Stellaris

Stellaris

Stellaris Immortal (alpha)
719 Comments
Queek Headtaker 4 May, 2023 @ 2:52pm 
will this be updated one day? </3
Yaddy 12 Dec, 2022 @ 2:51pm 
is this mod compatible with nsc2
Jayeee 21 Jun, 2022 @ 5:35am 
Come here from time to time always make me remember the good times
GnoSiS 20 Oct, 2021 @ 10:11am 
Unknwn Prson 16 Jun, 2021 @ 4:29am 
Is this mod still being worked on for 3.0?
Eoftar 8 Jun, 2021 @ 2:47am 
I know it is irrelevant to this mod, but are you guys gonna update the Living space in the future?
WarZone NYHC 5 Jun, 2021 @ 6:46pm 
o7 dead
WHR | TMaekler 9 Apr, 2021 @ 3:28am 
That sounds promising :-). Looking forward to what you are going to do with this...
d12ddd 9 Apr, 2021 @ 3:03am 
Very cool, looking forward to it! Best of luck in that case
Metadigital  [author] 8 Apr, 2021 @ 9:03pm 
Stellaris Immortal will be rebuilt for 3.0. It will be a collection of mods rather than one, so players can pick and choose which features they want in their game.
d12ddd 31 Jan, 2021 @ 11:36pm 
Any plans to update the mod? Looks very interesting but I really don't like reverting to old Stellaris versions
alex.vagni 15 Jan, 2021 @ 7:49am 
@Metadigital Could you explain how population_density inside the planetary featurs work?
WHR | TMaekler 19 Nov, 2020 @ 7:16am 
Talking about inspiration :-). It is a good way for Paradox to see what the community creates and take the good parts into the game.
Metadigital  [author] 19 Nov, 2020 @ 6:51am 
Yeah it's looking like every new feature coming to Stellaris was done first in this mod. I'm amused, but it means that we're going to have another puzzle to solve in updating it. It'll probably require a complete rework of the mod.

On the plus side, it might open up the possibility to finally make SI more modular.
GnoSiS 19 Nov, 2020 @ 4:48am 
Check the new Dev diary: This mod wins! The devs are taking this route. But they are not reducing jobs this much!
WHR | TMaekler 3 Nov, 2020 @ 4:34am 
Devs stopped this mod to rethink their general strategy. So unknown at the moment if it will be continued. Limitations of Stellaris are the reasons for their frustration. Bit a lot of People are waiting and hoping that it will continue at some point. General idea of this one was very well received.

If you want to give it a test run switch back to latest 2.6 of Stellaris. It runs perfectly fine with that version.
shane143 2 Nov, 2020 @ 10:32pm 
oh it is not, i just found out. well, i will wait.
shane143 2 Nov, 2020 @ 10:26pm 
hello, i am new to stellaris mods. Just wanted to ask if this is compatible with 2.8.0?
Kitsune 24 Aug, 2020 @ 8:42am 
Really hope you guys are well and will start working on an update soon :)
GnoSiS 22 Aug, 2020 @ 2:03pm 
Here's hoping the authors are OK and well.
WarZone NYHC 10 Aug, 2020 @ 11:02am 
This was such a good mod, I hope you guys continue
Zibo 8 Aug, 2020 @ 4:55pm 
I can't scroll down in the advisor tab to select one of my advisor mods. Is this feature part of the mod?
Pietrooperv 6 Aug, 2020 @ 7:27am 
In my latest game I've noticed that there are a bunch of AI planets that continuously rebel and cede away form the AI only to do it over and over. They only have one planet so its a never ending cycle of new one planet one system AI empires. Theres a few of them across the galaxy at this point from several different AI. Its not game breaking, but its annoying that rebel empires will just get replaced every few years by a new one.
Kayden_II 21 Jul, 2020 @ 10:53am 
I'm now remembering why I haven't touched V2.7.2 so far since you guys haven't updated your mod. Sad :( And yeah, I've read the reasons.
GnoSiS 26 Jun, 2020 @ 5:41am 
@Metadigital, take care and hold on!!! it will pass.
Metadigital  [author] 25 Jun, 2020 @ 4:56pm 
Sadly, we are on lockdown in what might currently be the global hotspot for COVID-19 and just bunkered down taking care of the family right now.
GnoSiS 24 Jun, 2020 @ 4:52am 
@Gebnar Hi, you guys are on holiday? No rush, just wondering.
Sentry Ward 15 Jun, 2020 @ 6:34am 
My only hope is mod author don't throw away megacorp :]

