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That is however not the original release that is from Funky.Bigodon
I have no idea what happened to the release of Seraphine Aurora.
The issue with how this absolute disaster of a mod manager is released is that it does not locally store the files constantly of the mod. Thus when a mod is removed from the workshop by a developer or moderator it becomes unavailable for all current subscribers. So now your stuck with a potentially very bugged save file and simply replacing the mod with a almost identical does not guarantee full functionality in existing saves.
Removal of mods from workshop *should not* impact local installations unless the user unsubscribes moves it self. Naturally non updated mods could still brick saves when the game itself gets a update but that is regular risk with mods and this one is not.
For the time being I am simply going to duplicate the mods from the buildin mod editor and use those files instead of the workshop releases. I do not want to risk losing a mod vital for a play trough 100 hours in just because a mod developer is no longer interested in bugfixing there code or a mod deemed it against regulations.
That's how steam mods work period. If something is removed from the workshop, the next time you sync with the workshop, those files are removed from your machine.
If you want a local backup for this, you can locally store any mod by double clicking on it in the Mod Editor (in Debug Mode, obviously). That's an easier backup process than is offered for almost all games on Steam.
This isn't true. I run dozens of Stellaris mods, many of which aren't on the workshop. They're still in my mod list, and I still use some. I have music mods from years ago that are long since nuked from the workshop.
Except that is how it works. Steam deletes the mod repository from <steamdir>/steamapps/workshop/<appID>/<modID> when the mod is deleted and the client machine syncs game data with the Steam cloud. This has been the known functioning of the workshop in regards to deleted mods for a decade and a half. You can literally test it yourself with two steam accounts on one machine (or two machines side-by-side if you are feeling fancy).
If if you are being honest and if I were a betting man, I'd bet that Stellaris unpacks a local copy of installed content and stores it elsewhere. As long as that elsewhere isn't <steamdir>/steamapps/common/Stellaris, that repository won't be deleted even if the game itself gets uninstalled locally.
Local repository might be what's going on there. The game has a little paradox launcher before you go into the game proper, and you can manage mods from it and create mod sets. You can click on a mod and view their steam workshop pages, and mods receive updates from steam just fine. Next to each mod a status icon can appear. Yellow shows up for mods which are not for the current version of the game, and a red icon next to the ones that have been nuked, with text about the local version of the files not matching. They keep working though, at least until the game changes enough to invalidate them entirely. Which hasn't happened at all for music mods, yet.
The very first huge mistake of anyone is to actually use steam cloud to save anything. I mean, seriously? . . . i have a bunch of mods i used to have with the old game and all of em work perfectly fine despite the fact that they are local mods, and i prefer it that way. Steam keeps screwing mod management all the time, and i got tired of it.