Stellaris

Stellaris

Fantastical Magiks (Updated 3.14.*)
100 Comments
wntrCressie  [author] 26 May @ 11:42am 
Checking the vanilla files, "utopia.2557" belongs to a chain of event 'The Synthetic Age' in Utopia DLC apparently. It could be that one of the mods changed the behaviour or used the same ID.

If the window belongs to utopia then it's not this mod as this mod only checks for the DLC but doesn't add/edit events related to that. I guess you can try to 'force' end the event chain and see if that works?
Name 26 May @ 10:57am 
Well, I got a ton of mods active, but I've confirmed it isnt this mod, as I disabled it and it persisted, with debug info turned on the event was "utopia.2557" which I dont think is a vanilla event
wntrCressie  [author] 26 May @ 8:56am 
Hmm, I've done a quick playthrough (only this mod) and I haven't encountered blank events. It could either be some other mods or paradox changed stuff which caused events from an ongoing session (that was started from an older version) to break.

Can you share the details of your current run (recently started/from an old v 3.*, early/mid/late game, etc ) or the list of active mods for that run? or better still if it's possible, can you try to isolate the mod that might cause the issue?
Name 24 May @ 8:11pm 
It may be one of my other mods, but I am getting a blank event every day, so if you could fix that (if this mod is causing it) that would be great!
wntrCressie  [author] 20 May @ 2:33am 
Hi, sorry for the late reply but I don't really play Stellaris as much anymore, nor do I own a lot of the DLCs. Currently, I'm just maintaining the mod occasionally in case a new update breaks it, but I'll consider your ideas if I do have the time to work on adding features again!
w.girl27 5 May @ 8:12pm 
could we get some magic breath attacks for our behemoth bois in the new dlc? also another idea maybe giving magical creature or mob esk organs n parts to bioships as new unlockable stuff from infusion
✧Starshadow Melody✧ 6 Dec, 2024 @ 4:15am 
hooray!
wntrCressie  [author] 6 Dec, 2024 @ 3:57am 
3.14.* update is up! Should be playable again :)
wntrCressie  [author] 4 Dec, 2024 @ 10:00am 
Started playing the game again recently, so it seems a lot of gameplay mechanics has changed. Will look into it and update to the latest patch
Name 17 Nov, 2024 @ 11:26am 
Ooh, so, none of the empires have any pop growth, still dunno if this mod is causing it though.
Name 16 Nov, 2024 @ 12:47pm 
Scratch that, /all/ empires I play as cannot build colony ships.
Name 14 Nov, 2024 @ 3:49pm 
I've noticed that when I start a game as a magocracy, I cannot build any colony ships, regardless of starting with the technology to do so.
✧Starshadow Melody✧ 27 Jul, 2023 @ 8:10am 
eee
wntrCressie  [author] 27 Jul, 2023 @ 8:05am 
Ok, I can put those 2 back as civics since they don't really conflict with the others anyway. I will put an update within this week.
✧Starshadow Melody✧ 25 Jul, 2023 @ 10:09pm 
and/or Duelistic Mages(which I generally prefer actually)
✧Starshadow Melody✧ 25 Jul, 2023 @ 10:05pm 
Please move Reunited Siblings back to civics, the exclusivity of dual-species civics to the origins system is one of the biggest crimes of said system, we can't mix them with a Cool Homeworld anymore and it makes me sad.
wntrCressie  [author] 21 Jul, 2023 @ 7:03am 
Currently it isn't possible and it probably won't be. It's not something that I've changed much since it ensures some kind of uniqueness to each trait/origin.
BlackBird 20 Jul, 2023 @ 4:34am 
Hey is their anyway for me to get more then one natural magic trait instead of picking one or balanced and being locked out the others???
katanainfinate00 4 Jul, 2023 @ 3:52am 
One of my first and favorite mods from when i first started playing, thank you so much for the update.
wntrCressie  [author] 6 Jun, 2023 @ 12:04pm 
No problem! Didn't realise the new update completely broke the mod until you mentioned it, so thanks for the heads up :D
w.girl27 6 Jun, 2023 @ 10:35am 
thanks for the update glad to have my magic based playtrhogt method back
wntrCressie  [author] 5 Jun, 2023 @ 9:45am 
Mod is updated! I've still to fix a few small issues and rework the passive abilities but the mod is playable (tested on a simulated galaxy for 100 years).
wntrCressie  [author] 3 Jun, 2023 @ 6:17am 
They've added ruler traits and it conflicts with this mod so this causes the game to crash on the latest version. I'll try to fix this issue and release an update soon.
✧Starshadow Melody✧ 2 Jun, 2023 @ 3:38pm 
:(
w.girl27 2 Jun, 2023 @ 3:20pm 
thiis does not work as of current update it causes crash upon new game WHEW that took two days to find out of 300 mods.
✧Starshadow Melody✧ 30 May, 2023 @ 1:39am 
gonna need to check if this still works I think
w.girl27 8 May, 2023 @ 9:59am 
so happy yall are contuining this its perfect along side thaumcraft and treasure island for a magic playthrough.
barricadedpurifier 10 Mar, 2023 @ 6:10pm 
I am glad that you continue to update this.
✧Starshadow Melody✧ 6 Mar, 2023 @ 11:11pm 
Looks like they're working now. Thanks!
wntrCressie  [author] 6 Mar, 2023 @ 9:24am 
Got the inactive civics and missing deposits fixed. I tried to preserve the original deposit count of gaia world when you terraform them into magical world.
✧Starshadow Melody✧ 3 Mar, 2023 @ 6:52pm 
Thanks.
wntrCressie  [author] 3 Mar, 2023 @ 6:42pm 
That's weird. I'll check this too and I'll try to fix it this weekend
✧Starshadow Melody✧ 3 Mar, 2023 @ 2:57pm 
The problem is I didn't even get any deposits on them. They're all just gone.

