Stellaris

Stellaris

Ancient Clone Vat 60
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Update: 20 Mar, 2023 @ 1:35am

Version 2.61

- Updated for Stellaris 3.7.x
- Tried to clone myself. Failed.

Update: 11 Dec, 2022 @ 1:47am

Version 2.60

- Updated for Stellaris 3.6.x
- Localization files updated
- Building and event file updated
- Some alien scum sacrified to hopefully prevent any nasty bug

Update: 22 May, 2022 @ 10:23am

Version 2.55

-A minor update because stuff. If you really want to know more, look into the update log of my other mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2811351259
-This is now the "60" Vats version for reasons...
-Updated the Steam description, thumbnail and game files where necessary.

Update: 22 May, 2022 @ 2:56am

No Update, just a test...

Update: 22 May, 2022 @ 2:51am

No Update, just a test...

Update: 13 May, 2022 @ 11:53pm

Version 2.5

- Updated for Stellaries 3.4.x

- Yep, you can now go havoc with unlimited clone vats with each produce and sustains up to 60 clones.
- This mod has fullfilled it deeds... but there will be more in another mod coming soon...
- This mod is now in maintenance mode -> content remains unchanged, but receives version updates as needed.


Version 1.30

- Updated for Stellaris 3.3.x


Version 1.15 bis 1.25
- Good old several trials and error to find out why the description in the origin clone armee wouldn´t change.
- Finally solved(?)...
- Storytime:
- First, i´m furious an exhausted.
- It seems to me like the local files and the steam workshop files struggle against each other if there are the same files/file strucure.
- At least if they are localisation files. I struggled a lot because my local localisation files changed the origin clone armee text and the workshop localisation files didn´t. But they are identical! Finally in an act of desperation i removed the local mod files temporary complete and suddenly the workshop files changed the origin text. I don ́t know if this makes any sense but this is how i experienced it. If anybody knows more about this, feel free to tell me... maybe i can now have some resting of this devils work and play my overpowered clone army as intended. Really hope this chapter is closed now.


Version 1.1

- Minor changes of the thumbnail and description files to be ready for future updates.
- Deleted the patch version in the thumbnail because i don´t want to update the thumbnail each time Paradox updates Stellaris
- Changed the patch version in the description files from 3.2.2 to 3.2.* because i don´t want (and it isn´t necessary) to update the mod for minor updates.
- Finger crossed this would be the final bug free version of this mod... please don´t make me cry...
- There is still the problem with the origin text not changing.


Version 1.05

- Wrong naming of the localisation files. Origins descriptions still claimed (in this case wrongfully) that you can only build 5 Clone vats. Why? But i think i made progress. I need a pause...


Version 1.0

- Adventuring on this new glorious golden shining path of modding and finished my first mod for Stellaris

- Well, for those of you who are interested... for unlimited building of the ancient clone vats you only need to delete a line in one file (it is even described in the explanation of empire_limit at Stellaris wiki).
- 1st step : Open %local_Steampath_for_Stellaris_on_your_sexy_pc%/common/buildings/01_pop_assembly_buildings.txt
- 2nd Step: Search for "building_clone_army_clone_vat" in the .txt file and delete "empire_limit = { base = 5 }"
- DISCLAIMER: DON´T CHANGE THE ORIGINAL FILES! MAKE A ...MOD! ...or be prepared for a new installation of the game my sweet summer child...
- 3rd Step: Profit and feeling superior to all those plebs of non-modders. *hehehe*
- Still here...? Okay...
- I took the extra step to try to change the origin text of the clone army so you wouldn´t wrongfully read that you can only build five.
- Easy enough, eh? Change some .txt file and go for good.
- That one thing deleting in the file was the easy step. The change of text in the origin was/is a little nightmare for me.
- On the local side all was fine. But the terror began as i uploaded it to the workshop. First, i had problems with the workshop because Steam wouldn´t let me publish the mod. A few hours after i wrote to the support it suddenly was fine too. I dont know why. Support didn´t contacted me.
- If support have done something i don´t know, thank you guys.
- Then i discovered that the origin text of the clone army didn´t changed and this little shit of text still haunted me with the assertion that you could only build 5 vats. Switched to the local file, all was fine. Switched to the Workshop version, arrrgh!
- Yep, some weird shit is happening here. My agony of realizing i´m even less intelligent than i thought doesn´t really help too and after all of this and in this state of dummyness i also uploaded the wrong files.
- Recognized it half a day later. Head > table > *sigh*.
- In the beginning of this mod i thought i coud do this (inclusive Steam Workshop registration) in one or two hours. Now is Day 3.
- With Version 1.05 of the mod i hope this will be fixed.
- What did i learned? Well, i kind of dislike the Workshop for now and learned a lot about modding a game regardless that this is a very simple mod. I also learned (again) to never take the extra step without assuming that there is a price to pay to the god of mischief and bugs.
- Good night...

- "I´m sure there are almost no bugs" - Unknown fool