Stellaris

Stellaris

Spaceborne Civs Expanded
127 Comments
Tovius  [author] 7 Jul @ 1:44pm 
Sounds like a bug
Aki Zeta-9 7 Jul @ 11:08am 
I just bought 59k Racket pops for 2000 alloys. I can't say I'm disappointed, but it might be a bug.
Tovius  [author] 8 Jun @ 10:27am 
That seems like a harmless error. I would just ignore it for now.
marcel 8 Jun @ 5:54am 
Hi there,
There is an error I cannot fix:

[13:27:59][trigger.cpp:479]: Wrong scope for trigger 'has_planet_flag' at file: common/game_rules/spaceborne_rules.txt line: 14
Current Scope: astral_rift
Supported Scopes: planet

seems to be caused by
from = { NOT = { has_planet_flag = hoard_planet } }
in the spaceborn_rules.txt
Celador 28 May @ 7:39pm 
Small issue - master salvager and related edict do not work on gestalt/biogenesis empires. You can't hire master salvager as an advisor, and can't select edict because of that. Either instead of hiring an advisor, it should give a buff to a node, or maybe removing an edict requirement is necessary.
Colithiel 26 May @ 12:20am 
ok good deal!
Tovius  [author] 25 May @ 11:56pm 
It's not crashing on my end.
Colithiel 25 May @ 8:28pm 
Ahh, that must be why when i tried starting a game it would crash! Looking forward to the fix whenever you can get around to it! Ill subscribe to this thread so when its updated ill get notified!
WalrusMan 25 May @ 1:35pm 
Hm Alright, I'll try and narrow down what it might be conflicting with then. I really cant think of what might be causing the conflict, its definitely an odd bug for a mod conflict to cause
Tovius  [author] 24 May @ 8:36pm 
I'm not seeing it on my end. It might be a mod conflict.
WalrusMan 24 May @ 4:59pm 
Minor bug but Tiyakni all have names like NAME_Tiyanki_Male or whatever, as opposed to the other spaceborn critters that just have normal names. A little annoying but not a big deal
Tovius  [author] 18 May @ 9:21pm 
Something about the pirate home system is causing issues, so I am disabling it for now.
Tovius  [author] 18 May @ 3:43pm 
Known bug: game won't start if loaded with Dawn of Ascension. I am currently looking into the problem.
Tovius  [author] 11 May @ 11:16am 
Updated to 4.0
Lancer_Vance 8 May @ 10:32am 
Will this be updated for 4.0? I rather liked the additions.
Count BlingBlangula 19 Dec, 2024 @ 6:45pm 
could be compatability who knows
Count BlingBlangula 19 Dec, 2024 @ 6:45pm 
got a crash right after this
[21:43:12][eventscope.cpp:2445]: Script error, set_location: 'event_target:nomad_spawn' is invalid at file: events/!_nomad_spaceborne_events.txt line: 201
The Life Extinguisher 4 Dec, 2024 @ 1:50pm 
Any chance we can get a nerf to the upgrades the khan receives here? He's spawning with more combined fleet power then some of the fallen empires at midgame...
animecentral 30 Nov, 2024 @ 1:46am 
Thank you for updating to fix the problem so quickly!
Tovius  [author] 29 Nov, 2024 @ 12:30pm 
Mod updated
Celador 15 Nov, 2024 @ 7:58am 
Is it maybe possible to only make an enclave/caravaneers/pirate buff mod? Bonuses and perks they give are on point with the game, but even with toned down spawns - there seems to be a lot of fauna spawning. Also, I am worried about compatibility with other mods that change bases and ships.
Kaela Mensha Khaine 13 Nov, 2024 @ 11:52am 
Spport, if you chose nesting grounds, ou must have a way to pacify all.
The Life Extinguisher 2 Nov, 2024 @ 9:43am 
Maybe give the nesting grounds origin the ability to pacify all other space fauna? Like how normally you'd have to be a materialist for mining drones, or a spiritualist for void clouds, with nesting grounds you'd have the option to pacify all of them regardless of ethic (Not for free, still going through the main ways of doing it. Hell, maybe throw in a digsite to help explain why you can do so without the right ethics? idk)
Tovius  [author] 1 Nov, 2024 @ 10:47pm 
In any case, the comp patch should be live. If you have any other suggestions for Nesting Grounds, please let me know and I'll add them to the pile.
Tovius  [author] 1 Nov, 2024 @ 10:40pm 
I will eventually have Nesting Grounds let you pacify Voidworms and Cutholoids, but that will have to wait until after I update my other mods.
asmallauthor1996 1 Nov, 2024 @ 8:16am 
If you plan on keeping the Nesting Ground Origin, I feel that it would be interesting to have the Voidworms remain neutral (possibly even friendly in that they'll assist in defending your ships during battles) even in their Mid-Game Crisis. By this I mean that it would have your chosen empire spawn in an asteroid-filled system that's used as a breeding ground for Voidworms independent of their "normal" home system.
Tovius  [author] 31 Oct, 2024 @ 7:39pm 
That is because the mod hasn't been updated yet. Please don't use outdated mods.
The Life Extinguisher 31 Oct, 2024 @ 3:57pm 
Not sure, however in general bug news I had to disable this mod because the game would crash on loading in when I had it. Sucks too, in my current game I wanted to make peace with the mining drones, only to realize that I couldn't without this mod
Tovius  [author] 30 Oct, 2024 @ 10:01pm 
Quick Question: now that the new update gave us the Beastmasters civic, do you think it is work keeping the Nesting Ground origin aroun?
RezinQui 14 Oct, 2024 @ 4:18pm 
hello :)
Tovius  [author] 12 Oct, 2024 @ 5:04pm 
The nesting ground origin is very similar to the upcoming beastmaster civics. What features would you like to see added to help differentiate them?
Tovius  [author] 1 Oct, 2024 @ 8:37pm 
This mod doesn't modify the events for buying a ship, so it might be caused by another mod
REDbeard 1 Oct, 2024 @ 7:35am 
It might be an issue with one of the other mods I'm running, but I've had two issues with the Namarians. They asked for a planet/star system I didn't own so I basically got free influence from the exchange, and then I paid them for some of their ships that never arrive.

