Stellaris

Stellaris

~~Ariphaos Unofficial Patch (4.0)
1,299 Comments
Yagami 5 hours ago 
Paradox lathe fix do not work
Ariphaos  [author] 14 hours ago 
4.0.17 Update

* Don't allow building multiple orbital rings on the same planet. Did you know orbital rings and habitats don't necessarily count as megastructures? Well now you do.
* Match exclusions between environmental architects and environmentalist civics. The AI could spawn with both and generate no-name, no-ethic empires. (MrFunEGUY)

* As mentioned, Paradox fixed the Lathe bug in 4.0.17.
Ariphaos  [author] 14 hours ago 
@Arvess possibly because the AI doesn't necessarily properly value unity. Fixing this is part of a broader economic fix I need to get working on.

@forerunner398 no planned date yet, right now it exists as a scattered collection of personal mods, none of which are 4.0 compatible.
forerunner398 10 Jun @ 6:02pm 
Do you know when you'll upload your balance mod?
Arvess 10 Jun @ 7:33am 
I've noticed that the AI won't build Autochthon Monuments (or the other versions of it) even when they have 10K+ unemployed in a planet. Not sure if that's a vanilla thing or mod thing but just wanted to point it out since it affects AI performance.
CRISEUMR 9 Jun @ 12:17pm 
Thank you for updating :)
C1PH3R 9 Jun @ 5:16am 
Awesome mod, not sure if someone else has mentioned it but it looks like ontop of the other Synaptic Lathe bugs, it also cannot correctly convert undesirable pops into computing components.
Talosh 8 Jun @ 2:54pm 
@ariphaos Thank you for looking into it!
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.
Ariphaos  [author] 5 Jun @ 3:52am 
@Demognomicon should be addressed now.
@Arvess I am not able to replicate this.
@Celador that is the vanilla statement.
@RodriquesCIA that is outside the scope of this mod, at least here.

4.0.16 update.

* Took flag for Juggernaut policy, should make it play nicely with Ancient Juggernaut origin.
* Added some logic for submod support. Focused on my biopsi mod for now, enabling support for combining biological ascension with anything else.
Celador 5 Jun @ 12:48am 
@Ariphaos Not sure if its vanilla bug or not, but I did notice a line in your paragon_events_4.txt file - gia_zumon_arena_opened, related to a paragon leader opening an arena, supposed to add 1 duelist job slot per 10 pop, and I think it doesn't work, probably due to population changes.
Arvess 4 Jun @ 4:11pm 
Taking Eager Explorers causes the game to crash and no ships spawn.
RodriguesCIA 4 Jun @ 1:23pm 
Reanimator's Dread Encampment is superfluous, it does the same as the Stronghold but more expensive and no way to upgrade. Can do something about it?
Song 4 Jun @ 12:22pm 
Awesome. Thank you!
Demognomicon 4 Jun @ 10:56am 
With Ancient Juggernaut Origin unable to build warships; something about a policy preventing.
Peter34 4 Jun @ 7:16am 
Thanks for the update!
Ariphaos  [author] 4 Jun @ 6:26am 
Part 2

/u/Little_Elia on Reddit made a comprehensive fix for the Lathe being bugged, and this has been applied:

* Immediately allow civilians and maintenance drones to demote in a lathe.
* Properly count the number of neural chips in the lathe.
* Divide lathe purge rate by number of pop groups.
Ariphaos  [author] 4 Jun @ 5:28am 
4.0 Update, apologies for the delay, all.

The changes to this patch are far too numerous for a single comment, see the change notes.

Special thanks to Cheesemongle (Slightly Smarter AI) and SushiDragon (Stellaris Fixes) for allowing me to incorporate their fixes and improvements.

Paradox fixed or at least partially addressed 10 of my bugs this patch. 30 new bugs have been fixed.

I believe every certifiably 'balance' change is now removed, and will instead be incorporated into my balance patch.

The line between balance and bugfix can be a hazy one, but the idea is if something can cause problematic side effects (e.g. clobbering potentially important resources), it is a bug.