And i didn't test yet, but how pop traits and bio path works here?
SnugglyPuffs 8 Jun, 2020 @ 4:07pm 
How does compatibility with ACOT look?
SEZER 21 May, 2020 @ 2:55pm 
does it speed up game in general?
WHR | TMaekler 17 May, 2020 @ 12:37am 
According to discord the developers are doing a general discussion about how to continue this mod. They will update in due time. Give them a neede creative break to find enough satisfacion for themselves and a good way to continue.
Cheesemongle 16 May, 2020 @ 7:55pm 
rip
lottanubs 10 May, 2020 @ 7:01am 
jovian pox delay update aaaa
Everstill 9 May, 2020 @ 5:35pm 
Hello, any news about the new update...? We need your mod to shake things up.
gebnar  [author] 29 Apr, 2020 @ 6:53am 
@legionary117
The three ascension perks that are no longer available from traditions are instead granted when the following things occur:
- You colonize your first new world.
- Your precursor system is revealed (whether by you or someone else).
- An end-game crisis starts, or a Fallen Empire awakens.
RealWilliamG 29 Apr, 2020 @ 1:45am 
Is there a way to unlock blocked ascension slots? I've finished all the trees but because picking one blocks another tree I can't complete them all.
WHR | TMaekler 28 Apr, 2020 @ 11:52pm 
AlphaAsh has created a nice mod for more Traditions. Might be worth while to look into it for inspiration of more Traditions in SI.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2073453293
salemonz 21 Apr, 2020 @ 7:01am 
Finally getting back into Stellaris after Federations release. This mod is a must-have for me these days. Eagerly looking forward to beta! Thanks for all the work!
Everstill 12 Apr, 2020 @ 12:27pm 
The unfilled job lag problem was dramatically reduced with the new patch, as they removed the 'check all the time' in favor of triggered checks.

I will wait for the full remake of the economy and I hope they bring back the basic rural jobs.
Thundrfox 12 Apr, 2020 @ 12:39am 
is there a reason why I always start with like 90 crime and not even nearly enough housing?
PrettyAverage 11 Apr, 2020 @ 1:18am 
I prefer it. Plus the laborers system means (I think) there are no unfilled jobs which is supposed to be one of the major sources of slow down.
Everstill 10 Apr, 2020 @ 11:40am 
But the problem of the previous system was the micromanagement of opening the Planetary Features UI and building the rural jobs one by one. Instead of just scraping the building part, they scraped everything and made a weird laborer + bonus system that have unlimited rural jobs...?

I think the previous system was really creative, the problem being the rural buildings UI.
WHR | TMaekler 10 Apr, 2020 @ 10:15am 
The goal of SI always was to minimize micromanagement. I think the new system does. However, if would be nice if there would be a better warning system for pollution - other than catastrophies happening... . Some kind of popup at, i don't know, planet exceeding 300 pollution, 500 pollution, etc. Maybe environmentalists warning or something like this. Maybe there could be a warning programmed into the outliner. Like a symbol that lights up when the pollution goes over 300 (yellow), over 600 (orange), over 1000 (red).
Everstill 10 Apr, 2020 @ 10:07am 
I really desliked the changes to Rural production. It's a step back from the previous system, where the only problem was the UI.

Instead of this weird "laborer" job that produce everything, why not then just make the planetary features give jobs instead of 'bonuses' ? Much better having farmers, miners, etc...
ACOG Barrett Man 8 Apr, 2020 @ 10:33pm 
I have a question. Is the Penrose Sphere broken in the compatibility mod? It says to build it on a black hole. I have 2 within my borders which 1 has an L-Gate in it so it's understandable if I can't build it there but the other one has nothing in it.

Another thing is a few visual bugs with ship sections like a titan one saying it has 8 hangar segments but instead has 4 and 8 med gun turrets.
Quin 7 Apr, 2020 @ 5:41am 
Some of the hanger sections for cruisers and bigger ships seem to add half large slots instead of just hangers.
Sulendil 6 Apr, 2020 @ 12:24pm 
The civil model of "environmental protection" does not increase housing from residential areas :steamfacepalm:
Cain the Enabler 6 Apr, 2020 @ 12:14pm 
@Sulendil I was sure we fixed that. I guess not
Sulendil 6 Apr, 2020 @ 9:05am 
The "filter of spores (fungi)" modifier does not produce exotic gases, but consumes them. Is this a mistake?
gebnar  [author] 6 Apr, 2020 @ 5:55am 
Diplomatic stances are in.

The AI is not currently a high priority - as the core economy is still getting ironed out and any improvements to AI now are just wasted work.

@erik.vale
Immortal doesn't change anything that I'd imagine would cause the bug you mention, so I suspect it's a feature of vanilla Stellaris. That said, when we get to the point where AI can be a priority again, I'll see what I can do.