Stellaris

Stellaris

Interstellar Incorporated - A Civilian Space Odyssey v0.2.3 - OBSOLETE
158 Comments
mr_trousers  [author] 13 May, 2020 @ 12:25pm 
This mod was made for v2.2 of Stellaris and this version isn't supported any more... There's an updated version, but it works on the newest version of the game. You could try it on 2.5, but no promises
plutonianempire 12 May, 2020 @ 6:48pm 
Im playing this mod since I prefer 2.5.x over the newer stuff, and I have the same issue as Tool Fan. How do I get the frighters to despawn?
mr_trousers  [author] 1 May, 2020 @ 2:45pm 
It lives! This mod is now updated! Sorry for the delay, everyone. If you're still paying attention, go ahead and subscribe at the new version: here.
Bazil T Yat 2 Apr, 2020 @ 8:37am 
This mod will be missed.
Spider 14 Nov, 2019 @ 6:07am 
RIP one of the best mods on the workshop.
Cblue22 23 Jul, 2019 @ 10:40pm 
I think it would be interesting to see what could be done with amenities. Like moving them to different planets that need them from a planet that has surplus.
Tomasoyu 19 Jul, 2019 @ 3:31pm 
update plss
Kepos 2 Jul, 2019 @ 10:06am 
Would be nice to see this great mod updated. :steambored:
Michigan Mayor 2 Jul, 2019 @ 10:00am 
i get a bug where the Freighters never de-spawn. and keep piling up:(
nasrudin 20 Jun, 2019 @ 6:22am 
Is this mod still working for anyone in 2.3?
Kepos 28 May, 2019 @ 1:02pm 
Looking forward to 64bit patch next to make full use out of this mod.
RED-Life 21 May, 2019 @ 3:55pm 
Could you please update it?
loopmaster69 8 May, 2019 @ 9:31pm 
update?
Engadine Maccas, 1997 22 Feb, 2019 @ 8:22pm 
Does this work with downscaled ships?
agigabyte 17 Feb, 2019 @ 10:47am 
So, I'm playing with Gwen's Additional Play Styles, and I just now noticed that the Void Clouds I have in my home system are attacking my civilian ships, and apparently spawning a new Void Cloud with every several kills, given that I have about 20 Ethereal Offspring. Do you have any ideas how I could find a workaround to make them allies?
Lazerguy 17 Feb, 2019 @ 10:32am 
@skywill_15 "but then other ships were not able to go to the planet. Could it be some kind of overload of ships pathed to a planet?" In response to this, only one science ship can assist at any given planet at any time. Vanilla mechanic, not mod. If you mean no ships at all, military or civilian, than it's a mod issue. I didn't know if you meant science ships or any ship at all, so sorry if I read that wrong. :steamhappy:
skywill_15 17 Feb, 2019 @ 8:54am 
@fireinthedisco Yes, science ships were unable to assist research, and if I recall, some landing fleets would not be able to land on the planet. I checked on the planet window and no assisting was getting done. I tried disbanding the ship and making a new science vessel, and if I recall, it worked for a moment, but then other ships were not able to go to the planet. Could it be some kind of overload of ships pathed to a planet? Good luck!
Vaeringjar 1 Feb, 2019 @ 11:18am 
workshop page could use more images
mr_trousers  [author] 31 Jan, 2019 @ 10:13am 
Depends on your computer and, of course, on things like galaxy size. Feel free to start it up on a game in progress, give it at least a year to start running fully and spawning ships, and see what you think. If it's too bad for you, you can continue your game from the original save game before you activated the mod.
TurtleShroom 30 Jan, 2019 @ 1:35pm 
How badly does this lag the game? It sounds like it'd slow it to a crawl. The concept is brilliant, though.
mr_trousers  [author] 30 Jan, 2019 @ 11:11am 
@EndrPhoenix There is a robust Stellaris modding community, which is actually where I found out that 2.2.3 was going to be breaking the mod... I had just missed when that update actually went live. While I wouldn't mind having a couple people helping with the mod, most modders are all busy with their own projects. Seems like only the very biggest, most ambitious mods manage to attract a full team.

