Stellaris

Stellaris

Living Star Systems (3.14)
139 Comments
the event files mentioned below can be found in Steam\steamapps\workshop\content\281990\2949391688\events
Battlespark 1 Jul @ 10:19pm 
I changed the listed items on two files, and it now works like a charm spawning the ships! thanks Thanos85!
Battlespark 30 Jun @ 6:58pm 
Ill give that a go, i miss the life this mod brings
Outlawedz 22 Jun @ 11:11pm 
THANOS85 fix below works like a charm.
THANOS85 22 Jun @ 11:45am 
simple fix for 4.0.*.: edit file in folder: events/isb_living_system_spawn_events.txt and replace 'num_pops' with 'pop_amount'. enjoy!
Battlespark 2 Jun @ 2:40pm 
Currently, the 4.0 patch broke this mod. Even playing as a regular empire they do not spawn. No crashes, but they dont spawn. Just letitn yall know.
w.girl27 30 May @ 10:00pm 
hope a update comes for biogensis a organic skin for the civilians would be so rad
Inerael 24 May @ 4:11am 
sad, hope someone update it :'(
Jadoth 20 May @ 1:03pm 
It seems to be broken for me :/ I love this mod so much
Kar 16 May @ 11:15am 
Is there a way to make it so privateers attack the civilian ships? I think that'd make it more interesting and it'll actually look like pirates do something other than sit around.
Vincente Steele 13 May @ 9:17am 
As I said I played for a few years. That's more than one year.

It looks like edits are still there. They're set as default and even on a new save they aren't showing up, so I'll see if playing with that matters.

I last played this game around the 2.0 update so I don't know the differences between 3.0 and 4.0 enough. Lol.
Clairelenia  [author] 13 May @ 3:59am 
Jea after 1 year ingame they should spawn :D and only in settled systems. You have to activate it as edicts =)

I hope edicts still work/are available
tilarium 13 May @ 1:09am 
@Vincente If you add to an existing save you have to wait a while before they start to appear. I think a year, but not sure off hand.
Vincente Steele 13 May @ 12:32am 
I do have UI Overhaul Dynamic installed. I tried running this on an existing 4.0 save and I didn't see any traffic - I played for a few years and nadda.

I'm going to start a new save soon and see if it works then.
Clairelenia  [author] 12 May @ 2:25am 
i never had to update anything in years, and don't think there is any change needed =) but you need UI overhaul, not sure if they updated it
Vincente Steele 11 May @ 8:25pm 
I see you won't update to 4.0.

That's fine. I'm going to take a crack at updating this one for personal use. Would you have any idea of which files, if any, would need to be touched??
Clairelenia  [author] 1 May @ 3:43pm 
Hey Guys =) i won't update my Mods anymore cause i keep Stellaris 3.14, sorry! Feel free to use my Mods by your own :D
Clairelenia  [author] 29 Apr @ 11:48am 
Maybe if that happens you also miss UI overhaul :D most mods need it to work ... if a game crashes cause of a mod, you maybe don't have UI overhaul, then a crash happens every time
Clairelenia  [author] 29 Apr @ 11:46am 
it could be a mod conflict =) i don't have this issue and it seems only very few people had it, so i guess any other mods maybe are incompatible with this mod :/
Janlitschka 29 Apr @ 4:30am 
I have the same crash reason as the other guy, it was unable to find a fleet name. Deactivating the mod solved it...Make find a fix for that? It hasnt anything to do with my PC as it literally cost as much as a small car XD
Roland 26 Feb @ 9:58am 
Good idea, without civvies the universe does feel kind of empty and lonely. LOL.
Darth Mau 8 Feb @ 11:00pm 
The idea is great but the flags are annoying as
Kronosfobi 2 Feb @ 8:42am 
(No problem.)

1/3 option works wonderfully for systems with 1, maybe 2 colonies. Anything more than that is still an issue due to Paradox decision of ''We need to put flags on EVERYTHING!''

I'd use it on full mode if they didnt have the flags and such, mod is great.

While I used to have the mod due to some conflicts I cannot use System Scale anymore.
Can you tell me which file I can adjust the spawn rate so I can lower it to a sweet spot where its common but not enough to clutter the system?
Clairelenia  [author] 2 Feb @ 3:21am 
That actually asked a few people already. But unfortunately fleets in stellaris always have flags ^^ you can't deactivate them.

