Stellaris

Stellaris

Behemoth Fury Tweaks
57 Comments
Kalisalos  [author] 22 Jul @ 6:35am 
@The_Honored_1 - As far as I am aware! No one has reported any compatibility issues with it.
The_Honored_1 19 Jul @ 11:09pm 
Is is compatible with ACOT?
Kalisalos  [author] 28 Jun @ 4:04pm 
@qwertyuiop181813: I just ran some tests on my side and it seems to work without issue, with Class III Behemoths being able to eat any non-allied planet. Was there a specific context where this wasn't working? Are you running mods that might conflict? And was this during main gameplay or post-victory?
qwertyuiop181813 26 Jun @ 11:28pm 
During my last visit, I found that the third level behemoth was unable to devour planets properly
Kalisalos  [author] 24 Jun @ 9:18am 
@<>===[}::::::::::::::::::::::::>: On the issue with Giga + Dynamic UI + A player not having biogenesis? If so, unfortunately, I have no current ETA. It is incredibly difficult to test where this might be coming from, as I cannot test it on my own, and it is a complex issue that is not purely from BFT. I acknowledge that my mod is the smallest of the three, and will attempt to figure out at least where it is coming from when I have the chance to sit down and troubleshoot with someone else, but I don't even know if it's something I can fix on my end.

@qwertyuiop181813: Was there another issue with recent updates? The mod was compatible with 4.0.20, haven't had a chance to check for 4.0.21 yet though.
qwertyuiop181813 22 Jun @ 7:41pm 
We need to update
Any eta on current known issue, would love to add this to my multiplayer modlist but that kinda makes it not viable, just wondering..
minillaaaaaaaa 10 Jun @ 8:19pm 
Ye
Kalisalos  [author] 10 Jun @ 5:55pm 
@minillaaaaaaaa - Do you mean in the postgame after maintaining control? If so, that's a trade-off that I had to allow because of how wars, bombardment, and planet crackers are hard coded. I had to pick between having the C1/2 behemoths unable to bombard or having no hostile actions be possible against empires that weren't part of the crisis war, and I chose the former as being the less problematic option.

If it isn't in the postgame, though, I'd need a little more context - I just tested a C1 behemoth and it could bombard a planet just fine (while at war with the owner of course).
minillaaaaaaaa 10 Jun @ 10:59am 
behemoths under class 3 cant bombard planets without going in rage
Z0mbie 9 Jun @ 2:29pm 
in that case perhaps its a combination of mods causing it
after hours of tinkering it was nearly 2 am so i didnt have the patience to test more thoroughly at the time but ill see if i can narrow it down further now that ive had some rest
ill send you a request on discord so i can send you updates on what i find there
Kalisalos  [author] 9 Jun @ 7:20am 
@Z0mbie - I downloaded Giga and just tried making a random game to see if I could replicate the crash. Admittedly, I'm not very familiar with that mod (I played on a potato PC for a while and was afraid of the performance hit), but I set the option to have Fallen Empires spawn with 1-3 planetcraft. The game loaded without issue, and I confirmed that the FEs did indeed have planetcraft and attack moons. Could I get some more details about what settings you were running? If you're on Discord, I'm also kalisalos there if it makes communication easier.
Kalisalos  [author] 9 Jun @ 7:08am 
@Aewon - Yeah, that should be fixed in Paradox's upcoming patch. Was a blanket issue that was introduced in the previous patch.

@Z0mbie - Interesting. I can try to take a look when I have a moment to see why this might be. It's admittedly a little daunting given how massive Gigastructures is, but I certainly wouldn't want my mod conflicting with *the* biggest makeover mod.
Z0mbie 8 Jun @ 11:44pm 
after hours of tinkering trying to figure out why i was crashing as soon as i hit play on a new multiplayer game i figured id leave a comment for anyone else struggling
this mod seems to have a incompatibility with giga engineering attack moons and planetcrafts specifically
everything else seems fine but if i enable those two things in the settings it crashes
i assume its specifically when having fallen empires start with some which get generated the moment you hit play
i do have other mods enabled but after hours of troubleshooting im fairly confident in my conclusion
hope it helps someone else avoid the pain i just went through
maybe someone could even make a patch
Aewon 8 Jun @ 6:54pm 
@Kalisalos hey, so from asking around apparently its a vanilla but something about biomass usage causes a you lose window to pop up and empire disappears, reason i thought it might be this mod is that event triggered RIGHT after i added this mod to my list
Siatru 5 Jun @ 9:20pm 
@Kalisalos thank you!
Kalisalos  [author] 5 Jun @ 8:42pm 
@Soupiracy - Answered in that thread!

