Stellaris

Stellaris

More Events Mod
5,721 Comments
Daniellm 21 hours ago 
@janlitschka Arguably it is a you problem. Just not in the way you think
Malthus  [author] 11 Jul @ 2:03pm 
@Darko It isn't really 0 just less than 1 and the tooltip rounds it down.
Malthus  [author] 11 Jul @ 2:02pm 
On the current game version with the current mod files there should be no empty event window spam. This only happens with broken event tables because of outdated or plainly wrong script.
Darko 11 Jul @ 2:01pm 
Just finished the "Into the Depths" archeeological site, and the relic from it, the Cubortob Unil Omoth, has a passive effect that gives +0 influence, is this normal?
Janlitschka 11 Jul @ 12:44pm 
Cannot be removed mid-game without a crash - is it a me-problem, and if so, any idea why?
i just update game and download new mod with senate timer and after that this mod start so Unlimmiting spam of empty windows in game, if i disable this mod - everything okey... How can i fix that !?! It is ruining my one month camping....
Malthus  [author] 11 Jul @ 6:12am 
As far as I can see there is no catch one way or the other.
Darko 11 Jul @ 6:00am 
Are there any negatives about accepting/refusing Voggo the Great?
Tr33  [author] 10 Jul @ 3:15am 
@Shadow Your kind words wont stop me from reworking the vazurans :)
Shadow 9 Jul @ 12:59am 
Hey, I just wanted to say this mod is beyond awesome, I actually really like the Vazuran too, the entire mod is just really, really good. I appreciate the work all of you are doing!
Malthus  [author] 8 Jul @ 12:37am 
@Irvine Thank you for reporting this. I checked and the script itself is fine, meaning there should be 200 created, but the custom tooltip has never been adjusted. Will be fixed in the next update.

@Xedric Some people just cannot deal with reality :) Atleast your scientists are faster at researching now. Thanks man ;)
Xedric 7 Jul @ 4:45pm 
Okay, I found the meta event in game and cannot understate my joy. This was absolutely hilarious. My autocratic leader immediately became a raging alcoholic upon learning this is all a game, and then he died two months later. Completely worth a support donation.
Irvine 7 Jul @ 6:14am 
Had a science ship go missing while doing an anomaly on a planet and when a second ship did the special project I got the "Lost and Found" result(event id: mem_splinter_colony.6). Posting this here because the result only gives 2 pops, which is nothing in 4.0.
BroncoXeno2035 5 Jul @ 1:51pm 
It is indeed Gigas
Stepover34 5 Jul @ 1:38pm 
geoglyphs I'm pretty sure is gigas
Francisco 5 Jul @ 12:45pm 
Is this the mod that adds the mysterious geoglyphs archeology location?

It seems the dig site doesnt fully close in chapter 3
Peter34 2 Jul @ 6:49pm 
That sounds like a good solution.
Tr33  [author] 30 Jun @ 10:34am 
Tbh you could just skip the entire "player decides which toxic world" part, remove the event and start terraforming the largest one on relic activation.
Malthus  [author] 28 Jun @ 3:50am 
Yeah, I am aware that the event location solution is not perfect, but the best I could do to help out the player with quickly finding a suitable target.
Peter34 28 Jun @ 2:28am 
Okay, I loaded the save that I had wisely made before activating the Relic, and tried again. This time, in the info box after activation, I clicked on the "zoom to" yellow icon, and that took me directly to the planet, and I was able to do the Decision on it.

However, what if I'm playing a buy MP or otherwise neglect to use the zoom-to function when it's there. How do I re-find the particular planet a few weeks, months or years after activating the Relic, so that I can use the Decision? There seems to be a usability problem here...
Peter34 28 Jun @ 2:25am 
I just activated the Ancient Amoebae Sample to use the Toxic Gaiaforming ability, but I'm not sure where my Toxic Worlds are. I know that I've come across multiple during my Auto-Surveying, and I'd be surprised if none of them are inside my territory.

