Stellaris

Stellaris

Exigency 3.3*
251 Comments
Journeyman Prime 7 May @ 6:43pm 
any chance of a 4.0 update old buddy?
Thrice 12 Aug, 2024 @ 2:29pm 
You guys know what wrong with it, but dont post an updated file? .....
HarryBaboon 14 Apr, 2023 @ 4:42pm 
Can confirm missing " still there.
lyra_tcm 16 Jun, 2022 @ 8:45pm 
there is a missing " in the 00_ex_tech file at line 688 leading to the rest of the file not working
Mercury! 27 May, 2022 @ 8:36pm 
thanks!!!
Edcrab  [author] 27 May, 2022 @ 2:01pm 
I'm working over the weekend but afterwards I'll try and update: we'll likely see a basic update for both Exigency and OPC and then I'll add new features later down the line

(For example, if triggered modifiers are functioning as intended again I can revert the starbase modules back to their intended forms)
Mercury! 27 May, 2022 @ 5:11am 
update?
Edcrab  [author] 6 May, 2022 @ 4:10pm 
So you can find the fixed/reworked Manufactured Species here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2804665492

I'm going to hold off on updating the main mod until Overlord drops, as there'll probably be a handful of bugs to fix. Longer term I'd love to make use of the new features in both Exigency and my Overpowered Civics mods: might prove to be beyond my skills, but the new Situations system could make for interesting interactions, e.g., finally having a proper event chain for the Supercomputer relic with Sapient Intervention instead of listing the options on the edict menu
Edcrab  [author] 2 May, 2022 @ 6:38am 
BlackFyre: that's because one of the patches reworked pop assembly so that it's not enough to simply have a pop assembly value, you also need to have one of the methods outlined in game_rules too (such as zombies, Budding plantoids, clone vats), which acted as a major nerf to it. I'm going to rework Manufactured Species as an Origin anyway so I'll see about editing game_rules to return that functionality: that does limit compatibility a bit, as it means altering a base file which I'm loath to do, but we'll see

What I'm thinking: you'll have more Manufactured Species pops, and start with the ability to (very slowly) assemble them, but the Manufactured Species *can't* reproduce naturally, like the clones from the Clone Army Origin
Edcrab  [author] 22 Apr, 2022 @ 1:59am 
Merlin: good catch! Thanks for that. I've noticed there's a few other errors, especially in the localisation files, and I think this is because this upload was a mishmash of other versions so some old problems have crept back into the code. Hopefully I'll get to upload fixes over the weekend

lyra_tcm: Yeah that's a possibility, although it wouldn't work on any mods that rename the stages outright. I could potentially add lots of alernate entries for the more popular mods but I'm still leaning towards the ascension perk route: it was always intended to be an ascension path and requiring a Dyson Sphere was just an easy janky way of delaying the event until later in the game
Merlin Pharmakeus 20 Apr, 2022 @ 4:29pm 
Bug Report:
There is a typo in tinker job ressources bracket : category = planet_researcher
The "s" at researchers is missing which disable any production modifiers.
lyra_tcm 20 Apr, 2022 @ 12:28pm 
You could check every on mega upgrade if its upgraded to either of those then set a flag to track that
Edcrab  [author] 15 Apr, 2022 @ 4:28pm 
Yeah a clash arises with any mods that alter the Dyson Sphere in some way. My code only checks for whether you have a dyson_sphere_5 or a dyson_sphere_restored, so if other mods rename them or add additional stages beyond 5 it won't work