I still have a few of them rolling around now, mostly unification centres and fortress worlds.
wntrCressie  [author] 3 Mar, 2023 @ 5:12am 
Yeah, magikal worlds are meant for magik playthrough mostly. And when you terraform to magikal it replaces the deposits so you do lose some of the benefits.
✧Starshadow Melody✧ 2 Mar, 2023 @ 3:38pm 
Ah, I see what happened. For some reason it wiped all Planetary Features, which must have been providing all maximum Mining and Generator districts.
✧Starshadow Melody✧ 2 Mar, 2023 @ 3:35pm 
I terraformed a Gaia world to a Magical world and it ruined my generator and mining districts, suddenly capping them at zero. What just happened?
✧Starshadow Melody✧ 2 Mar, 2023 @ 11:19am 
Hm. But they're not worse I'm guessing?
wntrCressie  [author] 2 Mar, 2023 @ 4:34am 
Not much tbh. They are currently meant to be rarer and are better suited for magik playthrough iirc. You gain access to magikal world's specific deposits but nothing much special either.
✧Starshadow Melody✧ 28 Feb, 2023 @ 5:16pm 
So what is the benefit of magical worlds over gaia, anyway?
wntrCressie  [author] 22 Feb, 2023 @ 4:04pm 
Not again :/
Will look into it when I have the time
✧Starshadow Melody✧ 21 Feb, 2023 @ 11:43am 
Ascended mages broke somehow, it's being listed as inactive.
✧Starshadow Melody✧ 7 Feb, 2023 @ 11:04am 
The important ones to access as civics to me are reunited siblings and duelistic mages- not that it works with my current favorite origin. Were their civic forms left alive?
wntrCressie  [author] 6 Feb, 2023 @ 11:39pm 
Oh, I get what you mean now. But even then these civics were blocked anyways after game starts so it was sensible to turn them into origins. I've left out alchemical magic and dragon tamer civics but you can see that these are also unavailable midgame. Which is why I want to create new civics instead that make sense midgame too.
✧Starshadow Melody✧ 6 Feb, 2023 @ 9:59am 
Honestly, it's not a problem for them being origins if they're also available as civics. I just feel the origin system took a lot of freedom away from the player when it launched. My concern is losing access to the civic form, not gaining access to origin forms of the civics.
wntrCressie  [author] 6 Feb, 2023 @ 3:19am 
I feel that the (old) civics do work as origins. If you want, we can talk about it separately and see how to work things out
✧Starshadow Melody✧ 4 Feb, 2023 @ 12:26pm 
Personally I think origins should be exclusively Story Based, and prosperous unification. Or that those are the only ones that shouldn't be also available as civics gods I want civic SyncEv back
✧Starshadow Melody✧ 4 Feb, 2023 @ 12:20pm 
and also current run will probably break I think I basically always use the reunited siblings civic 'cause duelistic mages breaks on birch world start
✧Starshadow Melody✧ 4 Feb, 2023 @ 12:19pm 
PLEASE NO
PLEASE
I AM BEGGING
LET THEM BE CIVICS
wntrCressie  [author] 4 Feb, 2023 @ 12:15pm 
the civics were originally designed to work like origins (only selected at start, can't mix some of them together) so imo I think it makes sense to change them to origins. I am planning to add new civics too that can be used mid-game
✧Starshadow Melody✧ 4 Feb, 2023 @ 8:37am 
please dear gods let the civics stay civics the fact the old civics that were origins were removed when the origin system was added killed so much fun, and then nobody maintained that one origin civics mod