Stellaris

Stellaris

Expanded Mods Base
203 Comments
Tovius  [author] 12 hours ago 
It is now fixed.
Tovius  [author] 13 hours ago 
I haven't touched Squire jobs, so I'm not sure why they're acting weirdly.
SpacePoon 21 hours ago 
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 Jul @ 6:18pm 
Thanks for the quick fix working fine now.
Tovius  [author] 26 Jul @ 5:40pm 
It should be fixed in the latest update.
Centurion Teri 26 Jul @ 4:57pm 
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 Jul @ 9:56am 
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
greatswizard 14 Jul @ 3:26am 
love this mod. makes starbases more meaningfull.
a feature I could possibly see be added, would be maybe adding extra slots to the defense platforms that scale with the starbase upgrade level.
I also seem to be having the bug where sometimes I also have unused slots on the starbase, but that hasn't happenned recently and it seems to be mostly in effect when I don't have X/T slots weapons unlocked.
Tovius  [author] 12 Jul @ 3:11pm 
I do not see that on my end. There is an issue with starbases not using extra large weapons, but that's not caused by this mod.
Ministry of Justice 9 Jul @ 10:14am 
ah. yes you're right, I saw exp_tree_caretaker and assumed it was this mod when, in fact, it's a fuckin vanilla bug. sorry bout that
Tovius  [author] 9 Jul @ 9:24am 
@Ministry of Justice It has the same requirements as vanilla, at least where robots are concerned. Are you sure this is not caused by another mod?
Ministry of Justice 9 Jul @ 8:31am 
utopian abundance is banned from robots in organic empires even with full synths, makes it impossible for the universal prosperity mandate galcom resolution to work properly
noor18 9 Jul @ 6:40am 
This mod makes indentured servitude available only to authoritarian states. I don't understand why added this feature.
Tovius  [author] 5 Jul @ 11:57am 
It has one when I try to download it, so I'm not sure what's happening on your end.
Hivelord 5 Jul @ 11:46am 
@Tovius I did. Still nothing
Tovius  [author] 5 Jul @ 11:35am 
It might not have downloaded correctly. Try unsubscribbing and resubscribbing.
Hivelord 5 Jul @ 11:29am 
@Tovius when I subscribe to this mod it says there is no descriptor file
Tovius  [author] 4 Jul @ 2:43pm 
The only way to know for sure is to test with only this mod active.
Mael 4 Jul @ 2:22pm 
This is the only mod I could see possibly messing with it on my modset. I only think it might be the case as you have an Expanded Megastructures mod right?

https://imgur.com/a/tcCKonL

Here's the modset in question if you're interested in trying to help or are curious what I was using when I have this issue
Tovius  [author] 4 Jul @ 8:57am 
This mod shouldn't effect megastructures. Are you sure it's not another mod causing the problem?
Mael 4 Jul @ 6:07am 
I have a strong feeling this mod is causing issues with my game. I keep getting games where the AI is building dyson spheres and ringworlds at like 2230. I check their empires and they don't have the required techs or APs to get galactic wonders but have the AP anyways. Can you look into this
Darrow O' Lykos 25 Jun @ 11:54pm 
Thanks :)

I was wondering if you ever play with Ethics & Civics and PD yourself?
I tried to 3-way merge some files from your mod and those for districts, but those have some hiccups, especially the generator districts. E&C only uses the inline script for farmers_add and not for technicians (don't remember the miner one).

This is an example of a 3 way merge attempt by me: https://pastebin.com/XGuVGcFx

My thought process as a none-modder was this: make sure I copied all different variable cost-code related blocks to the patch. Same with the triggered_planet_modifiers.
Tovius  [author] 25 Jun @ 9:32pm 
Turns out the solution is simple: PD just changed what some of their scripted triggers were called for some reason.
Tovius  [author] 25 Jun @ 9:29am 
Sure, I can do that.
kNow Name 24 Jun @ 11:28pm 
Could you readd can_change_category = no to pop_categories\02_other_categories.txt wilderness_heart_strata as it is in the vanilla file to allow you to see your biomass amount on the planet otherwise, unless I am completely blind, you can't see the population or biomass on the planet.

It is also kinda weird because it just removes the biomass stratum completely, as with this mod the pops get split into menial drone, complex drone, and no category atleast on the management screen. Without it they are all listed as biomass in that box.
Tovius  [author] 24 Jun @ 4:00pm 
Thank you, that is very helpful
Darrow O' Lykos 24 Jun @ 2:24am 
Here is the pastebin for that file btw in case it helps. I don't know if it'll work on its own in expanded mods without PD

https://pastebin.com/5dLQKGzd
Darrow O' Lykos 24 Jun @ 2:22am 
Ok so I fixed part of the problem yesterday between PD and this mod regarding no resource deposits on planets.

