Stellaris

Stellaris

[3.7] Harvest Engine Crisis
92 Comments
Lewisharrison141 28 May @ 2:23pm 
@Archaeon do you think this mod will ever get updated?
wancar 13 Dec, 2024 @ 11:37am 
Wait..., it doesn't work?
DeinTod707 28 Nov, 2024 @ 1:55pm 
Please update this mod!
It's exactly what the game needs! More and awesome crises! :-)
{S}podod 9 Nov, 2024 @ 2:42am 
will this get a update for 3.14? because its a really nice mod to use
Bluetail 30 Oct, 2024 @ 6:39am 
I agree with the below comment.
PewPewsAlote 4 Oct, 2024 @ 12:52am 
Bro this is such a fucking cool idea, this NEEDS to be adopted and added into the base game. The mining drones have been a mystery for nearly a decade now!!
Myphicbowser 30 May, 2024 @ 5:47pm 
Man I really do hope this gets updated, it was always so cool to have in my games
투바투 진최애 거든요 17 May, 2024 @ 6:27am 
It's a great mod, but it had some bugs even before the dlc was released. I'm afraid to use it now after the dlc was released. I hope to see Harvester Crisis in games again someday.
Dark 29 Feb, 2024 @ 10:39am 
This is your friendly reminder to update your mod to 3.11!!!!!!!
Sgt.Graphouni [RU] 24 Feb, 2024 @ 1:07pm 
This crisis slows down the game significantly when it spawns.
AdriannairdA 14 Jan, 2024 @ 5:45pm 
@Sliverwarg does it still work with 3.10.X?
Silverwarg 7 Jan, 2024 @ 4:27am 
This is an awesome mod, I've used it for a long time.
Tip for people not wanting to get wrecked early: The fleets will choose a new target system after a battle, so maintain a buffer zone around you empire and have a few construction ships ready to be sacrificed in case the fleet start heading towards your system.
Just make sure to have more than one ready to go, since the fleet might target you again.
HeroBob 24 Aug, 2023 @ 10:15pm 
Does this mod need an update or does it still work?
Efeyabel 7 Aug, 2023 @ 1:24am 
Hi, can I help you with the translation of the mod into Spanish?
CapitalistStalin 2 Jun, 2023 @ 8:16pm 
Compatible with new update?
[BRE] Virescent 29 May, 2023 @ 12:24pm 
Hey there, I've encountered a bug where my captured harvester fleet suddenly started acting up, marked my capital for harvest and even keeps trying to move somewhere randomly. Any idea what could cause the issue?
Amadeus 24 May, 2023 @ 12:26am 
How do I stop this crisis? Can you add to mod description page?
supertype 18 May, 2023 @ 12:14am 
I like it, first time playing this I felt I was in a desert since these machine just went around destroying everything in their path. I saw them destroying my allies/enemys fleets including my own in a couple of seconds. This made me wonder where is commander Sheppard.
Sjru 🐲 28 Apr, 2023 @ 5:50pm 
Yeah the power levels are whack, they shouldn't be dramatically be more powerful than something like the khan or the tempest
firefalcon124 28 Apr, 2023 @ 4:03pm 
Am really not a fan. Having 180k fleets roaming around early game is just obnoxious. I do like what the mod does story wise, just in terms of gameplay, it's not not very enjoyable.
Vez 22 Apr, 2023 @ 2:02pm 
The things I would do for a playable shipset using those models... Q_Q
Xnake-Eye 19 Apr, 2023 @ 9:20am 
If I aktivate three of the modjam crisis mods. Are they going to trigger all at the same time? Or just one of them or one after another?
chiquillo 8 Apr, 2023 @ 7:01pm 
There is a bug with the spanish language
It doesn't show any dialogue ingame
Archaeon  [author] 2 Apr, 2023 @ 4:51pm 
Dathnak crisis is part of the Loud & Deadly crisis mod from the Modjam

