Stellaris

Stellaris

(-United Sci-Fi Races-) 3.12 Compatibility
55 Comments
YutaniWakazashi 24 May @ 3:38pm 
#tilarium

I suspect the issue is this mod creates new racial categories, and the base game doesn't understand how to use them.
tilarium 16 Dec, 2024 @ 4:10am 
There were no chances with races between 3.13 and 3.14 that I am aware of and so it shouldn't need an update. What did you find broken?
IMMORTAL 16 Dec, 2024 @ 1:03am 
3.14 update please
YutaniWakazashi 31 Oct, 2024 @ 6:11pm 
Just started a new game, seems to be running well so far. Will post if any issues arise.
YutaniWakazashi 28 Oct, 2024 @ 4:39pm 
The patch notes of the update said that cybernetic rulers will have their portraits show the cyborg trait. Is that going to affect this?
tilarium 9 Sep, 2024 @ 7:05pm 
It shouldn't, but the only way to know for sure is to give it a run when the patch drops.
YutaniWakazashi 9 Sep, 2024 @ 6:11pm 
I am going to assume this upcoming update shouldn't affect this?
YutaniWakazashi 8 Sep, 2024 @ 2:47pm 
I am assuming the upcoming update shouldn't touch this mod?
Cathelia Samicora 10 Aug, 2024 @ 5:28am 
@Lando
Then, you must change the detail of your "ur_machine_set" in the file "ur_portrait_sets.txt", by doing the similar thing -- delete those that already exists in vanilla game, for example:
sd_hum_robot, sd_mam_robot, sd_rep_robot ... and so on.
ONLY by doing all these things above, can you no longer incorrectly overwrite the vanilla file.
And what's more, ONLY by doing all these things above, can you make machine portraits in this mod BE ABLE TO play as Non-Gestalt empires.
Cathelia Samicora 10 Aug, 2024 @ 5:27am 
@Lando
Firstly, thank you for this fix patch.
However, there is a mistake in "portrait_categories" folder. We should NOT overwrite the official file "00_portrait_categories.txt" when adding new portraits in this 3.12 version. Version 3.12 will automatically makes different portrait_categories to become compatible with each other EVEN when they are using the same category name. Thus you should change the file name "00_portrait_categories.txt" in this patch into other prefix names such as "ur_portrait_categories.txt", and DELETE any portrait ID which already exists in vanilla game.
For example: humanoids section should be deleted, but machines section should be kept. And from mammalians to synthetics should be all deleted.
yoshuzapat 13 Jul, 2024 @ 6:13pm 
me cargaron solo un par ... :/
PoorPastaDad 27 Jun, 2024 @ 10:20am 
The pain of not being able to play the adeptus mechanicus as robotic/cybernetic species :( what do I need to change in the gamecode to make this possible?
Lando  [author] 26 Jun, 2024 @ 8:39am 
Are you playing an existing game that was made when the mod was on an older version? If so you'll have to create a new game. As it is now empires can't randomly generate using these portraits. I just tested to make sure and I'm not seeing the behavior you are describing.
Major Major Major Major 25 Jun, 2024 @ 12:55pm 
All animated and non-animated and I would prefer only animated species being generated by primitive, but also by normal empires unless I specifically selected them does that make sense and also the names being active because all of them generate with no names
Lando  [author] 24 Jun, 2024 @ 11:00am 
I added the recolors of bots to the don't randomize list. Maybe that's what is causing your issue. What portraits are you seeing on primitive empires that are having issues?
Major Major Major Major 22 Jun, 2024 @ 12:18pm 
Can you make it that primitive empires will not spawn with non-animated portraits as well as when they spawn I’m referring to primitive empires, pre-faster than light speed, empires, or civilizations that when they generate that they generate with names because currently they’re not generating with names and that’s very annoying
Lando  [author] 10 Jun, 2024 @ 8:04pm 
Updated mod to prevent non canon portraits from being used in random empires. I don't have a game going right now so comment if you still see a problem. I left some recolors of machines and robots randomizable since they are vanilla images.
RedRapture 9 Jun, 2024 @ 9:17am 
Alternatively, reach out to me on steam and i'll provide you with my copy.
RedRapture 9 Jun, 2024 @ 9:12am 
He didn't put in the de-randomize coding that was in the original.