For me the problematic file was in
Common\scripted_effects - generate_start_deposits_and_blockers

It wasn't all that complex to make a compat patch in Irony Mod Manager, I barely remember what I did. I'm not a mod maker at all, just have some basic knowledge about code.

I had different issues though that made me remove all expanded based mods for now (not entirely sure they are the cause, though)

When building districts (farm, generator...) no actual jobs were added. But I'm still troubleshooting that one.
Space Cat 23 Jun @ 1:15pm 
i know
Kosmischer_Kauz 23 Jun @ 9:55am 
he knows ^^
Sinon Lynx//Manifold 23 Jun @ 8:59am 
Issue with Planetary Diversity and this mod
For anyone else looking around, this mod is the reason why resource deposits wont spawn on planet types added by planetary diversity (and possibly other mods). Don't have the energy to figure out why or how to fix it though unfortunately.
Kosmischer_Kauz 23 Jun @ 6:58am 
Would be cool if u put information into the Changelog so people know when they can use the mod again^^
Tovius  [author] 21 Jun @ 1:36pm 
If someone can find what might be causing the issue, I can get to it faster, as I don't have time to look for myself until Expanded Pops is updated.
Kosmischer_Kauz 21 Jun @ 10:31am 
at least we know u working on it next so that will shut the most people up ^^
eqN 21 Jun @ 9:51am 
No worries Tovius. Thank you!
Tovius  [author] 21 Jun @ 8:49am 
I am still knee deep in updating Expanded Pops, so I'm afraid fixing compatibility with Planetary Diversity will have to wait.
Kosmischer_Kauz 21 Jun @ 1:27am 
Same here, the update basicly did nothing to change that to my knowledge/testing
Moros 20 Jun @ 2:46pm 
Yep, I've been running into the incompatibility with Planetary Diversity too since the most recent update.
tzverg 19 Jun @ 3:25pm 
eqN 19 Jun @ 3:03pm 
Can confirm after thorough retesting, with just PD + Ascension, Gaia, Exotic, and Vanilla Submods (Ordered according to the PD FAQ, to be sure) and Expanded Mods Base (above/first or below/last) that I often get the bug mentioned below when creating a new game with a random country and otherwise default settings.
eqN 19 Jun @ 2:04pm 
I can second I have noticed a similar issue with the latest PD patch where I often start a new game and the planet has no features besides default blockers. I didn't realize it was this base mod that is supposedly the cause.

Currently the only work around I know of is to use Real Space to designate the capital with a new planet subclass in order to reset the features, but this also inadvertedly butchers some origins and makes it so you have no generator/mining/farming districts at game start, and thus are still both lacking housing and at a resource deficit from the first month onwards.
Duke Fontaine 19 Jun @ 1:00pm 
Apologies, tested it a bit more and it seems to be a conflict with Planetary Diversity. Could you add in a mod description? Kinda hard to anticipate conflicts without having to dig through the files ourselves.
Tovius  [author] 19 Jun @ 12:43pm 
Could you please double check that the problem persists with only this mod active?
Duke Fontaine 19 Jun @ 12:00pm 
Yup, entirely different issue
Cardolam 19 Jun @ 11:49am 
@Duke Fontaine

Recently I had troubles with Expanded Mods Base but solved all of them by updating to the latest version of Stellaris. Are you using latest version?
Duke Fontaine 19 Jun @ 11:40am 
Bug: This mod obliterates planetary features at game start for all empires, entirely destroying the game balance. Kinda devastating, just had an incredible game start with sanctuary 4 jumps away. RIP
nukestar 18 Jun @ 2:28pm 
What mods require this? Also, the inline script call in the civilian pop category is borked. It reads inline_script = "pop_categories/inline_script = "pop_categories/worker_modifiers""
Cardolam 18 Jun @ 4:41am 
@Tovius

It was my fault. I was not running the latest version of the game. Problem solved.

Continue the great work and thank you for your mods!
Tovius  [author] 17 Jun @ 9:48pm 
Again, it is working on my end. Try redownloading the mod.
Cardolam 17 Jun @ 2:08pm 
@Tovius

Thanks for the fast answer. I am only testing with this mod enabled and after that with my Stellaris vanilla install. With the mod the mentioned district specializatiuons are bugged, without it they are ok. Does it help if I send a pic?