@blackwater15 Sure. ISBS is all visual, and this mod affects pretty much none of vanilla, so they shouldn't affect each other at all. You'll just have a lot of ships.
mr_trousers  [author] 30 Jan, 2019 @ 11:11am 
@Traianus Sorry to hear it - I'm hoping that once Stellaris 2.2.4 is live (which some are saying is fixing a lot of vanilla performance problems) there will be less chance of this mod being the tipping point for some people whose systems may have already been starting to struggle in vanilla. We'll see, though. I'm also hoping to implement a settings menu for the mod within the next update or two that will let you scale down features if your performance is being affected. Thanks for giving it a try and stay tuned!

@San Felipe What you're describing is already the case - they do spawn and despawn upon reaching their destination.
mr_trousers  [author] 30 Jan, 2019 @ 11:11am 
@markus_cz My initial inspiration was mostly Distant Worlds: Universe actually. I've not played/heard of Aurora - maybe I should check it out? The general idea you've described for planet stockpiles is what I've imagined, but you're right that it will prove challenging to implement. I also did look into using sector stockpiles... sadly the devs have given us as modders pretty much no way to interact with those. Unsure what I can do about trade protection range too, haven't looked into it much since it's not the main focus of the mod but perhaps in the future. I'd love to hear any ideas/suggestions you have for other concepts - sounds like we're on a pretty similar page.

@daroule1982 This is a little outside of my skillset, but asking around it appears it might be possible, though potentially challenging. It would certainly be cool, but cosmetic things like that will probably be more something for later once more core features are implemented.
blackwater15 28 Jan, 2019 @ 11:08pm 
good mod you have here but can it work with ISBS - Living Systems at the same time?
Darth Modus - God of Richards 26 Jan, 2019 @ 5:08pm 
@fireinthedisco - Miners and all vessels should spawn and despawn. One miner going around the entire system would boost system performance, rather than having one miner per planet. I know that this would hardly be realistic, but its the only way I can think of your mod not lagging too much. Living systems had the same issue, but it was worse for them because of the billboards that they also added into the game. Its also well known that Stellaris has always suffered from memory leaks, which the devs have never really been able to fix. Plus the game engine itself is old. Nway, I hope that you will find a way around this.

I will sadly have to unsubscribe to your mod until I start seeing fewer messages from people about lag issues. Take care and all the best with it.
Sedulus 25 Jan, 2019 @ 11:24pm 
As great as the mod is, but on my Computer Stellaris becomes unplayable. Pity!
AmesNFire 25 Jan, 2019 @ 12:23pm 
Quite the ambitious mod, I've been expecting Stellaris to eventually get an expansion(similar in scope to Le Guin) that introduces a more interesting trade system much like the one you are working on.

I remember playing around with the Living Systems(civilian trade?) mod where it would spawn random fleets that would travel to a random system in your empire. But it was purely visual.
Johnny Mayhews 24 Jan, 2019 @ 9:25pm 
Yes, I was wondering if you could add an effect to the ship that make it look like they are sending down supplies. Example: When a transport ship drops armies to a planet. ~ty, and I love the mod. So Immersive.
markus_cz 24 Jan, 2019 @ 3:25am 
By the way, do you already know how you want to implement stockpiles? Have them for each planet separately? And then have freighters automatically carry supplies where needed? I'm unsure how this would work in Stellaris and its UI, it seems like you would need to have the ability to quee a building without having the resources for it present, and then wait until they are brought to place (as in a typical builder game). Is that possible?

Stellaris already has the built-in sector stockpiles, though I'm not sure how usable they are. Maybe just using these sector-wide stockpiles instead of colony-based once would be a usable compromise? At the very least, there is already some implementation of these, and a UI where you can see them.

