Stellaris

Stellaris

Invader Zim - Irken Race
85 Comments
Jacketzod 22 Oct, 2024 @ 11:32am 
You would not believe the forums I had to go on in order to find the useful info to figure it out
TheBigE  [author] 22 Oct, 2024 @ 10:38am 
A kind soul in my discord provided the tools and templates needed to fix the issue with the portraits. The mod is up to date now and the portraits will no longer show up as missing.
RainbowBoris 22 Aug, 2024 @ 7:02pm 
shame... oh well. thanks anyways for having made this mod in the first place. I can understand your frustrations. good luck with any future modding endeavors you might be engaged in, Mr. TheBigE. once again, thank you for having graced this platform with this work of art in the first place.
TheBigE  [author] 22 Aug, 2024 @ 6:06pm 
Due to the apparent need for Paradox to implement highly arbitrary and needlessly complex changes to their codebase with seemingly no justifiable reason whatsoever, I've lost all motivation to update my mods according to the 'recent' changes that have been put out regarding how portrait classes work. If anyone wants to fix the portraits themselves and send me the updated files for me to inject into the workshop, I will gladly do so, but I just can't be bothered to deal with the increasing spaghettification of Paradox's code at the moment. Maybe in a month or so my mood will change, but don't bet on it.
RainbowBoris 19 Aug, 2024 @ 6:40am 
I am in physical pain.
RainbowBoris 17 Aug, 2024 @ 11:46am 
the species portraits are broken again. are you planning on fixing it? if not then I understand, but i do hope so, because i really wanted to make an Irken Empire.
Ultragrunt777 10 May, 2024 @ 1:45pm 
Only issue since the 3.12 update launched is the irken species doesn't show up but other than that it works fine.
liminality of self 30 Dec, 2023 @ 5:33am 
LOL
liminality of self 30 Dec, 2023 @ 5:33am 
do I need How To Read
TheBigE  [author] 5 Oct, 2023 @ 11:49pm 
In order to address a certain bug regarding portrait groups not showing up with the custom species class this mod was previously using, I have migrated the Irken portrait group into the Arthropoid species class using the new 3.8 species class code elements. This may break your saves, so use caution when updating.
Faithful Nomad 6 Aug, 2023 @ 2:08pm 
Your an absolute king for keeping this updated. Thank you! :steamhappy:
Myredhulk 18 Jul, 2023 @ 7:08am 
Thanks for keeping this mod updated, very cool.:steamhappy:
Henri Black 24 Feb, 2023 @ 5:01pm 
My created empire is the Tallest... so this is a mod I obviously need XD.
That Random Alien 12 May, 2022 @ 8:35pm 
Suggestion! Perhaps the Irken homeworld should start with the new orbital ring as an option for an option? Or, one origin that keeps it as it is for people who don't have the DLC
TheBigE  [author] 12 May, 2022 @ 6:37pm 
Localization changes in 3.4 are making the update process rather tedious, not to mention there are a few localization-related bugs in the base game that I'm waiting for the devs to patch. Hoping to get the update out soon, but no promises.
Proxy 4 Apr, 2022 @ 11:03am 
ive turned on but wont show up im using irony
Lock&Load98 28 Feb, 2022 @ 4:05pm 
Tell me this includes a voice adviser? If not anyone know of one? Can't find one but could be blind.
That Random Alien 13 Jan, 2022 @ 12:36am 
Is it possible by any chance to make something like the Irkens have specialized responses to players that use the human portraits due to their past experiences with humanity and Earth? XD
Cyn 25 Dec, 2021 @ 5:27pm 
This is pog
Zeph 9 Dec, 2021 @ 10:49pm 
I support your endeavors to the end.
Boltergeist 7 Dec, 2021 @ 1:57am 
Just leaving a "very happy this exists" and subscribed