Lando, If you go back into each set in the file ur_portrait_sets and put non_randomized_portraits = { } then list all the species sets there, it'll make it so none of them are randomized.
Czezary 5 Jun, 2024 @ 9:28am 
I know i write back rather late, but random empires were disabled by default in original mod. Why isn't it possible here? Did something change in the game itself?
jtbush00 25 May, 2024 @ 7:16pm 
I kinda would like to have some of these separated into individual mods, like I love the fantasy portraits a lot and use them most, some misalliance stuff I use, some Star Trek and Star Wars but like never use Doctor Who, XCOM, Babylon 5, just a bunch that I don't use or really care about.
tilarium 22 May, 2024 @ 9:57am 
@Czezary as base Stellaris doesn’t offer this as an option, it’s not possible for mods to (that any modder has discovered anyway). The only way to disable some or all is through editing the files, which would mean a wholly new mod.
Czezary 22 May, 2024 @ 9:48am 
can you add option to disable random spawning?
Lando  [author] 20 May, 2024 @ 10:23am 
So for it to add the United Races machine portraits to the existing Stellaris machines category I have to overwrite the base game file. This can be a problem if you are trying to use another mod that does the same thing as the game will only load one file. Check and see if you are using any other replacer mods and try turning those off. Also to be clear this doesn't add a Robot category it adds to the machine category.
olealex 20 May, 2024 @ 1:44am 
It doesn´t work for me. Robots are not in. I have now the united scifi races and this mod. Not the robot mod. I this correct?

I un- and resubscribed just to be sure. But still not working. Can anyone confirm?

Thx
Lando  [author] 18 May, 2024 @ 11:52pm 
Robots should be added to the machines category now. No need to subscribe to the old mod.
YutaniWakazashi 18 May, 2024 @ 11:42am 
Seriously Lando if you've got a Patreon or something give it a shout out and I will happily donate.
olealex 18 May, 2024 @ 11:20am 
I guess merging it all to this one? Thanks fratello!
Lando  [author] 18 May, 2024 @ 10:03am 
I can either do this United robot mod separately or I can merge it into this one. Merging it will add all of the machine/robot portraits into the existing Machine category. Which one would you all prefer?
olealex 17 May, 2024 @ 12:38am 
Thank you! Will you do something similar for the united robot mod? If you have patreon or paypal I would even donate for your hustl :)
Thanks again!
Jon Throw, King of the 1k 16 May, 2024 @ 5:26pm 
You nailed it. That was quick! Appreciate it and nice work!
Lando  [author] 16 May, 2024 @ 4:00pm 
Should be fixed now.
YutaniWakazashi 16 May, 2024 @ 1:41pm 
I am having the name list issue, though I am still running the same game I started after downloading the mod before the last two small updates. I can see the portraits however.
Jon Throw, King of the 1k 16 May, 2024 @ 1:24pm 
I'm having the same issues as others. The "appearance" tab is broken at the moment so only the traditional races are showing up. I tried running a playset with just the base United Mod and the Patch, no dice. The names lists are working those, so it's something that is tying the portraits to the species generation menu.
Lando  [author] 16 May, 2024 @ 12:08pm 
Just started up a game on the new version released today and still seeing the changes I made yesterday working. Not sure what the deal is but I'm guessing it's tied to how they are handling updates. Maybe try unsubscribing from the mod and deleting the files and re downloading?
olealex 16 May, 2024 @ 8:53am 
@jbush00 same here. There was a small patch today. Maybe that´s the reason.
jtbush00 15 May, 2024 @ 10:07pm 
Well this is weird, I just had this working and now it no longer works
Jcranjel 15 May, 2024 @ 9:17pm 
Thanks for the quick update!
jtbush00 15 May, 2024 @ 8:48pm 
Would be great if the mod was updated but this works too
Lando  [author] 15 May, 2024 @ 7:52pm 
Sorry for the delay the random names should be working now.
fisherb1986 15 May, 2024 @ 9:47am 
Again thank you for everything!!!! If you can make the patch for animated only, that would be AMAZING!!! Again, thank you soo much
Jon Throw, King of the 1k 14 May, 2024 @ 7:41pm 
Yep, seems to be the randoms that generate and there's no species or empire names. Results in about 10-15 "blank" empires.
Lando  [author] 14 May, 2024 @ 4:46pm 
Is species no name issue just for randomly generated empires?
mateusns2 14 May, 2024 @ 10:30am 
Thank you very much, you are the best
I can't play Stellaris without this mod
Jon Throw, King of the 1k 13 May, 2024 @ 7:33pm 
Seem to be having an issue where races are spawning without a species name. Anything I need to do there to combat that?
opuntia 13 May, 2024 @ 12:05pm 
Hi
Any chance a patch can be made for this as well?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1913969998
It is the Sci-Fi Multiverse Species Mod

Thank You again for all of your effort.
y1224y1 12 May, 2024 @ 11:07pm 
thank you
Dispesys 12 May, 2024 @ 3:47pm 
I got several https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3245485972 and the same which this one fixes ;) Welcome guys!
可爱小风神 12 May, 2024 @ 10:23am 
can u add some marvel universe guys?