---

As an aside: Another magical thing currently budding me is outposts somehow using guns and rockets to protect trade across several star systems.
markus_cz 24 Jan, 2019 @ 3:25am 
This mod seems like my wish come true (once it gets finished :)). Any chance you're inspired by Aurora?

I was always annoyed by the presence of magic in Stellaris. Resources magically appearing back home. Energy somehow magically being transfered across huge distances, and used as a currency (how?). Trade just happening, without actually happening on the map. You lose so much possibilities by going for magic instead of proper logistic chains - logistic chains are fun to build, and introduce small puzzles, force you to build fleet bases etc. It's way more interesting to have actual trade routes with neighboring empires rather than have your goods magically transferred via the galactic market.

I'll be watching your further development closely. I didn't think it's possible to introduce freighters to Stellaris, and here you are doing just that. I still see many other hurdles that seem tough to overcome but you seem very able ;)
Luc 23 Jan, 2019 @ 10:37pm 
Thank you for updating this, love the idea, keep it up!
Iron Dice 23 Jan, 2019 @ 11:45am 
Awesome, will test again. Keep up the great work. :)
mr_trousers  [author] 23 Jan, 2019 @ 10:53am 
Side note: In the next update I will hopefully be including a settings menu which will allow you to turn on/off specific mod features and also edit aspects of them, for example, how often some things run, which should allow you guys to customize the mod both to fit your preferences and to reduce its load on your system if it's proving too much and affecting your performance.
mr_trousers  [author] 23 Jan, 2019 @ 10:50am 
I've now gone ahead and fixed this with II:CSO v0.2.3, which includes the hotfix for this problem, as well as some other things I was working on that are kind of half-done (I'm not really comfortable enough with git version control to make a new branch and merge it back in later, honestly). Potentially another hotfix if any of the half finished features cause problems, but they shouldn't do. I just wanted to get the fix for this bug out to you guys as soon as possible. You can check the version history to see what I'm working on though.

Thanks much for pointing out the problem and sorry that the fix was delayed!
mr_trousers  [author] 23 Jan, 2019 @ 10:50am 
@Luc @EndrPhoenix This was caused by an undocumented change in Stellaris 2.2.3 (which went live 1/18) where the trigger "any_planet" was changed to "any_system_planet", with "any_planet" now referring to all planets in the galaxy instead of only planets in a given star system as before. This broke multiple mod features and, once the mod had time to get going, caused significant day-to-day lag and potentially very long hang ups on the monthly tick, as there were now multiple events checking EVERY planet in the galaxy instead of just their system as intended. I was aware this had been changed in 2.2.3 but missed that it had gone live; I started a cross-country move the day before it did. I also perhaps unwisely marked this mod as compatible with all 2.2 versions when 2.2 dropped, not anticipating there would be anything mod breaking in a minor version update.
Luc 21 Jan, 2019 @ 1:47pm 
Same as EndrPhoenix, took me hours to track it to this mod.
Iron Dice 17 Jan, 2019 @ 3:49pm 
This is a great idea, and looks super promising. I'll start running with it and see how it goes. Very cool addition. :)
Darth Modus - God of Richards 15 Jan, 2019 @ 9:10am 
@fireinthedisco: - Add me as a friend and I'll show you the pictures. I too have problems sometimes understanding what mod users are trying to say since I have a mod of my own over on the EUIV workshop. I can guarantee you that the miners and the freighters do not despawn. They're piling up and creating a clutter. I've had to stop using your mod since because they slowed the game so much that it made playing it impossible.
mr_trousers  [author] 14 Jan, 2019 @ 6:40pm 
Anyway, please keep in mind, everyone, this is still an alpha version of the mod, with a significant number of features not yet implemented, some things still in a rough state, and, of course, optimization that probably could be done not yet done. And, sadly, some great ideas that I'd love to do simply not possible with the tools Paradox has provided. Thanks for your patience - the mod will improve over time with your feedback :) I appreciate it.
mr_trousers  [author] 14 Jan, 2019 @ 6:38pm 
@jobro_06 I haven't really finished what's happening with the miners yet, so they do sometimes end up sitting. But, only two miners spawn per colony currently, so they're not very significant. The freighters, on the other hand, absolutely do despawn when they reach their destination, as you suggested. If you're seeing freighters sitting around doing nothing... they shouldn't be.