Not a pressing issue, just thought you might ant to know.
raventh3mage 14 Sep, 2024 @ 4:00pm 
I appreciate the quick bug fix for the patrons bug! I really enjoy this mod.
Exploding Frogs 14 Sep, 2024 @ 3:28am 
I’d like to have the option to turn specific parts of the mod on and off. Because (for instance) I personally like most of the space fauna changes, but would prefer to leave the enclaves and caravaneers largely vanilla, and this mod is broad enough that I imagine that other players might similarly have parts of it they really like but others that they'd rather disable.
DiceDexter 13 Sep, 2024 @ 1:31am 
Thank you very much for looking into that!
Tovius  [author] 12 Sep, 2024 @ 12:45pm 
I think I fond what was causing the galaxy to flood with whales. I have toned that down to something more reasonable.

Once I finish the comp patches for my other mods, I also plan to let the caravaneers sell storm-related items (techs, edicts, ext) for those who have the new DLC. Is there anything in particular you wish to see?
Tovius  [author] 13 Aug, 2024 @ 1:20pm 
Pacifying critters should still mostly be limited to xenophiles and pacifists.
Princezilla 13 Aug, 2024 @ 10:55am 
Really neat mod though I don't know if I like everyone getting the ability pacify the critters, I liked that it was something special for Xenophiles and Pacifists as those ethics often get the short end of the stick on fun special tricks.
Tovius  [author] 4 Aug, 2024 @ 5:46pm 
I'll look into toning that down.
DiceDexter 4 Aug, 2024 @ 4:01pm 
I love the changes of this mod but after 100+ years my galaxy is flooded with tyanaki whales and all the pathfinding takes a big toll on my CPU.
Could you please tell me what I'd need to edit in the mod files to revert their spawn and movement to vanilla?
Tovius  [author] 3 Jun, 2024 @ 9:05am 
Fixed
Aphyxia 3 Jun, 2024 @ 8:31am 
Error in Irony Mod Manager:
Error in events\!_leviathans_spaceborne_events.txt: Ln: 2146 Col: 28
(UTF16-Col: 7)

^
Note:
* The column count assumes a tab stop distance of 8 chars.
* The error occurred at the end of the input stream.
Expecting: closing brace or statement
Other error messages:
The clause opened at ("events\\!_leviathans_spaceborne_events.txt", Ln: 508,
Col: 17) was not closed.
Tovius  [author] 10 May, 2024 @ 9:16pm 
Updated for 3.12. Please let me know if I missed anything.

Also, steam seams to hate my patreon link for some reason, so I had to remove it.
Tovius  [author] 2 Apr, 2024 @ 4:01pm 
The link should work now.
aformofmotion 2 Apr, 2024 @ 1:22pm 
Your Patreon link sends me to a Magicka screenshot. How would one go about actually finding your Patreon?
Tovius  [author] 28 Feb, 2024 @ 4:06pm 
Mod updated.
Anarch Cassius 10 Jan, 2024 @ 11:12am 
Interesting. It's caused by this mod, I tested it by itself and got the effect. I'm not seeing any actual game effects, they just show up early, unselectable. It's only noticable in the early game. Is no one else getting this? It's possible my version is corrupted or failed to update but I've definitely narrowed it down to this mod.
Tovius  [author] 10 Jan, 2024 @ 10:23am 
This mod does not effect either policy
Anarch Cassius 9 Jan, 2024 @ 9:58pm 
Refugee and Debris appear on the list of Policy choices before you unlock any of their policies. I'm not sure if this is a needed workaround or a fixable cosmetic issue so I'm posting here before bug reports. It's not really game affecting, but might confuse some players wondering why they can't select choices.