Stellaris

Stellaris

Roaming Space Monsters
44 Comments
greatswizard 18 Jul @ 6:59am 
does it still work with the current version ?
Apex is a bad game 12 Nov, 2023 @ 9:15pm 
it breaks hive mind....
Klyph 10 Jan, 2023 @ 10:19am 
Does this mod still work? and can it be expanded upon? it would be great if this got mixed with that old monster waves mod and keep the monsters from spawning inside your borders. I'd love to do a first/only of their kind run and fight off the ever growing waves of monsters, without colonizing every single system.
Sssaging 2 Sep, 2022 @ 12:23pm 
It also breaks contact from Imperial Fiefdom origin
Doviena 10 Aug, 2022 @ 8:59pm 
Which sucks cus I love the life this mod brings to the galaxy
Doviena 10 Aug, 2022 @ 8:58pm 
Can confirm issue with Merc Enclaves. With mod they form and are removed the next moment, while without mod they form without an issue
Malware Mal 13 Jul, 2022 @ 8:51am 
Can confirm on latest patch this breaks mercenary enclaves. For some odd reason, disabling it also disables the civic for reasons I can't understand, but than again the code can change a lot during a patch. I imagine some of the code changes, which were fine before, now are associated with enclaves.
Caellach 18 Jun, 2022 @ 9:59pm 
update?
EmperorZNerol 24 May, 2022 @ 7:21am 
3.4?
hypersot 18 May, 2022 @ 9:11am 
This mod breaks the 'Teachers of the Shroud' origin

Tested with only this mod loaded and, while the empire gets the origin's stats, it won't trigger the contact at the start of the game (where the empire gets the special gateway).

