Stellaris

Stellaris

Ecology Mod Reborn
152 Comments
Nikal 11 Jul @ 4:08am 
Question: Am I supposed to be getting a "Low Stock" warning for Waste? 🤔
miyakolily 28 Jun @ 7:22am 
Apparently if you don't Do Science for a living you may be surprised at just how much disposable stuff they go through in the process! And that's not even getting into the hazardous chemicals.
miyakolily 28 Jun @ 7:05am 
Incidentally I just read about the cancer-causing chemicals leaching from the Sterigenics Sterilization Facility in Atlanta and I feel Research Labs should probably produce more Waste than they are depicted as doing in this mod
eqN 15 Jun @ 5:19pm 
Excited for the Pops mod! I went ahead and posted some balance feedback so far in its own discussion thread to keep from flooding these comments. Hopefully it is useful!
Tovius  [author] 14 Jun @ 10:54am 
Something I'm consider once I finish updating Expanded Pops is separating ranger jobs (from ranger buildings) from park rangers (from park zones), and having park rangers be a resort worker swap.
eqN 14 Jun @ 3:58am 
Thanks so much for your reply and the most recent update! I'll keep an eye out for any bugs or balance outliers.
Tovius  [author] 13 Jun @ 11:39pm 
More work still needs to be done, so let me know what you think.
Tovius  [author] 13 Jun @ 11:39pm 
I'm still working on Expanded Pops, but I managed to squeeze in a few changes:
Added urban park decision, gives + amenities, - waste, and - housing from city districts
Park zones now require the national park tradition (unless environmentalist)
Park zones give +75 ranges and +25 waste workers, various new bonuses (both by default and from Environmentalist traditions)
Park zones can now take unity buildings
Empires may start with a waste processing building, depending on civics and origins
Tovius  [author] 13 Jun @ 8:19pm 
Thank you for letting me know
Daedwartin 13 Jun @ 5:53pm 
BTW, the substainable farming and fishing zones currently don't work.

The reason is that the OR statement in the unlock itself ALSO needs to be nested in within an Owner = { } statement as apparently that is what actually allows the planet to check who owns the planet when checking if the zone can be built.Its a pretty easy fix of 6 lines to fix all three zones.

I have confirmed that this bug occurs with only this mod running and that nesting the zone's unlock OR statement inside of an Owner statement fixes the bug.
Tovius  [author] 11 Jun @ 4:13pm 
If there are no patch notes, it is always something miror like that.
Tovius  [author] 11 Jun @ 4:12pm 
No rebalance yet. Just updating to latest patch.
eqN 11 Jun @ 2:22pm 
Hey there! Noticed an update. Is there any patch notes? Curious if this was the rebalance.
Vlad_1492 11 Jun @ 12:25am 
Glad to hear that balance is in the work. Love this mod since I first found it years ago. In 4.0 now every game becomes 'Rangers Dominate Bioscience and Win' .
Tovius  [author] 3 Jun @ 2:59pm 
I will be rebalancing a lot later. I will keep that in mind.
Azona 3 Jun @ 12:04pm 
found it by accident. I personally don't like this change, because specialisation slots can be occupied by lot more and better specialisations. I guess a solution would be find mod gives extra row and for looks also extra building row then.
Tovius  [author] 3 Jun @ 9:40am 
They are an urban zone, same as other district specializations, such as archives.
The zones are not currently locked by the tradition (although they will be later), the traditions just buff the zone.
Azona 3 Jun @ 9:01am 
So I used tradition and unlocked first urban park thing, they dont show up at deciscion, read here there at zone? what you mean with that? placed your mod at buttom to be sure loaded last dint help either, do have your other mods that are needed. any does your 3 mobs need special load order to?
Tovius  [author] 29 May @ 1:41pm 
it looks like I will need to do a balance patch once I have finished the comp patches.

Here is what I am currently considering:
- Waste Buildings are a planetary unique that gives jobs from city distrcts (and rural if Agrarian), maybe also waste reduction from civilians (especially at higher levels)
- Urban Park decision that gives + amenities and waste reduction, but - housing from city districts.
- Maybe a similar decision for rural districts
- Buff park zone but lock it behind environmentalist tradition (environmentalist civic also unlocks it)

If you have any other suggestions, please let me know.
The KotU 28 May @ 5:54pm 
Would you be able to add compatibility for BPV - More building slots mod?
The KotU 28 May @ 2:03pm 
@Tovius, Coukd you add images of what we should see, and where
Rodirik 27 May @ 12:24pm 
It works now. Thank you for your work!
Tovius  [author] 27 May @ 12:41am 
Yeah, the park zones are appearing on my end.
I should also mention that the parks are not available if playing a wilderness empire.
Tovius  [author] 26 May @ 4:45pm 
If you have other mods that add zones, they may not be compatible.
Tovius  [author] 26 May @ 4:43pm 
It should appear in the urban zone. Ill double check later tonight
Rodirik 26 May @ 1:38pm 
I have both universal modifier patch 4.0 and expanded mod base installed. I completed the environmentalism tradition and yet no matter how much I try the new zone do not appear on any type of world.
Tovius  [author] 26 May @ 12:46pm 
It is a zone now.
Make sure you have the required sub mod.
Rodirik 26 May @ 10:26am 
Hello, is it normal that you can no longer create parks / natural habitats?
Tovius  [author] 25 May @ 3:26pm 
I've updated the mod for 4.0. Let me know if you have any problems.

