might be for a specific build I've not tried.

That being said, It will cause some weird things if you try to add it to an existing save.
RainbowCastella 5 月 19 日 上午 4:04 
When this mode is applied, original biological ship ships are not spawned at startup, and the start design is lost. I'm really sorry, but can you check it out?
kenken244 5 月 18 日 上午 9:13 
it looks like civilian ships, starbases, outposts and mining stations all still cost food.
My Right Toe 5 月 18 日 上午 5:27 
It still costs food for me.
kNow Name 5 月 17 日 下午 10:16 
I think you forgot the graphical culture value = lithogenesis_01 for civic_privatized_exploration. I was looking through everything for fun and happened to notice it.
BroncoXeno2035 5 月 17 日 下午 6:52 
Ok, it being mineral cost now is awesome. Good luck on the Megas and civilian ships?
Renf  [作者] 5 月 17 日 上午 5:56 
@PedroMarques @JustAnotherParasite I'm currently working on doing that, unfortunately it's a lot because all of the components have to be overwritten to add the mineral upkeep / cost only for the shipset

@RainbowCastella That is a fair point, I'll be sure to update the tags when I push the next update
PedroMarques 5 月 16 日 下午 4:28 
Beatiful, but, do you plan to change the ship cost of food to minerals?
VTS0 5 月 16 日 下午 1:51 
THANK YOU. TAKE MY POINTS.