Also I am COVID Free (finally) so im working on getting that actual feature update done this week
Sjru 🐲 31 Mar, 2023 @ 8:01pm 
Also why the crisis dathnak is allowed in the galactic community? It sohudl be labelled as crisis empire
Sjru 🐲 31 Mar, 2023 @ 5:43pm 
I hacked a harvester fleet and managed to reinfororce it back to full strength wit hthe reinforce button, and that fleet somehow goes on it's own to my planets to mark it unless I keep it busy
Archaeon  [author] 25 Mar, 2023 @ 5:28am 
Delayed, got Covid :(
Scotsman 23 Mar, 2023 @ 10:41pm 
Version 1.2.2 - 15/03/2023
Updated to Stellaris Version 3.7.2. Content update coming this weekend

these changes get delayed or just forgot patch noptes?
bua 14 Mar, 2023 @ 4:53am 
Hey there, nice mod! Any idea, if your mod needs an update to run with the new patch?
(Aside from the version number)
Brian 11 Mar, 2023 @ 8:35am 
Fun mod! Minor bug, begin_crisis_harvester should also call ' set_global_flag = mid_game_crisis_happened' so that MODJAM2022 consecutive crisis setting works properly.
Archaeon  [author] 9 Mar, 2023 @ 11:20pm 
@Omicron I've actually taken what you said into account, I'm making some significant changes. I'm likely going to need a bit longer to implement them, so ill try to implement them in 3.7 so it doesnt feel as in your face as a brick through the window.

@스테이씨 진최애 거든요 Thanks for the feedback. I'll look into giving captured/spawned drones a Jump Drive function + upgrading their FTL drive. Not sure how i'll do it but ill take a stab at it.

Regarding controlling the RCU/Engine itself, the RCU might make its way into the Loyalist SHIVA Fleets you get with the Relic, and the Engine itself, well, the how is a secret, but there are plans to make it controllable.
투바투 진최애 거든요 8 Mar, 2023 @ 1:38am 
It's a great mod. This makes the mid-game a lot more fun!

However, I have two questions for you. Can you help upgrade the jump drive on the drone control route? It is difficult to move with other fleets without a jump drive.

Also, are there any plans to use the harvest engine and RCU unit in the control route? It would be more fun if these two could be used in a limited way like fleet flagships.
Omicron 26 Feb, 2023 @ 1:38pm 
If you must scale it, maybe consider a half-scaling? Add +50% for every multiplier increase instead of +100%. So with a 5x crisis multiplier you get 100k fleets instead of 200k ones.
Omicron 26 Feb, 2023 @ 1:38pm 
Honestly, I also found the scaling with crisis strength quite disagreeable. I tested this mod for inclusion in a multiplayer game I am starting with two friends soon, and I likely won't be including it. Why? Because last game we played at 3x crisis strength and the crisis was a pushover, so now we're planning to go 5x. But we're also playing with shortened game phases (75 years instead of 100) and 1.5x tech costs. Meaning, having 200k crisis fleets spawn on the first day of the midgame means that even if all three of us pooled our fleets, we wouldn't be able to face even one, let alone all of them.

In my testgame, I had the advantage of the crisis being on the other side of the galaxy, so I just ignored it for like 50-60 years while I teched and built up. If it had spawned on my side of the galaxy, I'd have likely considered that savegame unrecoverable and just quit.
Archaeon  [author] 26 Feb, 2023 @ 2:02am 
@ahicaar Well thats intended then, the base FP of the crisis fleets is 40k, 10x is 400k. I can do a compromise to split up the fleets more in higher crisis difficulties however, just need to figure out how to do it cleanly.
ahicaar 24 Feb, 2023 @ 11:35pm 
I play on 10x endgame crisis as my normal. Otherwise the only thing I use that changes actual mechanical stuff is aggressive crisis engine, everything else is cosmetic.
Archaeon  [author] 24 Feb, 2023 @ 11:26pm 
@ahicaar Do you have the crisis scaling multiplier turned up? Or any mods that may conflict with the crisis? I know 'works on my machine' isnt the greatest defense in this day and age but with only the mod enabled it requires the crisis scaling set to x10 before the initial RCU fleets hit 400k fleet power. If its a mod conflict I can add in compatibility if I know which mod does it.