To be honest, loading this mod is a nice way to make the origin just a tiny bit less OP :)
oddct999 14 May, 2022 @ 4:28am 
well when i only use this mod and try to create a enclave it creates it then destroys it the next day
Bambi  [author] 14 May, 2022 @ 3:16am 
It shouldn't remove anything, only add.
oddct999 14 May, 2022 @ 2:16am 
heads up this mode removes mercenary enclaves
Pitlos Tails 12 May, 2022 @ 4:22am 
can you make a version without the AI changes... they're just terrible
Commander Ashfield 29 Apr, 2022 @ 5:03pm 
I'm running it on the latest update of Stellaris with no problems whatsoever and it does what it says.
Ediacaran Pondscum 29 Apr, 2022 @ 11:41am 
@Commander Ashfield, Did you find anything in your tests? This mod seems very interesting and maybe robust enough to not need updates as often? I think i'll test myself, but was wondering if anyone else had any new info atm.
Commander Ashfield 17 Apr, 2022 @ 8:53am 
Will test and confirm after.
Rips 2 Apr, 2022 @ 10:35am 
Awesome mod. Sad to hear about losing the source. The author says below it should work with 3.3. Anyone else confirm?
OtherPlayers 23 Mar, 2022 @ 3:02am 
Probably not much of a consolation at this point (As a modder myself I've known the pain of losing files before). But if you ever decide to get into Paradox modding again or for anyone worried about having that happen to them the Irony Mod Manager [bcssov.github.io] basically does everything that the Paradox launcher *should* be doing in terms of being actually functional.
Vika 20 Mar, 2022 @ 1:35am 
@Bambi. if I understand you correct, so https://dropmefiles.com/45UDd this is your mod source files?
Joles 18 Mar, 2022 @ 3:04pm 
Hi Bambi...sorry you got fed up. I appreciate the work of every modder offering for free additional content. Nevertheless the general statement the launcher is the problem cannot be true as I for instance use dozens of mods...also very complex ones...which regularly get updated and there are no issues with those. But as I say every modder has the right to say the game-support from PDX is flawed as this is a personal assessment of the situation to be respected.
Bambi  [author] 18 Mar, 2022 @ 2:55pm 
It seems while checking the latest bug report the stellaris launcher has corrupted the source folder. So I will not be able to update this mod any more. Sorry. I simply ask that you learn from your mistake in supporting this company any further.
EUMIR 18 Mar, 2022 @ 2:41pm 
there are compatible mods for ironman mode, but those that change behavior are not valid
Joles 18 Mar, 2022 @ 1:11pm 
@Bambi: You need to correct 2 failures (checked with Irony Mod Manager: In hostile_fleet_spawn at the end of the file 2 } missing (for create mining drones) and in roaming_monsters_events 1 } is missing for the first event. I just play a game with your mod on...maybe it gets overwritten by other mods but I just try.
Bambi  [author] 18 Mar, 2022 @ 11:10am 
Ironman mode requires that no mods be used as far as I know.
EUMIR 17 Mar, 2022 @ 8:54am 
so there won't be a version for ironman mode?
Bambi  [author] 16 Mar, 2022 @ 5:40pm 
As long as they only add new systems it may work.
Joles 16 Mar, 2022 @ 3:12pm 
Hi..as this mod overwrites vanilla-files I guess this does not work well with other mods which are involved with galaxy-generation like Planetary Diversity, Guilli, Real Space and such...any experience available?
Hlalakar 16 Mar, 2022 @ 2:49am 
How often and in what sized groups do they respawn?
Bambi  [author] 23 Feb, 2022 @ 12:34pm 
No bosses respawn.
SilverHawk5330 23 Feb, 2022 @ 12:31pm 
Hi, this seems like an awesome mod, but does it respawn leviathans and does a maxed Sentry Array still prevent respawning
Brokkhouse 23 Feb, 2022 @ 7:36am 
Awesome, thank you!
Bambi  [author] 23 Feb, 2022 @ 7:35am 
Should be, I don't think they made any major changes to what I've modified. I can try and double check it later.
Brokkhouse 23 Feb, 2022 @ 7:34am 
Hi, thank you for a great mod. Is this compatible with 3.3.1?
kenzo680 21 Feb, 2022 @ 6:09am 
its like a mod spawn many of them just to do the same purge of these space whales every time
WP 🥔 21 Feb, 2022 @ 5:18am 
This is basically one of those "Cut Content Restored" type mods you see for other games. Maybe rename it or something? People won't really see how good and authentic what you've done here is.
Bambi  [author] 20 Feb, 2022 @ 11:47pm 
It was vanilla. Many of the values are taken directly from Stellaris version 1.2.5, I'm not sure what exactly the reasoning was behind 1.3.
WP 🥔 20 Feb, 2022 @ 6:26pm 
Bambi this mod looks absolutely incredible. I love it! Have these bugs been reported on the forums? The devs have got to see this - it should be Vanilla without a doubt.
Bambi  [author] 18 Feb, 2022 @ 9:21pm 
Joseph, there is a respawning mechanic in the base game. But it was so rare it would almost never happen. I've made it more common and it scales now as a percentage of the galaxy size too. It still won't happen with captured systems so lategame when the whole galaxy is colonized they probably won't respawn.

Tiyanki did have a spawn system, but there was a bug that meant the spawn event would never pass, I fixed that. So now they'll keep spawning in their home system until exterminated.
Joseph 18 Feb, 2022 @ 6:34pm 
You seem to understand this, but, do they not multiply in base game? I know it is possible to kill them all at some point. But did they not grow in population? I know the Tyanki have a system that can spawn that acts as there "Breeding" grounds.
Syrett 16 Feb, 2022 @ 7:57am 
now this, is cool.
EUMIR 12 Feb, 2022 @ 5:23pm 
nice mod!
Bambi  [author] 12 Feb, 2022 @ 11:43am 
ah, that's a distant stars system so I can't actually test that. fix'd
Cheesemongle 12 Feb, 2022 @ 2:40am 
`hostile_init_void_cloud` is missing a bracket, spawns invalid systems on startup

Add closing bracket } below line 912 (to then be 913)