I use for example real space system scale, then your star systems are much vaster! Around 10-30x in size/distance between planets etc ... then fleets make systems really lively. It could be worth a try if u want and if u don't like the flags. But i did not find another way, sorry :D

(Btw sorry i wanted to correct a mistake by deleting my comment and unfortunately deleted your comment aswell cause of a delay/lag)
Kronosfobi 22 Jan @ 1:05am 
Thank you both :prothesis:
Clairelenia  [author] 21 Jan @ 11:49pm 
Jea, with density settings to "low" and only enabling the fleets for your own Empire, it has minimal impact, then its not too bad :D i have a mid-class CPU from 2018 and it does not impact the overall performance :D
Wolf 21 Jan @ 1:51am 
Well it adds processing burden because it adds more fleets and pathfinding calculations. Its impossible to say what specs you need to not have lag, as that will also depend on the rest of your settings, how large your galaxy is, how far into the game you are. Thats why the stellaris custodian team are making a bunch of changes to help with lategame lag for 4.0.

I have a 12700k and 3090 and I'm fine. Not sure what specs you have, but if youre noticing more lag than usual, try enabling the mod settings for only for your empire (and reduce amount of traffic if still noticing), like Clairelenia suggested. If you're still getting lag after that, you were probably already lagging...
Kronosfobi 20 Jan @ 10:26am 
What is the recommended specs that wont lag?
Clairelenia  [author] 20 Jan @ 5:57am 
If you have a weak/weaker PC, it will =) but for these things u can change Density of the traffic and also activate it just for your empire or all empires via Edicts
Kronosfobi 20 Jan @ 4:19am 
It didnt accur to me but does this mod create lag?
Evan 28 Nov, 2024 @ 9:32am 
awesome, thankyou
Vortek Gamer 30 Oct, 2024 @ 6:28pm 
just got a random crash and this is the last error it came out of
[effect_impl.cpp:4903]: Failed to find a random name for ship size 'living_eventship_05_var2', for Country 'Civilians (162)'
TheFaithfulWisp627 22 Oct, 2024 @ 6:35am 
is this mod reliant on ISBS?
Kronosfobi 26 Sep, 2024 @ 2:15pm 
thank you!
Clairelenia  [author] 26 Sep, 2024 @ 11:03am 
Hmmm nothing changed except the version. Not sure if it causes some issues if you use mods for a newer version, but in theory it should work ^^ let me know then :D
Kronosfobi 26 Sep, 2024 @ 3:28am 
Will this work for 3.12 too?
Lamb 22 Sep, 2024 @ 2:59pm 
That's fine! I just wanted to know. Thank you for the swift responses and keep up the good work <3
Clairelenia  [author] 22 Sep, 2024 @ 1:58pm 
Nah, nobody attacks Civilians. I mean, i think you could attack them if you want, but they should respawn eventually, too :)
Lamb 22 Sep, 2024 @ 1:10pm 
What about factions that attack neutrals; like xenophobes (unless I'm misremembering)? Or do they possess absolute neutrality?
Clairelenia  [author] 22 Sep, 2024 @ 1:01pm 
Civilian Ships are a neutral faction, like Tiyanki :) they won't get attacked by anyone
Lamb 22 Sep, 2024 @ 11:31am 
Pardon my curiousity but will hostile factions attack civilian ships or can they not be harmed?
Clairelenia  [author] 12 Aug, 2024 @ 10:14am 
just a visual mod that makes star systems far more alive :D you have buzzing colonized systems then
knightphantom420 11 Aug, 2024 @ 2:56pm 
is this just a visual thing? or do they acually transfer people, resources, ect..
Robo 20 Jun, 2024 @ 12:03pm 
Feels like Distant Worlds, great mod!
God Queen 158 27 May, 2024 @ 3:17pm 
Just installed this and it works for 3.12. I have it towards the bottom of my modlist. I love the ambience it adds!
Sophia Ferddinand 24 May, 2024 @ 7:13pm 
Hey there! Does this mod work with 3.12? BTW, great mod! Thank you for your work!
Naptime Hyena 17 Apr, 2024 @ 3:39pm 
Wish this mod would get updated for current version ;-;
Hellshiver 29 Mar, 2024 @ 4:02pm 
Couple errors in the log, only one that seems semi-important.

[virtualfilesystem_physfs.cpp:1202]: Could not open file: gfx/FX/progress_startend.lua, error: not found

The call is in ...\interface\isb_living_icons.gfx line 16. Assume it should be .shader instead of .lua?
Encrypted 10 Mar, 2024 @ 4:42pm 
Inerael try the No Grow When Overcrowded mod on nexusmods. I use it on 3.11 and it seems to work just fine. It limits pop to available housing limit so you don't have more people than you have housing for.
Inerael 10 Mar, 2024 @ 8:51am 
hey, amazing mod thanks you . In every "big game" i encounter lag in end game because of pop . Do someone know if this mod ioncrease the lag please ?