@Aewon - Hmm, not something I ever observed in my testing. Is there an event popping up? If not, is it because your empire is just disappearing or something? The only things this mod would do that would directly cause game end (and isn't identical to vanilla) are triggered when a Class IV behemoth dies, or when you win the game with Ascension. Both have associated events. Another thought is whether or not you're playing Wilderness - there is currently a game-breaking bug active (in vanilla) that causes Wilderness to randomly lose if you spend too much at once.
Aewon 5 Jun @ 7:38pm 
heyo, so I'm currently constantly losing the game right now for some reason and idk why, i just selected the ascension perk behemoths fury and a year later i got a your empire has been defeated popup, this is during a multiplayer game and a small amount of other mods
soupiracy 5 Jun @ 5:58pm 
Hey there! Was wondering if you read my suggestion in the feedback. Thanks!
Kalisalos  [author] 5 Jun @ 1:19pm 
@Siatru - Turns out I had fixed this in this version of the mod, but deleted that modification in the Victory-only version since I was more thinking about the effects it has throughout the games too (allowing uncolonized habitable planets to be eaten). I've now put that fix back into the Victory-Only version.
Kalisalos  [author] 5 Jun @ 7:42am 
@Siatru - I will take a look at this after work! I thought it was set up in a way to allow this, but I may have screwed something up when setting up the code that allows it to work outside of wars once that ending is achieved.
Ambassador Hyperion 4 Jun @ 8:49pm 
it was stellaris fixes
Ambassador Hyperion 4 Jun @ 8:33pm 
never mind it might just be advanced ascension
Ambassador Hyperion 4 Jun @ 8:25pm 
seems when using with mods like acot or giga it causes a infinite event pop up
Siatru 4 Jun @ 8:11pm 
I'm using your other mod that affects the ending only but I feel like this is an issue for both cases either way. Just wondering if you know how to let me keep being able to use the EAT planet ability? I can't use it on any planet after I choose to linger except Pre-FTL planets.
Robin 30 May @ 3:54pm 
Oh awesome, thank you! I'll give those a go
Kalisalos  [author] 30 May @ 2:36pm 
I personally had a good time with EvoPred and Shared Genetics as a civic, synergizes well with Behemoths since they have so much hull already. And Wilderness is completely bonkers with BF at the moment with how the Mindlink district works, so if you want to get to try that before it gets patched, now's the time!
Robin 30 May @ 8:20am 
Does anyone have any suggestions on what origin/civics to use with this?
I'm currently using https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1291960589 for the home system giving a dragon to join the behemoths + the overtuned origin, but I feel like things that boost the build speed of the eggs would be better
WRXKiller-GM 29 May @ 9:35pm 
Damn
Kalisalos  [author] 29 May @ 9:24pm 
It does prevent achievements - the only mods that do not are (as far as I am aware) the purely cosmetic ones.
WRXKiller-GM 29 May @ 9:23pm 
Love all of these tweaks but I got to quickly ask does this mod prevent achievements or is it achievement viable?
Kalisalos  [author] 28 May @ 6:50pm 
My pleasure! At the end of the day, this mod only exists to help people have more fun with the game, and if a simple thing like this helps you to do that, then it's worth a few minutes of my time haha. Have fun, and may your game be desync free!
Phoenixel 28 May @ 6:48pm 
Fair point! Thank you so much! I'll give it a playtest but I cant see why it wouldnt given it's pulled from the same cloth. Thanks again <3
Kalisalos  [author] 28 May @ 6:42pm 
Taking things out is always easier than creating new things. Here you go!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3489455300

