Stellaris

Stellaris

SpaceFauna Expanded
66 Comments
Callisto 22 Jul @ 1:42am 
Can you save Troika designs at all? Just ran into that infamous bug and I had hoped I could solve it through your mod...

Also: I might have some compatibility issues here because new slots aren't unlocked, even after researching the techs. Any suggestions as to what to look out for?
xia05106 19 Jul @ 8:58pm 
I don't think it is a compatibility issue... because acot clearly has issues with space faunas, what's interesting is that whilst this mod makes both X amoebae and void troikas designable, only centenarians are unaffected (but still can't use stealth).
Tintenfisch  [author] 19 Jul @ 8:15pm 
@xiao05106 maybe I need to make a compability set with acot
xia05106 19 Jul @ 5:42am 
update: with this mod and acot on only amoeba centenarian can be designed and "built" (cloned). There is still nothing I can do about all other creatures and sizes including void troikas.
Tintenfisch  [author] 17 Jul @ 3:48pm 
@xia05106 very interesting, I think I need to figure out what caused this issue.........I tried only use this mod, and it works fine
xia05106 16 Jul @ 3:25am 
Naming doesn't help because it has something to do with components (and the associated technologies).
Tintenfisch  [author] 16 Jul @ 2:19am 
@xia05106 Ok I will check this out, but this mod works fine on my laptop, have you tried to change the name of the design?
xia05106 15 Jul @ 5:43am 
After vigorous testing (and a few mod updates during which), my crystal problem expanded to all cloned, wild and reanimated space organisms, that is, none of them can be designed. I can also confirm that it is mainly an acot main mod issue, but specifically the crystal case, this mod may still have bugs. I can only further confirm that once I sort out the acot part of this problem.
Unamused 7 Jul @ 8:48pm 
I can confirm @xia05106 problem as well. Identical issue.
Tintenfisch  [author] 6 Jul @ 4:44am 
@RainbowCastella yes I am planning to add drones and spaceclouds to this mod
Tintenfisch  [author] 2 Jul @ 5:09am 
@xia05106 I think x amoeba can not use stealth is a bug but I do not want to fix.... because it is quite overpowered in some situation. And my crystals ships works fine, do not have any mod that overwrite that special crystal armor that add hull point to the ships?
Tintenfisch  [author] 2 Jul @ 5:05am 
@eqN yes but they will use 60% weapon 20% shield 20% armor, it is fixed in the design
xia05106 2 Jul @ 3:13am 
I'm having this strange bug with my crystalline entities:
For my every other space fauna species, I can design them normally, including x amoebae and x voidworms. However, for my crystals only, regardless of size, I cannot save new designs, "empire is missing required technology" it reports, without telling me what that tech is. Of all my mods this is the only one that directly associates with space fauna.
Also is it a bug or by design that x amoebae cannot use stealth components?
eqN 19 Jun @ 8:42am 
A long shot, but out of curiosity do the AI use the new ships/mutations? Also curious if there is compatibility for ESC Next. Thanks for the awesome mod!
Tintenfisch  [author] 14 Jun @ 8:21pm 
@ThylatechAlloy I think it is currently broken, I "fix" them by making amoeba centenarian and Viodworm Troika available in the hatchery, but producing them requires massive amount of rare resources
ThylatechAlloy 6 Jun @ 11:55pm 
@Chirumiru ShiRoz How did you find a way around it? I've been having issues with Space Fauna since 4.0 dropped when it comes to custom fauna and I am stumped on how to make these new ones and Troika work with upgrades!
RainbowCastella 26 May @ 5:55am 
This mod deserves my points. I'm also looking forward to your upcoming contents. Do you have any plans to add any faunas(like dragon) other than the existing ones? thx for the good mod
Tintenfisch  [author] 17 May @ 12:23am 
@Chirumiru ShiRoz Yes I think this is due to some bioship changes
Chirumiru ShiRoz 16 May @ 7:58am 
Nvm, manage to find a way around it and it works lulz.
Chirumiru ShiRoz 15 May @ 2:35pm 
@Tintenfisch Hi there, do you have any luck with 4.0 changes? I had made some custom faunas and it worked fine in 3.14, but something in 4.0 borked it and they are not designable anymore. (They still appear in vivarium and can be spawned via scripts)
Jace domon 15 May @ 5:05am 
can a full born centurian be saved though so if i make a template and edit could it take and be saved and built
Tintenfisch  [author] 15 May @ 3:00am 
SpaceFauna is quite bugged now, when small SF grows the template is currently not inherited, so only crystal entities/Cutholoid/Tiyanki works with lesser problem now (2025/05/15)
Tintenfisch  [author] 13 May @ 5:14am 
@Jace domon thank you, will try to fix it
Jace domon 12 May @ 8:58pm 
i belive the issue is that it has noo locked in weapons so the new ui dosnt think its valid
Tintenfisch  [author] 12 May @ 6:37pm 
@redisorientationlism now you can breed them in base game :)
Tintenfisch  [author] 12 May @ 6:36pm 
@Techlich it is like 114% base game, the buffed space faunas are still no match for ACoT weapons
Tintenfisch  [author] 12 May @ 6:34pm 
@Jace domon yes I got the same issue but currently unable to fix it
Jace domon 11 May @ 8:31pm 
the Centorian is Currently broke as is the abbilite to add the addinal mutations slots i use UI dynamic
redisorientationlism 10 Apr @ 2:24pm 
Can I breed ether drake with this mod?
Faceless 15 Mar @ 8:11pm 
Looking at the amoeba centenarian; there's some issues with Auto-Complete not filling out the mutations (saying it doesn't have a section, likely because there are no default weapons). This may be related to a crash I was seeing when trying to change space fauna mutations (but there was no crash log and the error log didn't say anything so I'm not sure). Also, and more importantly, it can't equip the Leechcraft for me, so very sad for a high level carrier class.
Techlich 7 Mar @ 10:28pm 
Is this to balance them for base game, or for more powerful mods like ACoT or Gigastructures