Remember to download the required sub mods, or half the mod won't work.
Tovius  [author] 25 May @ 1:00pm 
I am almost done, I just need to fix one final issue with Wilderness Biomass not producing any waste.
Tovius  [author] 25 May @ 12:22am 
I am getting close to an update. I just need to create a few new zones and finish bug testing.
There won't be anything unique with the Wilderness origin for the comp patch, beyond the waste worker job swap. I will try to add more for it later.
Tovius  [author] 24 May @ 3:58pm 
I am currently looking for suggestions for names for wilderness versions of the waste buildings. For context, I have named the jobs detritisymbionts (decomposers that recycle nutrients)
Wairui 24 May @ 12:08pm 
Tovius - thank you for this wonderful mod. Your time is valuable, and I'm sure we all desire a quality mod - so please, do take your time!
Tovius  [author] 24 May @ 10:01am 
I'm currently working on it now. I have to adjust a lot of things around to work with the new system, so it may take a bit.
WalrusMan 23 May @ 10:44am 
Definitely miss having this, not demanding the update or anything lol just saying this mod has become thematically integral for my games
Dr. Quackers M.D. 6 May @ 11:20am 
love the mod cant wait for update
Wakelessrex 8 Mar @ 5:41am 
Just wanted to say, love the mod and super appreciate it.
lightdimf 16 Jan @ 9:39pm 
What about using habitability as a debuff from pollution? It has a lot of debuffs included (pop growth too) and instead of being flat modifier affecting everyone it will be much more dynamic (and will make much more sense), so some sort of space cockroaches with high habitability traits won't care about pollution while some other species can be quite vulnerable. Also habitability buffs will help to adapt to pollution. It will also make a mod more challenging a bit, since some people already pointed out here that pollution debuffs is quite negligible to be honest (can keep stability modifier tho, stability is too easy in vanilla anyway)

Also, I guess a pollution thresholds could've been based on the planed sizes if possible, it would make more sense if the big planets wouldn't be so easily polluted as a small one.
Tovius  [author] 20 Dec, 2024 @ 10:13pm 
Waste is a resource that you can track on the planet screen. It should reduce by 100.
100 is only a moderate amount, though, so you might not see it reflected in the planet modifier. (The modifier also takes a month to update)
MightyShark 20 Dec, 2024 @ 4:23pm 
I cleared the "Great Pacific Basin" blocker with the 100 Pollution symbol next to so shouldn't it REDUCE me pollution by 100 once cleared cause i didn't see any reduction at all?
Tovius  [author] 13 Dec, 2024 @ 8:49pm 
I have buffed the Environmentalist tradition slightly. In particular, the finisher now unlocks the ranger lodge building (or +10% habitability if Environmentalist)
MightyShark 6 Dec, 2024 @ 5:27pm 
Shouldn't this "on_action" entry have an "events" parameter assigned to it similar to other "on_actions" in the same file ?

on_colony_monthly_pulse = {
ecopops.4
}
romannets 29 Nov, 2024 @ 4:09am 
A great mod with even more potential, adds a whole new element to the game. But i would combine it with extra building slots.
Lavoroxan 19 Oct, 2024 @ 12:48am 
Wish there was a harder version of this mod. 30 Years with max pollution on capital and nothing has really happened. I choose to not clear depleted resources when i play lol to give that sense of actual change. Still very thankful you brought this mod back up to date.
Daevinski 15 Sep, 2024 @ 10:45am 
miyakolily 12 Sep, 2024 @ 9:31pm 
Waste processors help you deal with, or improve the bonuses from, storms which deposit dust on your planets?
Tovius  [author] 11 Sep, 2024 @ 12:01pm 
I feel like this mod should interact with the new Cosmic Storm DLC in some way, but I haven't delved into the new mechanics enough yet to know what to add. Any suggestions?
Bishop Heket of the Old Faith 4 Jun, 2024 @ 12:02am 
I guess they really wanted a planet dedicated to galactic garbage.
tilarium 3 Jun, 2024 @ 9:35am 
Guess it all comes to the dice rolls. Game AI can be so weird sometimes.
Tovius  [author] 3 Jun, 2024 @ 9:05am 
Funny, I've had people complaining about the exact opposite problem, but I can limit how many the ai builds.