"Galactic Conquest IS HERE! Galactic Conquest IS HERE!"
liminality of self 25 Oct, 2021 @ 11:38am 
ah yes sorry
TheBigE  [author] 25 Oct, 2021 @ 11:37am 
I have a Discord server which I use to co-ordinate with others who want to assist in the development process, the link is in the description if you want to join it.
liminality of self 24 Oct, 2021 @ 9:12pm 
@TheBigE

this is it, I tried :C

any way you could get him to co-exist within Irk?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2636683275
liminality of self 24 Oct, 2021 @ 6:35pm 
hi I added you because I am making a seperate submod for this mod, maybe you'd want to integrate it into this mod entirely instead of it being a seperate submod? It is a GIR Machine/Robot species, I think if you got a way for there to be a GIR pop on Irk from the start that would be great but idk how to do that, you are free to use my work if you like
liminality of self 22 Oct, 2021 @ 9:18pm 
I love this mod so much thank you BigE!!!
TheBigE  [author] 22 Oct, 2021 @ 4:20pm 
Refined the gamestart event which governs the whole "Irk is a city world" situation to be more flexible and less prone to breaking if using the Urbanized Homeworld origin while playing as something besides the prescripted Irken Empire. It should now be a bit more viable to play as a custom empire without the Irken Home System initializer, but there's still the challenge of food and consumer goods deficits.
liminality of self 22 Oct, 2021 @ 10:48am 
you should give the preset empire Fungoid ships.. the booster positions and shape of the ships is SPOT ON
liminality of self 20 Oct, 2021 @ 2:57am 
omg does he still working?
Cyn 15 Oct, 2021 @ 12:21pm 
Best mod ever
TheBigE  [author] 16 Sep, 2021 @ 8:31pm 
If that's the case, then consider me stumped about the issue's cause. The only way I've been able to reproduce it is how I've described, but it is possible it might have something to do with your installation, or with how the Steam Workshop handles its cloud storage and file transfers. In any case, I could suggest reverifying your game data, and then unsubbing and resubbing to this mod on the workshop. An extreme solution could be to clear your cache and reinstall Stellaris entirely, but even I don't do that unless it's as a last resort. I'm sorry I wasn't able to be more helpful at this time, but if my understanding of the game code improve well enough, I can try to make that event that double-checks for districts that don't belong and replace them with ones that do, and hopefully that would help.
Lady of Ravens 16 Sep, 2021 @ 5:31pm 
I did use the prescripted version provided by the mod. I looked at the empire once in the editor before starting my first game, but I didn't even save any changes, so I'm not sure what's up. Perhaps there's something messed up in my Stellaris installation (I've had it installed for several years now, so that's totally possible), or something went wrong with the mod install. I might look into that later, but for now, as you said, deleting the offending districts seems the way to go.

In any case, thanks for your help. :p2cube:
TheBigE  [author] 16 Sep, 2021 @ 4:31pm 
Okay, I dug a bit deeper and now I see the issue. This particular problem has actually been around since well before 3.1, but it only pops up if you create a brand new empire and give it the Urbanized Homeworld origin. It does not occur if you use the prescripted Irken Empire I included in the mod, and you can even edit the prescripted version and save it as a custom empire without the problem showing up as well. Unfortunately, this issue is beyond my current understanding of how to correct, possibly needing a very invasive and complex event to check ecumenopoli for those districts and remove them at game start, only to then re-generate new districts appropriate for that planet type.

