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[mod] [Stellaris] DroZzhat's Stellaris Mod


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On 4/4/2020 at 6:13 AM, dominusvenatus said:

So I am having a crash problem with your mod. Its the only one i have active and whenever I go to create a new empire and select city appearance or ship appearance it crashes, everything else seems to work except for those.

 

Update: I used the steam version instead of the LL version and everything is working fine now. Really enjoying the origin.

That was with the newest version posted to LL?
... I thought I fixed that.

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17 hours ago, Tara26 said:

The scientist?  The main base of drones - has about 5 pods and the one large station.  There just happened to be an unlucky hyperlane that came out right next to it.  But I expected to lose one eventually. 

 

That's what I've discovered with my second play on Diamond Shoals...  it's for tall, which is cool, because that isn't how I normally play - so it's something new.

-T

Honestly, I recommend playing this mod with AlphaMod and a mod to add extra building slots to planets. With AlphaMod, you will have a much better time trying to play tall. Also, with AlphaMod turned on, this mod will add the ice resource to a couple of the ice asteroids in your home system.

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Next update may take a while... I'm throwing together an Origin that is kinda the reverse of the syncretic evolution origin, where you start out with a very long lived super slow breeding superior elder species "guiding" your people (that will not work low tier jobs) rather than a subservient worker species. It's taking a lot more code than I thought it would.

The end result is that in an empire of 200 pops, you might have like 5-10 of the mentor species, but their leaders would be superior (and more expensive).

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  • 2 weeks later...

So, I've got it to correctly spawn the mentor species in the right amounts and add the extra traits to their leaders (making them 5x more expensive but also buffing their stats)... Still working on getting the game to correctly have their pops prefer ruler roles and take specialist jobs only when ruler jobs aren't available. 

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  • 9 months later...

I tried the Diamond Shoals start, but it did not seem to have any effect. It's difficult for me to say whether my mineral deposits were richer than normal, but I've yet to encounter any drones anywhere near my system (and I've surveyed two systems away in all directions.

 

This might mean that I have some other mod which interferes or that there's some version dependency, but I do not understand the structure of this part of the mod well enough to know how to look for that kind of conflict.  Does anyone have any good ideas on where I would start looking?  (For example, when I look at dz_scripted_effects.txt all of the stuff there looks like starting system generation should be a one-time thing which would not be subject to interference...)

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  • 1 month later...
On 5/12/2020 at 7:53 PM, Aled190 said:

So this is going to sound silly, but to be clear, what does biological Immortality trait do?

The real world definition is that the creature in question doesnt die from old age, it only dies from outside sources like disease and injury. examples are some types of jellyfish who at the "end" of their life just fall to ocean floor and revert into polyps to birth new members of the same species. game wise i think it just means the leader has immortality trait

 

 

On 2/19/2021 at 4:06 PM, sen4mi said:

I tried the Diamond Shoals start, but it did not seem to have any effect. It's difficult for me to say whether my mineral deposits were richer than normal, but I've yet to encounter any drones anywhere near my system (and I've surveyed two systems away in all directions.

 

This might mean that I have some other mod which interferes or that there's some version dependency, but I do not understand the structure of this part of the mod well enough to know how to look for that kind of conflict.  Does anyone have any good ideas on where I would start looking?  (For example, when I look at dz_scripted_effects.txt all of the stuff there looks like starting system generation should be a one-time thing which would not be subject to interference...)

ripped strait from the steam page's comments
"So, apparently Paradox broke every origin mod with the 2.6.3 beta because they changed the syntax to initializers = { } in the origins file. I manually edited the file, and it seemed to work"
so if your like me and have the most current update youll have go through and manually change it

 

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I'm having a CTD whenever choosing the Diamond Shoals origin then going into the "planet" tab
I did edit the file to say "initializers", it didn't crash before that (didn't modify anything else).

 

Tested with no other mods, running Stellaris Butler v2.8.1 (a59d), all DLC.

No issues with other features of the mod
Never had a CTD before with any other mod.

 

Shame, it sounded really cool

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