@the_jevry Yes, their icons show up on the map. I am pretty sure there is not, actually, any way to change this. But I'll look into it, because I agree, it would be nice to not have to see it all the time.

@e4foxtrot Why do you think it's not working? Did you give everything a chance to start spawning and for the mod to start running?
mr_trousers  [author] 14 Jan, 2019 @ 6:37pm 
@jtexasboyz I think that's a decent idea. I will probably try to have by the time of the next update a settings menu where you can decide which types of civilian fleets you want to have spawn (effectively turning on and off different mod functions). Would let people more customize it based on how much trouble their computer has running it, as well, as you said.

@Pixoibat Sadly this is a fairly performance-heavy mod, so it being demanding on less high end systems, especially if you already have lag with vanilla, isn't a bug, it's just par for the course. There's actually not a whole lot happening on the monthly tick (yet), if you're already hitting heavy lag there that's probably not a great sign.

@Soberlife420 No, nothing in the mod is currently dependent on Megacorp.
e4foxtrot 14 Jan, 2019 @ 3:54pm 
I can't seem to get this to work. Tried starting a new game and on a existing save.
the_jevry 14 Jan, 2019 @ 11:11am 
havent installed yet or anything so this may soud really dumb and smug, but im guessing the ships have their ship icon show up on the map.
my advice: make it so that civ ship icons don't appear on the map unless a specific map view mode has been activated.
it's already annoying to have reinforcement fleets and patrol fleets stuck on the map mode.
trade fleets would make it even worse.
on the other hand it would be nice to switch to civ ship mode if you wnat to target a trade convoy for attacks for example
Darth Modus - God of Richards 14 Jan, 2019 @ 6:56am 
@fireinthedisco: Hey hows things? Your mod is really good, but as predicted it causes a lot of lag because the mining ships just keep on spawning. I've actually had instances where there are a ton of miners just sitting and doing nothing. I just can't understand why you can't make them spawn and despawn when they get to a planet or mining station? Why can't these miners say spawn when heading out from a planet to a station, then despawn when they get there; same goes when they head back to the planet?

Please listen to my advice because I've played mods like this before and the one problem that always confronts these mods is late game lag due to build up and the cluttering of ships etc.
Soberlife420 13 Jan, 2019 @ 6:18pm 
do you need the megacorp dlc to run this mod
jtexasboyz 12 Jan, 2019 @ 8:39pm 
maybe have that as an option mod for a lighter galaxy load and another for how it is now for people with a good pc.
mr_trousers  [author] 12 Jan, 2019 @ 7:21pm 
Trade between empires is definitely something planned for the future. Not sure yet exactly how it'll be implemented - thanks for the suggestion.
jtexasboyz 12 Jan, 2019 @ 2:39pm 
I think it would be better if for empire to limit it to spawn only a few freighters that only spawn with a commertial pact and travel between empire capitols. Limit them to maybe 3-5 at a time. Maybe have it so you can seize or attack enemys. That way you can have your lively empire but have some movment through the galaxy. Also the empire freightors bring in massive incoe when they reach there destination.
mr_trousers  [author] 8 Jan, 2019 @ 8:10pm 
@Timrath Oh, on the removing from a game in progress note, it's generally not a great idea to try to add and (especially) remove mods midway through playthroughs in any game... This mod isn't simple so it's certainly not an exception. Are you meeting any specific problems after removing it, or is it just that there's remnants of the things the mod spawned hanging around?
mr_trousers  [author] 8 Jan, 2019 @ 8:07pm 
@Sexual Tyrant You can add it to games in progress. Removing it from a game in progress is a different story, since it spawns quite a bit of stuff in the game.