Every single change should now have some amount of documentation for it. Resolutions being the main one missing.

If the version is not showing as (4.0) in your mod manager, you may need to unsubscribe and resubscribe.
Ariphaos  [author] 31 May @ 4:54am 
'hokay. Mod thinks it is updated and loads without meaningful errors (barring the standard economic_categories complaints).

I will test this a bit, and release a 'beta' after integrating 4.0.15.
Cat-Lunatic 17 May @ 9:47am 
Fallsondoor, You shouldn't have used it at all, even Ariphaos said running it on 4.0 is a bad idea.
Fallsondoor 16 May @ 5:19am 
A Recent update must have borked this, Stellaris will crash on startup with it enabaled currently
calimero 14 May @ 1:49am 
Thank you so much for updating it, Ariphaos! Your effort and the time you're putting into this is much appreciated! <3
Ariphaos  [author] 13 May @ 4:18pm 
I have begun work on it, but cannot really make promises as to a completion time.
Cat-Lunatic 13 May @ 3:57pm 
Its not updated yet, arc361, running it right now is a very bad idea.
Ariphaos  [author] 12 May @ 8:26pm 
...running this on 4.0 is a bad idea.
arc361 10 May @ 9:47pm 
Pretty sure I can leave this enabled while in the beta right?
Puta1945 7 May @ 5:47pm 
Can't wait. Love the giant maps!
rflox93 7 May @ 3:48am 
yep, we will probably have to wait until the end of next week for the pace of patching to slow down
Peter34 7 May @ 1:04am 
Frankly, while I'd like to see an update to this, 4.0 is in such a state of extreme flux that it makes logical sense for Ariphaos just to wait until the pace of patches has calmed down some, to avoid a lot of wasted effort.
Hope to see it updated soon
Ariphaos  [author] 6 May @ 8:38pm 
Still 3.14, sorry. I'd left a test file in.
Cat-Lunatic 6 May @ 6:44pm 
Huh, it updated? Weird, still says 3.14, Sorry, just confused.
Ariphaos  [author] 5 May @ 4:04pm 
The ones with a year are chronological (though 2023 goes back to 2019...) and give credits, the others are by type. The common section is somewhat unfinished, I may try to get through the rest of it when I update to 4.0 here.

If you're still on 3.14, you should use the Legacy patch instead, as this is going to move to 4.0.
Ariphaos  [author] 5 May @ 4:02pm 
@alfharobby look in the various Changelog files.
alfharobby 5 May @ 1:24pm 
any link to what this mod fix please, been looking around at Github yet unable to find it.
Ariphaos  [author] 4 May @ 4:19pm 
Final Pi update. Had a vacation from Stellaris, apologies, everyone.

4.0 may take me a bit.

* The End of the Cycle won't convert Shattered Ring segments to shrouded worlds (Nguyen)
* The End of the Cycle will better handle bypasses. (Nguyen)
* district_resort is a district, not a set of them (FirePrince)
* FirePrince found a couple of other bugs in my script, for bombardment and the disband gdf resolution. Thanks FirePrince.
76561198449602055 10 Apr @ 11:45pm 
Is this compatible with multiplayer?

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

Just wondering cause we have been getting desync issues
FirePrince 5 Apr @ 11:13am 
@WALDGEIST: I mean this is as intended, this pack is bad and unfinished.
@SiftheBlack: yes
SiftheBlack 3 Apr @ 2:23pm 
is the mod good to use? for me when i go and loom it says its out of date but i know that could very well be a launcher side issue. still with those mod i figure its best to ask and be safe
WALDGEIST 3 Apr @ 7:38am 
Found problem with using this mod, with this mod on i lose my Stargazer species, without it i can finally see and use them
Gravenwitch 2 Apr @ 9:34pm 
In the current patch as of 4/2/2025 the storm chance: midgame advanced option doesn't save as a decimal. For example: setting it to 0.2x will save as 2x in future games. I know its a very minor thing but is there any chance this could be added to the patch?

Thanks for the amazing work!