@Omicron I found the issue, turns out we are just bad at making situations (lol), ill have this addressed asap. Thanks
ahicaar 24 Feb, 2023 @ 11:24pm 
So, uh... is this thing *meant* to spawn multiple doomstacks of 400k plus the leviathan? Because having an awakened empire or a 5x endgame crisis spawn in 2275 seems just slightly out of line for the average bear.
Omicron 23 Feb, 2023 @ 8:19am 
Hmmm, I got no such events for any stage of the situation. I did get two different new components, and I have an empire modifier with the damage bonus, and SHIVA said hi at one point. But no dedicated event popups for situation stage completions.
Archaeon  [author] 23 Feb, 2023 @ 6:18am 
@Omicron There should be an event that tells you what you get (Advanced Harvest Engine Technologies, bonus damage and the likes), but it might not be firing. I'll look into it.
Omicron 21 Feb, 2023 @ 1:15pm 
What is supposed to happen when you bring the situation to 100%? Because I just did, and the situation disappeared from the F2 situation log... with nothing else happening. The crisis is still active, there are still five fleets of 180k fleet power each running amok completely unchallenged, I haven't even seen the harvester mothership itself in 25 years of crisis progress due to it spawning way on the other side of the galaxy (I only know it's a thing from reading the comments here), and there's no clear path forward beyond just "watch them slowly kill the NPC empires that won't open their borders to let me help".

I expected at least a popup event for the completion of the situation, and since none came, I suspect something that was meant to fire, didn't.
Govannon 19 Feb, 2023 @ 8:11pm 
Console command "event harvester.8" will fire the "someone else killed the harvester" event that removes the situation log entry.
Depraved Arachnophile 16 Feb, 2023 @ 5:30pm 
Is there a way to forcibly end the event chain once you've defeated the final mothership?
Archaeon  [author] 9 Feb, 2023 @ 2:48am 
@Darh The situation is very slow, it'll progress faster if you hunt down RCUs, I may put a base progress increase depending on approach as well.

@Govannon You are a champ for pointing these out, these are all on the list for getting fixed for next update.
Darh 7 Feb, 2023 @ 7:37am 
10 years have passed and the situation sometimes does not change, is it normal?
Govannon 6 Feb, 2023 @ 6:43pm 
So, found a few relatively minor bugs:

If you're the one to kill the Harvester, it doesn't actually end the event chain and remove it from the situation log. Only other countries have it cleared, because the event harvester.7 doesn't include end_event_chain = harvester_chain.

The non-Machine version of the Harvester pops spawned by clearing the blocker on Carim Hub don't have the Mechanical trait (trait_mechanical), and thus wind up growing via normal biological pop growth instead of mechanical pop assembly.

Arjevo-7, if restored into an Ecumenopolis, loses the unique deposits. Technically not a bug, I suppose, but it does kind of feel bad to have happen. Not sure what the best way to get around it would be. A bit of a kludge could be making them unremovable blockers instead so that they block the normal Restore Ecumenopolis decision, and then creating a copy of the decision that doesn't remove them.
GhostWraith 5 Feb, 2023 @ 7:42am 
Thanks for the fix! Still working my way through the Modjam and I was looking forward to this crisis.
Archaeon  [author] 5 Feb, 2023 @ 2:15am 
@GhostWraith Situation has been fixed, thanks for the heads up!
GhostWraith 4 Feb, 2023 @ 11:43am 
The Harvester Analysis situation is broken in my game. The description lists out all the math that should be happening for all three options, but no science upkeep or progress actually changes.It is stuck at zero for all three choices.
Archaeon  [author] 1 Feb, 2023 @ 7:53am 
@Darh we actually have a group of volunteers doing localization for most other supported languages at the moment. When they've done their work, I'll have it uploaded. Apologies if its an inconvenience.

@greatswizard If you end up getting the final blow on the Harvest Engine, you'll actually gain a relic that allows you to strip mine planets. There is plans for more in the next update but we're trying our best to keep relevant updates coming frequently.

@Poo man Planet Harvesting is a feature of the Harvester AI Core Relic if you defeat the Harvester, but the Harvest Engine itself will be coming as a reward in a future update for whoever seizes the Midas System, plus a few extra surprises.