Stellaris

Stellaris

Cargo Ships and Foreign Trade [DISCONTINUED, CHECK DESCRIPTION]
285 Comments
James Fire 12 Mar, 2022 @ 11:47pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2670609971

This mod has been updated as the Trade Ships module in Rise Of Cosmic Industry. If you just want this, you can disable the other modules just fine.
James Fire 6 Feb, 2022 @ 9:06pm 
I'll leave a link here once it's up. I have a feeling some people will want to follow it...
Kiyosan  [author] 6 Feb, 2022 @ 8:52pm 
Separate is fine. :steamthumbsup:
James Fire 6 Feb, 2022 @ 8:40pm 
If I was to update this, would you accept the updated code to upload here, or would you rather it be separate?
Kiyosan  [author] 4 Feb, 2022 @ 2:56pm 
nah, not updating it but thats what i would have done if i did because the modding updates kinda make the bulky parts of my code inefficient
Awaken my Masters 4 Feb, 2022 @ 1:00pm 
If you'd still update I won't lay my fingers on it I figured you stop working on it from what I read
Kiyosan  [author] 4 Feb, 2022 @ 12:04pm 
ye go ahead, though i'd personally overhaul the code myself
Awaken my Masters 3 Feb, 2022 @ 9:30pm 
Considering that you put your mod on hiatus, is one allowed to take parts of your mod and/or update it iff credits are given?
Cameron Parris 15 Jan, 2022 @ 8:25am 
RIP
Kiyosan  [author] 18 Nov, 2021 @ 7:40am 
@n.pedrazalis I just realized that the last time I replied here was on September... I'm very likely going to put my mods on hiatus cuz I haven't had the time to start playing the game lately and look into the modding changes.

@tilarium ur probably trolling but just in case, bruh check the upload dates LUL
tilarium 18 Nov, 2021 @ 4:29am 
Have you even bothered to try any of the mods or are you just spamming every mod in the workshop with the same thing?
n.pedrazalis 17 Nov, 2021 @ 9:39pm 
Hello could you uptate for the last version please its appearing outdated on the menu
Kiyosan  [author] 11 Sep, 2021 @ 10:58am 
Now that job production is even more of a thing, I'm actually considering it. I'll try to experiment with the new stuff when I can.
James Fire 11 Sep, 2021 @ 9:01am 
Question.

With 3.0, and 3.1 massively expanding variable functionality, do you intend to perhaps use this to base trade on the production of the planet, rather than jobs present?

Assuming you haven't already.
Kiyosan  [author] 26 May, 2021 @ 11:56am 
Glad it's sorted out! Happy spacefaring!
Cpl.geckell 26 May, 2021 @ 10:58am 
All good, i sorted it out. like i said earlier, looks like it was a general incompatibility error. Not sure which mod is causing it but it's working fine now, thanks again for the info!
Kiyosan  [author] 26 May, 2021 @ 9:23am 
The error is not caused by my mod because all my files for this mod should have "kiyo" in the name. Please tell me if you have any other errors.
Cpl.geckell 26 May, 2021 @ 7:52am 
So i haven't been able to narrow down the Tech responsible but the error I'm getting looks like this:

[10:49:55][effect.cpp:558]: Script Error, attempted to execute an effect on an unsupported scope!
Event: civtrade.5
Location: file: events/civtrade_events.txt line: 439
Effect Type: planet_event
Scope:type=country
id=27
random={ 0 2339876930 }
saved_event_target={
type=country
id=125
name="has_traders"
}
Cpl.geckell 25 May, 2021 @ 3:23pm 
No problem. I'm not near my computer tonight but I'll do some tests tomorrow and send the log over if I can't seem to sort it out, thanks again!
Kiyosan  [author] 25 May, 2021 @ 2:50pm 
Oh whoops I accidentally deleted a comment... my bad.
Kiyosan  [author] 25 May, 2021 @ 2:49pm 
For some reason, I'm now having trouble reproducing this problem... :/

Can I see your error log?
Cpl.geckell 25 May, 2021 @ 1:57pm 
Yeah, but I've tested it with a new game and get the same issue
Kiyosan  [author] 25 May, 2021 @ 1:19pm 
Oh wait I was mistaken, the error was because of something I did in my test save.