I can probably make compatibility patches but going forward I reckon a good route to take would be to rework the Sapient Intervention upgrades and gate things behind something other than a Dyson Sphere (maybe an ascension perk?) and try and make it function as a proper ascension path, possibly right down to the extent that it locks you out of other ascensions (although maybe it'd allow you to pick the first perk of one, just for variety's sake)
FortuneTeller 15 Apr, 2022 @ 11:49am 
Okay, I have done a quick cheat run without any other mods, and then it does seem to work. so it is a mod issue... just don't know wich one yet
FortuneTeller 15 Apr, 2022 @ 11:21am 
Tried a new run, build a completely new dyson sphere, but there still is no upgrade available.
So a few questions:
- Is there an event waiting time?
- Could there be a problem with multiple mods ( I am using a couple, gigastruciral engineer, ACOT, Guilly world modifiers.)
Edcrab  [author] 12 Apr, 2022 @ 12:36pm 
Thanks for the catch, I'll include a fix in the next update
Zares 12 Apr, 2022 @ 10:15am 
Hey, you used ) bracket instead of } in TYRANT1.txt file, line 46.
Grendain 30 Mar, 2022 @ 3:04pm 
Ahhhhh sorry my dumbass mind mistake, gg the mod is good
Edcrab  [author] 30 Mar, 2022 @ 2:56pm 
Not sure what you mean by that? Do you mean the icons are showing in the species trait area or something? I'd appreciate a screenshot of the issue if you get the time
Grendain 30 Mar, 2022 @ 2:51pm 
A UGLY bug?
Grendain 30 Mar, 2022 @ 2:50pm 
Some of your civics no are in my Civics species option
Edcrab  [author] 27 Mar, 2022 @ 7:50am 
Sorry, should be fixed now. For some reason it wasn't distinguishing properly between dyson_sphere_5 and dyson_sphere_restored (technically two different megastructure entries)
FortuneTeller 27 Mar, 2022 @ 4:13am 
Bug report: Sapient intervention;

Last upgrade is not available, i do have completed (repaired) Dyson sphere but there is no option to upgrade within the edict screen.
Edcrab  [author] 23 Mar, 2022 @ 1:43am 
So I've got an update due shortly, so usual warnings apply! If you have issues hopefully the Exigency Spare upload linked above can be an alternative to jumping through hoops to make the launcher work

Update highlights include:

-Compatibility fix for Data Liberators and Galactic Conglomerate (...again)
-Fixed Data Liberators being available to Authoritarians, which wasn't intended behaviour, and fixed an issue where a Data Liberators empire would really hate another Data Liberators empire
-Tweaks to Planetary Senate
-Decadent Conglomerate becoming Nightmare Conglomerate
-With the right techs you can now build a Fantasia Resort building on your Resort World and a Panopticon building on your Penal Colony
Edcrab  [author] 21 Mar, 2022 @ 5:08pm 
I'll try and fix that with my next update! It worked at one point but something I did must have broken it again. I think there's a good chance that my latest OPC update accidentally used an older trade_conversion file, one that works standalone but screws things up when Exigency is present too
Orolin 21 Mar, 2022 @ 7:29am 
Dang, it seems that Data Liberators isn't compatible with Galactic Conglomerate from your overpowered civics mod for some reason! I wanted to run a whole empire on nothing but clerks, but it only produces the research *or* the resources when I use them both
Edcrab  [author] 10 Mar, 2022 @ 5:15am 
I had to fix a bug or two anyway so while I was at it I've (temporarily) reworked the Proving Ground and the Munitions Bay/Missile Command to grant flat bonuses equal to 3 modules. If and when the bug gets fixed I'll revert them
Edcrab  [author] 9 Mar, 2022 @ 6:07am 
So apparently the "triggered_station_modifier" command is still bugged, even for the default Offworld Trading Company starbase building, which unfortunately by extension means that the Proving Ground is broken again too, as are the other specialisation buildings which are meant to count total gun batteries etc

At one point saving and reloading seemed to fix the problem but that's not the case for me right now, so not entirely sure how to address this one. I might change the buildings to a flat bonus or something as a stopgap measure but I'd rather not have to do that
Edcrab  [author] 8 Mar, 2022 @ 8:16am 
Somehow got unsubscribed from this thread so apologies for lack of response but I've just updated

flyons_gary: just per anchorage/shipyard on that specific starbase

Rynjobulous Rex: not sure but it's possible, my code checks for dyson_sphere_5 (or whatever the final version is called) so if Gigastructures changes base megastructures in some way, perhaps that's preventing the mod from realising you built one? At some point I'd like to flesh out the Sapient Intervention event change so it's made up of actual events rather than options you click in the edict list, but it should work a bit more smoothly now
Sucal 3 Mar, 2022 @ 3:03am 
Thanks for updating this!

