Stellaris

Stellaris

Animated Merfolk Species
202 Comments
Etiluos  [author] 1 Jul @ 11:14pm 
traits will have to hold off till I can verify its fine.
Zia 1 Jul @ 6:47am 
I don't see the traits :( do they not work?
Satsuki Shizuka 五月靜 15 May @ 10:30pm 
Not only do the "bioships issue" need updating, but the underwater vents and shoreside production buildings as well as buildings as a system changed drastically ingame. Starting an empire with Merfolk society will effectively nullify your starting pop.
Cat-Lunatic 5 May @ 5:31pm 
This might need update for 4.0, the shipset is appearing in bio catagory.
Etiluos  [author] 13 Feb @ 6:16pm 
yes
Jimbo Yojimbo 13 Feb @ 4:48pm 
Does this still work with recent updates?
Cagliostro 20 Nov, 2024 @ 7:19pm 
Great! Thanks, thinking of starting another playthrough soon ^^
Andromeda  [author] 20 Nov, 2024 @ 6:45pm 
i have not been able to test but im pretty sure as i dont think cosmic storms touched any files this modifies
Cagliostro 3 Oct, 2024 @ 2:29am 
Does everything still work with Cosmic Storms?
Cagliostro 29 Jun, 2024 @ 3:53am 
Thanks a lot! Wanted to play Stellaris today so this update feels like providence ^^
Andromeda  [author] 28 Jun, 2024 @ 8:05pm 
PD patch should no longer be needed once the new update comes out

had to fix alot of errors and issues, sorry about the long times between updates with the code, busy life
Cagliostro 16 Jun, 2024 @ 7:33pm 
*praises modder for updating*
Bimbo Advocate 13 Jun, 2024 @ 10:52am 
I'm so glad you updated this.
speicherii 10 Jun, 2024 @ 12:02pm 
Clicked "add all" from the collection so didn't notice the DLC requirement

Found that even if you dont have the dlc, the "Merfolk Society" civic still shows up, but you can't use the associated species trait
Georelic35 12 May, 2024 @ 11:39am 
Will we ever get "Anglers" and "Merfolk Society" civic Compatabiliity?
ParasiticSquid 12 May, 2024 @ 7:26am 
Now that the DLC is out I got the same question as Danny, will these have reactive portrait features added later? Cyborg, synth, and robot mermaids that actually look like those as you progress would be amazing.
Cagliostro 11 May, 2024 @ 8:29am 
Thank yooouuu! <3
Etiluos  [author] 10 May, 2024 @ 8:53pm 
All the species mods should be working for 3.12 version now.
季夏 9 May, 2024 @ 6:55pm 
update
Etiluos  [author] 7 May, 2024 @ 2:30pm 
Working on it, give it a day or 2. I got a bunch to fix lol
Пельмени и Аниме 7 May, 2024 @ 12:37pm 
The update broke the portraits, the portraits are gone
Danny 6 May, 2024 @ 1:19am 
Looking at the latest dev diary, there are some changes in species portraits I think.
So portrait mods will have to change a bit to accommodate?
Etiluos  [author] 28 Apr, 2024 @ 6:00pm 
Not sure will see how it works when it comes out.
Danny 25 Apr, 2024 @ 11:58am 
Will you update this mod with the coming cybernetic and synthetics update?
Kinda need some cyborg and synth mermaid portraits for when going that route... XD
FulcrumGhost 9 Apr, 2024 @ 9:39am 
Hope ive got the right mod, i've so many that add flavour/RP stuff. how difficult was it to make the "move planet capital to sea" planet decision and would it be possible to do something similar and use the subterranean city background on planets of our choosing? (in another mod of course)
Cagliostro 4 Sep, 2023 @ 2:10am 
Thank you for maintaining the mod even though life got in the way. This is still one of my favourite mods in Stellaris ^^.
Andromeda  [author] 3 Sep, 2023 @ 6:35pm 
Updated with a fix
Andromeda  [author] 3 Sep, 2023 @ 1:05pm 
i fixed the bug and will have this re-uploaded

i apologize for the typo in the code, i am still learning. This was my first actual mod.