One more question: was this mod installed mid-save?
Kiyosan  [author] 25 May, 2021 @ 1:10pm 
I found a stray error regarding the decision. I'll see if I can get it fixed. So weird how it worked before when I tested it earlier...
Cpl.geckell 25 May, 2021 @ 12:00pm 
Just an update, I kinda narrowed down the issue. I was able to get the ships to star spawning after using the “research all technologies” command but just having the Colonial Centralization tech looks like it’s not ufficidnt to get the ship to spawn for some reason. Is there any secondary tech attached to this mod or a way to narrow down which tech I need to actually force the spawn?
Cpl.geckell 25 May, 2021 @ 10:08am 
I'm a communal parity but have attempted with other empires using the "play" command and have the same issue. I have no cargo ships at all, I haven't been able to get the mod to work at all so i can't produce any ships. I don't have any trade route techs to my knowledge
Kiyosan  [author] 25 May, 2021 @ 10:02am 
Questions:
-What kind of empire are you?
-How many cargo ships do you have right now?
-Do you have any of the listed techs that increase your max trade routes?
Cpl.geckell 25 May, 2021 @ 9:21am 
Getting a weird issue where every time I select this decision the ship does not spawn. Basically the vent notification pops up but there is not ship visible in the system and after a day or so it says the route has been cancelled
Kiyosan  [author] 16 Apr, 2021 @ 5:22pm 
Updated for v3.0. Hopefully I will be able to look back at the mod and make it more efficient since there's a lot of changes for modding. Made no gameplay changes but if anything seems weird, tell me.
Kiyosan  [author] 20 Mar, 2021 @ 5:09pm 
They can be but they don't specifically target them as of now.
Lissimo 20 Mar, 2021 @ 4:09pm 
Will the cargo ships be attacked/raided by monsters/pirates/marauders?
Kiyosan  [author] 6 Feb, 2021 @ 6:18pm 
Should still be.
Seven Seas 6 Feb, 2021 @ 6:14pm 
Is still compatible with actual version?
Kiyosan  [author] 8 Nov, 2020 @ 2:46pm 
Once the trade route is set up, it needs to go back to its origin planet and then to the destination planet again in order to gain the opinion modifier. Realized that it wasn't in the description so I'll change it accordingly.
James Fire 8 Nov, 2020 @ 1:36am 
So, with this,

Each cargo ship trading with an empire increases the AI opinion of that empire of you by +3.

How is it supposed to show up?

https://cdn.discordapp.com/attachments/656460872222375936/774930379617337374/20201108023625_1.jpg
James Fire 29 Sep, 2020 @ 10:55pm 
A way to fully fill any selected cargo fleet would be nice. Cause they get up to like 6 capacity, which means quite a bit of clicking.
The_real_nemo 29 Sep, 2020 @ 8:40pm 
Yea, i noticed that too, but realistically it's not a big deal. A minor annoyance at worst.

The core functionality of the mod works perfectly fine.
Kiyosan  [author] 29 Sep, 2020 @ 1:57pm 
It seems the issue is because of 2.7 and the edict changes. For some reason, edicts that last for 0 days don't immediately expire in 2.7 but do in 2.6. No idea why that's a thing now but it screws with trying to use edicts to open menus.

I may change it to be a capital-exclusive decision or something similar if this gets too annoying for too many people.
James Fire 28 Sep, 2020 @ 10:18pm 
The edict to upgrade cargo ship capacity is very clunky and slow, as the edict has to run out in a day before you can do it again. Anything you think you can do for this?
Abu Hajar 17 Aug, 2020 @ 6:16pm 
Thanks for the quick response :)
Kiyosan  [author] 17 Aug, 2020 @ 6:15pm 
They're affected since they use a vanilla ship model.
Abu Hajar 17 Aug, 2020 @ 5:45pm 
Do you know if the cargo ships in this mod are affected by the mod Downscaled Ships?
DragoonBlade 11 Aug, 2020 @ 8:01am 
Thanks!
Kiyosan  [author] 10 Aug, 2020 @ 8:04pm 
Done.
DragoonBlade 10 Aug, 2020 @ 7:03pm 
Can you make the Cargo Ships work with the effects of this mod:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1915620447
Kiyosan  [author] 30 Jul, 2020 @ 7:44pm 
Will look into it but no promises as to when that gets patched. Currently busy with other stuff right now.
Timrath 30 Jul, 2020 @ 7:39pm 
Yes, but the war ended long ago. No, they didn't lose any planets.
I managed to play as them (by using the console), and manually move their ships to their home planet.
Kiyosan  [author] 30 Jul, 2020 @ 5:36pm 
Is the owner(s) of the foreign cargo ships at war and/or are they losing their planets?
Timrath 30 Jul, 2020 @ 5:01pm 
There are a number of foreign merchant ships sitting above my capital. They've been sitting there immobile for decades, increasing in number, and making quite a noise. Is there any way to get rid of them, or get them back on their route?