Stellaris

Stellaris

[4.0] The Crimson Throng #MODJAM2022
265 Comments
Centurian128 20 Jul @ 3:24pm 
That's fantastic! Thank you!
MadeinCanada  [author] 20 Jul @ 9:45am 
@Centurian128 Sure, should be easy to do, will do so soon, been pretty busy with the modjam
Centurian128 20 Jul @ 7:32am 
Any chance for a Legacy 3.14 version of this? I just can't update to 4.0.
MadeinCanada  [author] 14 Jul @ 3:02am 
Cool, thanks very much!
MadeinCanada  [author] 11 Jul @ 2:44am 
Yes of course! Thanks for the kind words
Deep♂Dark 10 Jul @ 10:28am 
Amazing mod ! Can I translate into Chinese?
Zethanox 8 Jun @ 12:13pm 
sounds good. I do have other mid game crises mods so Ill keep an eye out. I do see the map interface for it though so thats a good sign i hope
MadeinCanada  [author] 7 Jun @ 12:08pm 
@Zethanox By default, yes it's guaranteed to spawn. If you play with other mods that add midgame crises, then it may not. However, I'm going to add an event at the start of the game to allow the hot to force-spawn the crisis or make it a chance for it to appear.
Zethanox 7 Jun @ 11:22am 
dumb question. does this garuentee happen? is there a crisis i have to choose for it to spawn?
MadeinCanada  [author] 6 Jun @ 1:54am 
So, you kinda need to update to 4.0.15, sorry about that, I have no idea why Paradox would do such a major syntax change in a seemingly minor patch. At the very least make both versions of the add_trait effect work so that this can be avoided, but what can we do
MadeinCanada  [author] 6 Jun @ 1:53am 
4.0.15 changed the add_trait effect for leaders, which broke some events and led to the invisible constant popups. If you're playing on an older version, then the new change to that effect won't be on that version so you'd probably get the popups (since I've now patched it)
djvandebrake 5 Jun @ 9:38pm 
It isn't 4.0.15, because I'm running 4.0.13 and I'm still getting infinite popups.
MadeinCanada  [author] 5 Jun @ 6:10am 
Just sent out a patch, you might have to unsub then resub for the update to apply. Let me know of any other issues!
xist10 5 Jun @ 4:57am 
@Voidlord
I'm sorry, in hindsight of the newer comments my comment was a bit too sharp.
How many things did 4.0.15 break ?
MadeinCanada  [author] 4 Jun @ 10:01am 
Thanks for the info, will try to send out a patch today
night_pryanik 4 Jun @ 9:26am 
The 4.0.15 breaks this mod, there is empty event boxes popping up every day, and debugtooltip saying it's "projcrim_random.4" and "projcrim_random.5".
MadeinCanada  [author] 4 Jun @ 9:25am 
Ah that's annoying, will have a look a fix ASAP, thanks for the info
bdmarti 4 Jun @ 8:50am 
4.0.15 made a change that breaks some mods that trigger events and this can result in empty event boxes.
xist10 4 Jun @ 5:43am 
@Voidlord Read the older comments. Bug is known and got fixed.
Steam Download doesn't work 100% correct. Unsubscribe and resubscribe
Voidlord 4 Jun @ 4:55am 
The new patch is causing the mod to fire off an event where the event box is empty. And there is two of them. Everyday.

Just thought it best to let people know
Battlespark 3 Jun @ 8:44pm 
I survived it. I managed to research the cure. I found out the best way to keep it at bay was to have a small army ready to go for every colony. It was a challenge but nothing a player couldnt handle.

the AI though..AHAHAH, my next round i wont share the cure with everyone, see how it plays out.
MadeinCanada  [author] 3 Jun @ 3:33pm 
@Battlespark It's probably due to the economy/planet changes in 4.0, might have to do some tweaking to not make it as punishing.
Battlespark 3 Jun @ 3:19pm 
I swear this mod hits harder than it used too. I had a huge war going on and had to pull all my forces back or dismantle to keep up with the costs. 3 years later and this one still cripples the universe.
xist10 27 May @ 9:33am 
A info for other players with the problem from WalrusMan - the steam client can miss a mod update.
I had the same problem, the solution was to desubribe and subsribe again.
Cedric Scum 21 May @ 3:15am 
Thanks you for update! <3
WalrusMan 19 May @ 12:02am 
Thanks for the quick update, and great mod overall
Vincenator 18 May @ 6:48pm 
thank you for the update!
xkuripuri 18 May @ 6:40pm 
Oh phew, I thought it was maybe this because of the debugtooltip on the button being like crimobj_ or something, but good to know I was right, and it was quickly fixed!
I do not play Stellaris to play a forced turn-based 4X after all
MadeinCanada  [author] 18 May @ 6:05pm 
@WalrusMan @BlueBird Just sent out a patch solving the issue (and some other minor problems), let me know if there's anything else that you find! Sorry about that
MadeinCanada  [author] 18 May @ 5:05pm 
Yup, I found it too, I'm investigating it now, working on a quick hotfix!
BlueBird 18 May @ 5:03pm 
I can confirm it's from this mod WalrusMan.
WalrusMan 18 May @ 1:42pm 
I've been having a gamebreaking bug and seem to have narrowed it down to either this mod or your dimensional wayfarer mod as it went away after disabling those two.

