Stellaris

Stellaris

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~~Ariphaos Unofficial Patch (4.0)
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12.512 MB
12 Feb, 2020 @ 6:17am
6 Jun @ 7:13pm
117 Change Notes ( view )

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~~Ariphaos Unofficial Patch (4.0)

In 1 collection by Ariphaos
Ariphaos Personal Modlist
23 items
Description
AI Bugfix Mod Support Performance

This mod corrects several hundred issues in vanilla Stellaris. The game is faster, the AI is smarter, mods are better supported, and fewer bugs will be encountered.

[patreon.com]

This mod should be loaded at the top of your load order so other things can overwrite it.

If this mod is not first, it will clobber many other mods.

=============================

  • This mod has fixed two game crashes so far. Both are now fixed by Paradox.
  • It is not achievement compatible.
  • A small portion of this mod has been incoporated into 3.11[forum.paradoxplaza.com]. They included about twice the fixes listed, but it is normal for Paradox to only include about half the fixes they make in a given patch in their changelogs.
  • This is not a balance patch. Paradox absorbed most such changes from this mod in 3.11, and a good portion of what balance items remained is now removed.
  • I am working on a balance mod to eventually host most of the leftover balance items, along with more drastic changes.
  • If you have difficulty updating: Load the Launcher, then unsubscribe from and resubscribe to this mod. If you're getting a version warning, the mod didn't update.

=============================

This mod should be loaded at the top of your load order so other things can overwrite it.

If this mod is not first, it will clobber many other mods.

=============================


Previous Versions
=============================
Legacy Version here. <- This will always track the previous release.

Older versions may be found on Github[github.com].

Fix List
=============================

It is The fix list is documented on Github[github.com] in the various Changes (full breakdown) and Changelog (chronological) files. It is too enormous to list here.

Author Credit
=============================

Nearly half of these fixes originate from other authors. Credits are listed on Github[github.com].

Compatibility
=============================

This should be compatible with nearly everything as long as this is at the top of your load order. Most changes are independent of each other and those that are not should work at least as well as in vanilla if one part gets overwritten.

Exception This will break some multiple-ascension-path mods. Use mine instead, if you are only interested in combining bio ascension with others.

Performance
=============================

This mod has a modest performance boost. Paradox has incorporated most of my fixes or made them irrelevant over time, but a number always remain.

Ongoing Games
=============================

Ongoing games should be fine.

Modders
=============================

Feel free to forward changes from this mod into your own. Credit is appreciated. Nearly half of these fixes are by others as noted in Credits.md linked above.

If you want to check for this mod's presence, look for the ariphaos_unofficial_patch_installed flag or the @ariphaos_patch_installed variable.

My Main Stellaris Mods
=============================

These are intended to be balanced, suitable for multiplayer, etc.

  • Unofficial Patch fixing hundreds of bugs in vanilla Stellaris.
  • Biopsionic Mastery enables biological ascension to be combined with others while using my patch.
  • Yet Another Galaxy Enhancement Mod - Adds new galaxy sizes, star names to fit, and tweaks galaxy generation slightly.
  • Bypass Adjustments - Some small tweaks to wormholes (you won't pull the lever and piss off a Fallen Empire any more). Major overhaul for Gateways, making them feel a lot more strategic in the endgame by making them require black holes. Also blocks Fallen Empires, random empires, and space critters from using your Gateways.
  • Sensor Expansion - Adds more functionality to sensor tech.
  • AI-Player Exclusive Archaeology - Makes a set of AI only dig sites, so the player can enjoy the rest.
  • All Systems Spawn - What it says on the tin. Spawns all rare systems, leviathans, and [REDACTED]

My Other Stellaris Mods
=============================

These are not balanced, and drastically increase the player's power.

  • All Anomaly Spawns - Removes the null spawn chance from the anomalies that have it, allowing you to get all anomalies.
  • Assorted Precursor Adjustments - Currently this just makes it so that you can get all precursors. Remaining issues this addressed were addressed by Paradox.
Popular Discussions View All (19)
108
4 Jun @ 6:53am
Bug Report
TurtleShroom
4
7 Jun, 2024 @ 8:35am
Three vanilla bugs in version 3.12.4
Night
1
21 Jun, 2024 @ 3:35am
Crisis bugs in 3.12.4
Zomifi
1,291 Comments
Ariphaos  [author] 6 Jun @ 7:14pm 
* Forwarded a crisis flag fix from the 4.0.17 beta. This isn't fully compatible with the beta - it will clobber your fancy bio-cosmogenesis FE ships. If you're not going into cosmogenesis with a biological shipset, however, you won't notice everything.
* I had to revert part of the lathe fix because slaves were going weird everywhere else, they don't tolerate civilian demotion at all. : /
* Upgraded drone storage buildings should function properly, apologies.
Ariphaos  [author] 6 Jun @ 6:42pm 
@SSRB - Papermoon @Vagelis1608 thanks, will upload a fix as soon as I've fixed the slave demotion issue.

@Talosh the culprit seems to be the lathe fix - it's managing to trigger their demotion into neural chips somehow (!?) despite the hard limiter. I'll try to come up with a fix here.
Demognomicon 6 Jun @ 1:49pm 
@Ariphaos Thank you for fixing the issue with the Ancient Juggernaut Origin mod. Much appreciated!
Vagelis1608 6 Jun @ 1:12pm 
For the people that had the upgraded drone storage buildings disappear.
That's because the destroy_trigger gets, well, triggered, when ( among other things ) your empire is not ai ( so, player empire ) and the free housing on the planet is over 4000.
Either go in the files and remove those lines from the destroy_trigger, or wait for the dev to fix this.
SSRB - Papermoon 6 Jun @ 11:00am 
on gestalt consciousness machine empires the upgraded drone storage will suddenly disappear, this happened when i turned this mod on after the update in the middle of my campaign. Not only all of the upgraded drone storage disappeared once, it will also disappear after rebuilding it and upgrading it to the upgraded version.
Peter34 6 Jun @ 10:18am 
Can I use this mod with the 4.0.17 beta, or only with the 0.16 non-beta?
Talosh 5 Jun @ 11:58pm 
I have an issue with slaves when using the mod. When they aren't employed as workers then they're invisible from the economy tab. This happens with servile pops when starting as a Syncretic Evolution empire, and also happens to other pops when they become slaves. If they were non-slave pops who become slaves, then they go into a "repurposing" job and then disappear until they can become employed as workers.
Celador 5 Jun @ 10:23pm 
@Ariphaos There was another thread and it turns out to be the issue is trivial:

https://forum.paradoxplaza.com/forum/threads/stellaris-necrophage-purge-leads-to-all-xenos-escaping.1748344/

There is a line that kills all the pops, if they can't find a planet to escape to during necropurge.
Ariphaos  [author] 5 Jun @ 4:51am 
@Celador I can look at it when I get more time - which probably won't be this week unfortunately.

I doubt it's refugees, because refugees were completely broken in vanilla as they couldn't access the proper number of pops.
Celador 5 Jun @ 4:04am 
@Ariphaos You think you can fix the bug with the necrophage or it's too complicated and needs an official fix? Right now when you set species to necrophage purge, they immediately disappear. According to official forums it's probably because the trigger for the random chance to escape doesn't work properly, and instead of some species having a chance to escape - ALL of them escape.