My recommended solution is to use the prescripted Irken Empire, and edit it to your liking if you don't agree with any of the specifics for how I set up the Irkens in their prescripted empire, rather than making a new empire from scratch.
TheBigE  [author] 16 Sep, 2021 @ 3:59pm 
I playtested the mod by itself immediately after seeing your comment talking about the issue, played through for about two decades or so, and then played a second game for about five years. Both times I did not have this issue, but again, if I'm understanding your explanation of the issue correctly, you can just delete the unneeded and troublesome districts that spawn in on Irk at the beginning of the game.
Lady of Ravens 16 Sep, 2021 @ 3:21pm 
This really does look like a change in how the game works for 3.1. I know you said that you've done a playthrough since 3.1, but are you sure you don't mean 3.0.1? 3.1 dropped literally two days ago. You should be able to reproduce the bug by starting a new game (just the Irken mod enabled) with default settings, and checking the districts on Irk. Then, set to fast forward and wait for month 2, at which point the districts change. The mote deficit, along with the associated economy crash, only registers on the top bar at the beginning of month 3.
Lady of Ravens 16 Sep, 2021 @ 3:21pm 
Nope. I'm going back to look at it again, and the weirdness is piling up. Initially there are 3 city districts and 2 industrial districts. There are also slots for residential arcology, foundry arcology, factory arcology, and (barely visible because it's pushed off the edge of the view area) leisure arcology. After the switch to month 2 the possible districts change to residential arcology, foundry arcology, factory arcology, and leisure arcology. The city districts and industrial disctricts are no longer even an option, and the built districts shift over to being 3 residential arcologies and 2 foundry arcologies.
TheBigE  [author] 16 Sep, 2021 @ 1:09pm 
Were you building foundry districts on Irk? Because normally the only districts that should be already built at game start on Irk are the residential arcology districts. Either way, I guess the best solution is to delete the foundry districts and focus on setting up your alloy production on other worlds until you get your hands on the motes.
Lady of Ravens 15 Sep, 2021 @ 6:32pm 
I tested it again with no other mods active with the same result. Initially everything appears fine, but as soon as the second month begins the planetary economy on Irk changes abruptly. The number of jobs provided by each district goes up, and the foundry districts now require motes as upkeep, resulting in the economy crashing. This is likely a result of a change in how ecumenopoleis work in 3.1 which is only being applied at the first new month.
TheBigE  [author] 15 Sep, 2021 @ 8:21am 
My most recent playthrough after the 3.1 update has yielded no such issue for me, only a food deficit (which is intended and easily fixed by resettling extra pops from Irk to Foodcourtia, or colonizing nearby worlds and setting up agri districts on them). Are you using any other mods alongside this one? Were there any unique planetary modifiers for Irk or Foodcourtia when you started the game? What about buildings? Is this something that happens for every new game you start as the Irkens?
Lady of Ravens 14 Sep, 2021 @ 11:01pm 
As of 3.1 (possibly before, I don't know, but I'm just trying it out for the first time today) this mod appears broken. A new Irken empire has a deficit of 2 volatile motes and no way to generate or buy these motes. This appears to bork the economy of Irk and, as such, renders the empire unplayable.
Sar Meister 23 May, 2021 @ 7:45pm 
Alright, I was just checking, thank ya kindly.
TheBigE  [author] 23 May, 2021 @ 6:15pm 
It should have no issues working for 3.0.*. If you see a warning in the paradox launcher about it being out-of-date, you can ignore it.
Sar Meister 23 May, 2021 @ 5:17pm 
Is the mod up to date? *Curious*
TheBigE  [author] 23 May, 2021 @ 3:33pm 
The deficits of things like minerals, food, and consumer goods in the early game are intentional, as I think handing the player an Ecumenopolis at game start without any such issues or maluses is a bit OP. You are correct in that the best way to mitigate this is by colonizing nearby planets and using them to produce the lost resources, and there's also the Foodcourtia moon I added to the prescripted Irken home system which is pre-generated as a low-development Agri-World to deal with your food issues specifically, but minerals and consumer goods are still something you'll need to overcome yourself.
Starlyght 23 May, 2021 @ 1:54pm 
As an Invader Zim fan since 2002 I love, love LOVE this mod!! It was the first one I downloaded since I just started playing Stellaris this weekend thanks to the sale. The Fungoid ships work great for the Irkens too, they remind me a lot of the aesthetic of their ships in the show! My only complaint about this mod is starting on the Ecumenopolis makes it so you can't build any new districts on Irk itself immediately, since you don't start with mote stabilization or exotic gas technologies/resources, meaning you have almost no mineral, food or consumer goods production starting out. Thankfully I've mostly been able to mitigate this by colonizing nearby planets and building industrial/mining/farming districts on them ASAP, but yeah, it might be really helpful if you could set the mod to have some of those districts already built on the Ecumenopolis when the game starts? Otherwise amazing mod, thank you so much for creating and maintaining it!
Faithful Nomad 19 May, 2021 @ 11:26am 
This mod is incredible! Thank you so much for creating and supporting this mod! :steamhappy:
Drecksgeviechs 22 Mar, 2021 @ 6:09am 
I really love it :D
Sar Meister 28 Jan, 2021 @ 4:28pm 
Glad this mod is still getting attention and updates, still loving the mod
TheBigE  [author] 1 Nov, 2020 @ 10:27pm 
Updated it anyway because why not, was updating another mod and figured I might as well. No changes to the code or features in this update, however.
TheBigE  [author] 1 Nov, 2020 @ 10:13pm 
@Blitz_The_Soldier and @Gilgamesh, based on my recent playtesting I see no urgent need to update the mod at the moment, as everything seems to be working as intended even with the new DLC added and the 2.8 update. You can safely ignore the 'out of date' warning in the launcher when activating this mod.

However, if anyone does find any problems with this mod that I may have missed in my playtesting, please bring them to my attention so I can correct them ASAP.