And especially if the latter, any ideas for getting full on leviathans/guardians like the space dragons as end game tech? If too powerful, maybe limited to something like one per a star base building or something.
Darrow O' Lykos 4 Feb @ 3:29am 
I'm not sure what's happening. This should be the only mod that affects my space fauna. Whenever I try to make a template for the space fauna, it always resets to the small type spaceship instead of the destroyer/battleship (larger) templates that I've unlocked through research. I select the "Pick creature size", choose any other size than small and save the template. When I load the template again in the fleet designer space fauna tab, it reverts to the small type.
Samael 29 Jan @ 6:57am 
strange must be some mod conflict somewhere with this mod on bubble just disappears after the join event
Tintenfisch  [author] 27 Jan @ 7:14pm 
@Samael No @willispower812 finally I found the problem, this mode have some compatibility issue with my favorite more event mod, in order to fix this the MEM mod must be load after (below) this mod
Samael 24 Jan @ 11:30am 
does this mod edit bubbles in any way?
willispower812 10 Jan @ 8:43pm 
thank you! Love what you added I look forward to getting to enjoy the aomebas as well!
Tintenfisch  [author] 7 Jan @ 11:27pm 
@biomekanic fixed
Tintenfisch  [author] 7 Jan @ 11:27pm 
@willispower812 yes Me myself got similar issues, there are less wandering amoebas in the galaxy but I have no idea what costs this problem
willispower812 5 Jan @ 12:36pm 
Confirmed, with my mod set up there is something conflicting with your Mod that appears to remove most wandering amoebas in the galaxy, should I Send my load order to see if you know of a specific incompatability issue?
willispower812 5 Jan @ 12:14pm 
Updated thing on the problem, I was able to find ameobas in another empire, however they only spawned in Amor Alevo, and there are no wandering ameobas.
willispower812 5 Jan @ 11:46am 
Question, has anyone else come across an issue where their galaxy lacks space aomebas of any kind? I am unable to find any.
biomekanic 28 Dec, 2024 @ 7:33pm 
When I launched the game it says the mod is for an older version; 3.14.1592, not the current as of today .14.15926
VerdantVulpine 26 Dec, 2024 @ 8:09am 
I appreciate the work you are doing! This is the only one I have seen that actually does anything with the fauna directly other than mutation slots.
Tintenfisch  [author] 26 Dec, 2024 @ 12:04am 
@Myphicbowser I still need to figure out how to add new build-able ships to the game, now the Progenitor Hive origin and the Beastmaster Civic is unlocked
Tintenfisch  [author] 22 Dec, 2024 @ 5:52pm 
@VerdantVulpine I use MEM and some many other event mods and my centenarians works fine, their speed is defined by @speed_slow = 100, but still I may be able to fix it by giving centenarians speed=100 instead of speed = @speed_slow
Count BlingBlangula 22 Dec, 2024 @ 12:38pm 
yeah i wasn't sure if it was from this mod i just thought it was so i wanted to mention it
VerdantVulpine 22 Dec, 2024 @ 8:05am 
I had a group of cenetarian, but they wouldn't move. I checked their stats, and it said they had zero speed. Could be weird mod interaction, but this is the only mod I have that messes with the fauna.
Tintenfisch  [author] 22 Dec, 2024 @ 3:25am 
@Count BlingBlangula yes but that is not from this mod, do you mean that in cutholoids first contact event?
Tintenfisch  [author] 22 Dec, 2024 @ 3:22am 
@Myphicbowser Fail to achieve that, I already add a new ship categories "space amoeba offspring", they are offspring ship with aura components, but I need to figure out how to add dna through a civic
Count BlingBlangula 21 Dec, 2024 @ 8:12pm 
i think the cutthuloid component that gives you 8% higher armor doesn't work