Tested briefly, but I did not do a full game with it, only checked with a save right before EV was killed. I'd recommend giving it a whirl juuuust to make sure I didn't break anything elsewhere in the crisis.
Phoenixel 28 May @ 6:34pm 
No rush at all but how long do you think that would take? We have a pretty big mp game this coming week and I'm hoping to use it. No biggee if not I get it this stuff can be tedious (i gave up on an event chain I was working on)
Phoenixel 28 May @ 6:26pm 
That would be great if you could! Messed with the base mod and I like the changes but sometimes a close to vanilla run is nice haha. Many thanks!
Kalisalos  [author] 28 May @ 6:10pm 
Yeah, that's the gist of it. I can easily put together a standalone of just the victory changes though and toss that up too.
Phoenixel 28 May @ 5:35pm 
Or if you'd like to give a run down of how to modify that aspect that would be great. I'm assuming your just taking the event and firiing it once a custom special project is done which itself is fired by a similar event?
Phoenixel 28 May @ 5:29pm 
Hi! Is there any chance we could get a standalone for the victory changes? I really hate not being able to continue playing after its over but I'm not looking to tweak anything.
Kalisalos  [author] 27 May @ 3:46pm 
They really do deserve pets!
kenken244 27 May @ 3:21pm 
can we get a button to pet the behemoth too?
That Thing 27 May @ 3:02pm 
Just tried it with the update, growth factor is now properly uncapped, thanks.
Preowned 27 May @ 3:01pm 
Just booted after you update and I am at 675% now! thanks! Will let you know if it rises normally or something funny happens.
Kalisalos  [author] 27 May @ 2:53pm 
As it turns out the 'past save' I was using for validation wasn't exactly fully a past save, and the growth factor cap was tied to the situation starting. I've shoehorned in a potential fix for that that should apply retroactively, but I have no easy way to test it on my end as I do not have a mod-free save at the correct progression point. Best experience will still be on a fresh save, but try updating the mod and let me know if that lifts the cap.
Preowned 27 May @ 2:34pm 
I am having similar issue with a past save, where growth factor is still stuck at 555%

I have tried some trouble shooting steps in game to trigger it: eating a planet, waiting for next stage of growing pains, changing my 'approach' around to digestion/flight/fight


Unsure if that is helpful, but let me know if i can help, I like the idea behind this mod!
Kalisalos  [author] 27 May @ 1:50pm 
Just tested a few more things - turns out the Trophic Array technology is not backwards compatible with pre-mod saves if the Crisis was already started, as it is the act of entering Crisis level 1 that grants the technology option. So that explains that if you are loading an older game.

I can't think of any reason why Growth Factor would still be capped in your game though. I've tested the mod with pre-mod saves, and GF worked as intended, even retroactively given how it's saved. Just to be clear, it is stuck at 555% for you and doesn't increase even when you eat stuff?
That Thing 27 May @ 1:37pm 
There are 19 icons, and the Throphic array is mentioned. I am not getting the research for the trophic array however, and can't build it (I've reached repeatables). It's also worth mentioning that I am getting resources when behemoths eat planets. So parts of the mod work, but not all of it. This happens regardless of what I load it with, be it vanilla or a few other mods.
Kalisalos  [author] 27 May @ 5:08am 
@That_Thing - Hm, strange. I've tested it extensively, both with local installs and through Workshop, and that is not something I've ever had issues with. My best guess is that the mod isn't actually loading for you if Growth Factor is still capped (at 555%). You can check if it is correctly overwriting things in the error log when the game boots up, or the easiest way in game is probably to look at the Crisis Perks and see if there are 19 icons (and if Supersized Infrastructure talks about the Trophic Array megastructure).
That Thing 27 May @ 4:42am 
This seems to not work at all? The situation is still capped on my end.
HavocSpecialist38 26 May @ 8:07am 
I was thinking of another mod about the edict, my mistake.