I'm looking forward to using ENGINEERING WORLD, but I think you need to adjust your jobs thanks to the 2.0 patch. There's a line of code that needs to be changed for the jobs to work
Sjru 🐲 23 Feb, 2022 @ 8:19pm 
Update?
11 23 Feb, 2022 @ 6:32pm 
hey man some of your jobs are not working.like job_expsion and job_exmetatechnician.
KahirDragoon 29 Nov, 2021 @ 8:43am 
Just noticed it is correclty applied after loading the savegame from yesterday. So saving and relaoding seems to fix it.
KahirDragoon 28 Nov, 2021 @ 8:56am 
The Proving Ground Starbase building doesnt seem to work correctly. I only get +1 shipyard even though i have 3 Shipyards. Same with the cost reduction. Get only -4 instead of -16 (3 Anchorages),
Rynjobulous Rex 10 Nov, 2021 @ 6:31pm 
I can't seem to get the final upgrade for Sapient Intervention, even though I have a completed Dyson Sphere. Any idea why this could be? Would gigastructural engineering conflict maybe?
Punished Dwight 2 Nov, 2021 @ 11:30am 
I'm interested in the Forsaken Recovery biology tech path, what is it like?
Wrath_of_Janos 28 Oct, 2021 @ 11:03am 
problem: descriptorfile is missing
flyons_gary 8 Oct, 2021 @ 4:13pm 
To confirm something about the proving ground, is it per anchorage on that specific starbase or is it per anchorage across my empire?
Edcrab  [author] 8 Oct, 2021 @ 1:08am 
Yeah, should just be one or the other: Exigency Spare is a separate but identical copy of this mod to get around the launcher issues, so try Spare by itself and vice versa if it's not cooperating. Hopefully that'll fix it

In other news someone approached me re: some kind of crash bug that may or may not be linked to this mod, I'll try to look into that as soon as I can
Journeyman Prime 8 Oct, 2021 @ 12:51am 
I've found that this mod doesn't show up in my launcher when I'm subscribed to it. I am also subbed to Exigency spare, do I need to unsub from the spare in order to use this one?
Holiday 21 Sep, 2021 @ 2:27pm 
it works with 3.1?
Journeyman Prime 25 May, 2021 @ 2:16pm 
TY
Edcrab  [author] 25 May, 2021 @ 2:07pm 
Just as a heads up as the original link changed and I had to delete the post: if anyone else is struggling to make the launcher co-operate there's a fresh Exigency upload which might work for you instead (make sure to unsubscribe from the original mod first): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2478616574
Journeyman Prime 25 May, 2021 @ 1:52am 
@Enano Do you think you could help me do that too?
Enano 14 May, 2021 @ 7:27pm 
Hey I got the missing descriptor file error to go away. In the Documents/Paradox Interactive/Stellaris/Mod folder there files with the naming method of "ugc_1610020781.mod".
Inside these are just copies of the various mod's descriptor.mod file, renamed with the mod's workshop number in the file name (as in what i quoted up there).
I made a copy of your descriptor.mod from the steamaps/workshop/content/281990/16100207081 folder and just renamed it and it worked, the error went away, and the mod can now be activated in the launcher and used.
Don't know why it was missing, its probably supposed to be automatically generated by the launcher and it isnt for some reason but there you go.
HarryBaboon 2 May, 2021 @ 9:51pm 
Got the following errors from running irony mod manager:
Error in common\technology\00_ex_tech.txt: Ln: 773 Col: 2
}
^
Note: The error occurred at the end of the input stream.
Expecting: char ", '\\' or '\\"'

Error in events\exigencycivics.txt: Ln: 256 Col: 3
#}
^
Note: The error occurred at the end of the input stream.
Expecting: closing brace, statement or whitespace
Other error messages:
The clause opened at ("events\\exigencycivics.txt", Ln: 184, Col: 17) was not
closed.

Error in common\exigency credits.txt: Ln: 2 Col: 45
fa for the neutral trait colour scheme (it looks a hell of a lot better than th
^
Expecting: end of input or statement

Doesn't seem to break anything but just thought I would post it in case it helps.
11 30 Apr, 2021 @ 4:25am 
delete ".launcher-cache" folder may be help.
✧Starshadow Melody✧ 28 Apr, 2021 @ 11:32am 
SCROLL DOWN.
Journeyman Prime 28 Apr, 2021 @ 11:11am 
This mod shows up in my launcher as both out-of-date and "missing a descriptor file" whatever that means, can anyone enlighten me?
Musashi 26 Apr, 2021 @ 11:09am 
I've unsuscribed and resuscribed . Tryed unsubscribing, deleting all mods folders and all descriptor files manually and resubscribing. Same effect. Problem this time must be in an error uploading the file. Only alerting you. Not complaining. I've buildt a manual descriptor file for now to try the mod and erased it from my mod collection.