When I start the game, immediately upon unpausing, an infinite number of blank popups with art of a ship landing occur, each pausing the game. Making it literally impossible to play.
MadeinCanada  [author] 18 May @ 10:28am 
Updated! Sorry for the long wait, was busy! Let me know of any bugs or problems!
MadeinCanada  [author] 13 May @ 3:05am 
@victoriousdread07 (private) Not right now, BUT I'm working on finishing updating all my mods for 4.0, this will be out soon! Maybe even today!
victoriousdread07 (private) 12 May @ 8:07pm 
damn, i just found this. any chance this still works on 4.0? if not, i hope i can try it one day.
MadeinCanada  [author] 29 Mar @ 3:44am 
There's not really a good way of doing that currently, you *can* use the console command "tag [country_id]", but, as they're not a "default" empire type, you'll find that you won't be able to do much of anything, almost everything that happens is scripted when certain conditions are met.

But, it is a good idea and I would definitely like to add some sort of AP/origin to let you do that
Hivelord 28 Mar @ 11:42am 
@MadeinCanada could I play as the crimson throng
MadeinCanada  [author] 12 Feb @ 12:52am 
Ah, good thing that you found the issue though! I will look at why Shroud Rising affects this mod, thanks for the info
endrizal 11 Feb @ 4:32pm 
*3.14 patch, sorry
endrizal 11 Feb @ 4:31pm 
Well, I found what my issue was. Mod conflict with Shroud Rising (incl. 3.12 patch). For reasons I cannot begin to guess at, when that mod's main crisis starts, it removes the "cure finalization" special project from the situation log. And, by sheer chance, that event was firing DAYS before my special project was supposed to complete, so it seemed like it just never completed. I removed Shroud Rising, which might create unrelated issues with the save, but certainly fixed this one. Sorry for the false alarm!
Apple 30 Jan @ 2:29pm 
@Rylanor No, I also did that when I swapped to them to run the event. I'll type out the steps I took to repair my galaxy;

- Disable AI, turn on instant build
- Swap around to every empire by using console "play [empire_id]" command and type "control" on every occupied planet then "event projcrim_end.7" to cure all their pops (occupied planets dont get their pops cured)
- After you've done that for every empire you must let the game run for 1 day
- Again you need to swap to every empire and manually do the purify decision on all their afflicted worlds (i had to spawn energy credits sometimes to afford it)
- Afterwards let the game run for 1 more day to complete all the purify projects
- Enable AI, turn off instant build, save game, continue as normal
Rylanor 30 Jan @ 2:04pm 
Does the ai eventually cleanse their planets?
Apple 29 Jan @ 12:10pm 
I went through every empire triggering "projcrim_end.7" event and it cured all the pops so my save is all good now thank u, good luck trying to find the original issue :winter2019happyyul:
MadeinCanada  [author] 29 Jan @ 11:35am 
You can try calling the event to cure Pops with this in the console: event projcrim_situation.10. I will have a deeper look at the overall chain of events
Apple 29 Jan @ 8:05am 
I think my save is already past the distribute cure situation (that didn't cure any pops) and I don't think I can trigger that again without using console, I'm not sure.
MadeinCanada  [author] 29 Jan @ 6:07am 
I've just sent out a patch @Apple allowing players to trigger to remove lockdown decision/edict as long as there is a lockdown present, that should fix that issue.

The overall bug preventing the final event from triggering, I'm not entirely sure about, will have to do some testing for that. I did make a small change in case that was the issue, so let me know, but I doubt that the problem was that simple, so I'll do some work on that soon.
Apple 28 Jan @ 2:39pm 
Having the same issue as endrizal, all my planets are also stuck in lockdown and theres no decision to disable lockdown
MadeinCanada  [author] 28 Jan @ 2:16am 
@endrizal hmm that's pretty strange, I'll be sure to have a look at that once I get home
endrizal 25 Jan @ 9:32am 
Not sure if I'm missing something or if it's a bug, but: went through the whole crisis without any apparent issues. However, once I completed the situation to research the cure and the special project to finalize the cure, it seems like... nothing happened? The project disappeared from my situation log, but no new event has proc'd, my pops are still infected, and the AI empires are still slowly falling apart. I waited an ingame year and a half, reloaded and tried again, but still nothing. What is supposed to happen next?
(Oddly, I did get the event from getting halfway through the special project. The game just doesn't seem to realize I finished it.)