And sorry for the insanely long response time, Life got extremely busy
Ryu_von_Nordstern 24 Jul, 2023 @ 6:15am 
I really like the mod, the portraits look very beautiful and cute. I see some people complain of glitches and errors, so i will wait a bit before turning it on, but i look forward to try it out!
Mnemnosyne 24 Jul, 2023 @ 5:16am 
The problem with the destroying if ANY planet in the empire isn't wet is a mistake in the destroy trigger in mer_buildings.txt

destroy_trigger = {
exists = owner
owner = {
any_owned_planet = {
NOR = {
has_climate = wet
is_planet_class = pc_ocean
is_planet_class = pc_continental
}
}
}
}

needs to be changed to

destroy_trigger = {
exists = planet
planet = {
NOR = {
has_climate = wet
is_planet_class = pc_ocean
is_planet_class = pc_continental
}
}
}

and then it will work, destroying the appropriate buildings only if the planet they're on is the wrong class.
Efi 7 Jul, 2023 @ 1:35pm 
it changes my leader portrait whenever i select the psionics tree
only this mod enabled, so it seems to be a bug with this mod
Rylasasin 27 May, 2023 @ 6:21pm 
Yeah, I'm thinking it somehow triggers the deletion if ANY planet in your empire is something other than a ocean(aquatic) or continental, rather than if THE PLANET ITS ON is, and then it just goes order 66 on every one of them.
Etiluos  [author] 27 May, 2023 @ 4:03pm 
they would delete themselves if its something other than a ocean or continental planet. We will probably change the code for some but it will instead give you 0 if its not in the right planet type.
Rylasasin 27 May, 2023 @ 3:29pm 
during my tests I only built them on my homeworlds: An Aquatic homeworld (PD) and Oceanic. Though I carried out the same test on other worlds, and thermal vents would disappear there too.

The planet I invaded was NOT the homeworld.
Etiluos  [author] 27 May, 2023 @ 3:05pm 
@Rylasasin
well currently both buildings should exist for ocean and continental planets for this mod. what planet types are those where they disappear?
Etiluos  [author] 27 May, 2023 @ 2:28pm 
I will look into it for both of them.
Rylasasin 27 May, 2023 @ 12:58am 
Okay so upon further research, it seems the vent problem occurs if you invade a world. In my tests, the Thermal Vent Refs remained up untill I invaded a primitive planet. Then no matter what I did, it would just keep deleting the thermal vents on my homeworld.

Shoreline Land Harvesting Sites have the same problem.
Rylasasin 26 May, 2023 @ 11:54pm 
Thermal Vent Refinery continually deletes itself for some strange reason.
Drakelord138 21 May, 2023 @ 5:11pm 
Is the Merfolk Ruler trait not working?
Georelic35 21 May, 2023 @ 2:21am 
Is Merfolk Society meant to not work with Anglers?
Cagliostro 17 May, 2023 @ 6:28pm 
Thanks a lot for the update! I look forward to trying the mod out! ^^
Etiluos  [author] 17 May, 2023 @ 5:55pm 
updated
Etiluos  [author] 17 May, 2023 @ 3:31pm 
where working on a updated fix. New buildings, updated traits, and moving merfolk to the aquatic tab.
Georelic35 17 May, 2023 @ 12:25pm 
I seem to have a minor issue with the leaderpools now.
If I go and show all Leaders the frames drop dramatically.
It's a minor issue, cause I can simply look at leaders by section instead. Then it only drops 20 instead of 50 frames.
Goomboss 16 May, 2023 @ 5:51am 
The aquatic trait has been changed to be 2 points leaving you currently one perk point short to have all the mermaid traits and get the perks to upgrade them.
Sol_Invictus 20 Apr, 2023 @ 10:38pm 
this doesn't seem to work with "Stellar Legions" mod both use the merfolk species class
Cagliostro 18 Mar, 2023 @ 7:17pm 
Hmm, land explorers doesn’t seem to be showing up for me. How odd.
Etiluos  [author] 27 Jan, 2023 @ 1:38am 
well the only thing ya can do would be to terraform planets into ocean ones if your going without aquatic trait, merfolk and its accompanying traits are meant to be more RP
ParasiticSquid 27 Jan, 2023 @ 12:32am 
So far in my current non-aquatic trait merfolk run ive encountered merfolk that can't flood habitats making them completely pointless due to both the habitat debuffs and merfolk dry land debuffs stacking, they can't use the move city to ocean decision, they can't take hydrocentric by default like aquatic trait can, and considering my current run is a one system playthrough the lack of habitats is kind of killing me for obvious reasons oof

On the plus side forgoing the aquatic trait gave me two extra trait points but I might look into a mod to remove aqautic trait cost so I can use it with merfolk trait in the future without if getting in the way of other possible traits. I figure they're already aquatic, the trait would just be a formality to get aquatic species features to work at that point. An idea that others might like for their own merfolk if needed
Etiluos  [author] 26 Jan, 2023 @ 8:11pm 
maybe but that requires more diving into the code and editing stuff around so it was better to have merfolk balance to 0. we can chalk it up to being a difference between salt and fresh water merfolk lol