The Expansion Planner is no help. I can only get it to show me Barren Worlds that are Terraforming Candidates.

The text upon activation seemed to imply that the Relic would work on one particular Toxic World, but it never said anything about which one, like system name or planet name...

How do I proceed?
Malthus  [author] 27 Jun @ 8:51pm 
I believe I just went by the map shown here https://www.thegamer.com/breakdown-elder-scrolls-universe/ for the planet names. Since the other planets were named after the divines I thought it fitting.
I found the Magnus system and I can't help but wonder, why not name the daedric planets after their plane names instead of their prince's names? :P
Dthan 27 Jun @ 8:49am 
And by mod error I mean mod conflict
Dthan 27 Jun @ 8:45am 
I can’t log on until later, but I will do some checking! I figured it was a mod error, and hopefully I can back it up later!
Malthus  [author] 27 Jun @ 8:04am 
Then it sounds like something did not work out as intended. In fact this sounds like something might have either been mixed up, or the probe jumped into some cordoned off arrea.

Can you check the cluster it jumped into? It wasn the chosen cluster was it?
Dthan 27 Jun @ 7:52am 
He did! He was very rude about it too! I loved it. And he shows up in my contact list now as ‘Beserker Probe’
Malthus  [author] 27 Jun @ 3:44am 
Did he actually turn red and told you of his plans to remove all sentient life?
Dthan 26 Jun @ 10:54pm 
Hey the surveyor probe survived long enough to go beserk, but he appears locked away in a grouping of systems that I can’t reach. It won’t let me go there with experimental navigation or by jumping. Is this intended and I’m just missing an entrance somewhere? I have not seen him across the map, it seems like he can’t leave either
Cheddbuzz 25 Jun @ 6:36am 
unfortunately the event already happened a while ago in my play through and all im left with is the empire modifier and the debug only provides (days left -1) so i might just be stuck with it until i find out the modifier id.
Malthus  [author] 25 Jun @ 6:21am 
Your description does not immediatly ring a bell. You could use debugtooltip to check for flags or connected event id's if it is from mem, those start with "mem_". Otherwise it is from somewhere else.
Cheddbuzz 25 Jun @ 5:58am 
i know there is alot of events in this mod but does this mod add a event about a "xeno rights leader" (as if they have rights) that gives a permanent modifier towards xenophile and egalitarian attractions?
Oliveira 23 Jun @ 10:05am 
Hello, Tr33 — I created a mod that translates and revises the localization of various Workshop mods to PT-BR. I use your mod in my playthroughs and have translated/revised it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498553777
Tr33  [author] 23 Jun @ 3:59am 
The planet size debuff is part of the origin, not some event. The origin forces you into a playstyle with as few planets as possible. After you collected enough probe samples, you were able to decide the fate of the probe guy. Since you chose the protective outcome, he is now an actual empire which only fights crisis empires. This is not related to the actual debuff and as it is part of your origin, you cant get rid of it.
Phoenix5921 23 Jun @ 3:13am 
How do i get rid of the 400% empire size debuff called ceaseless gaze? apparently it comes from a probe that pops up sometimes but the guy agreed to be my protector

400% debuff is insane, its really messed up my research and it seems to be unremovable.

hes not in my contacts list and im about to enter end game, i convinced him i was his creator and set him as a protector but i have no idea what he actually does
Biggs 22 Jun @ 8:58pm 
sorry for spamin ur mod bro, this my last post. to anyone wants to know, if anomoly gives 300 reserach, that 300 is released in slow drip. the amount you will get is 15 per month (if your research labs already produce 15). if ur labs produce 30 you will get 30 per month until the whole 300 is gone. i looked this up. this my last post. have fun gamers.
Biggs 22 Jun @ 6:57pm 
yeah the research boost of some research from anomoly doesnt apply any benefits. tested it
Biggs 22 Jun @ 6:39pm 
how does it work, does it turn into "stored research" ? and how does stored research work, is it split over the duration of the whole 50 months or whatever it takes to research a tech? or do you get it all at once?
Biggs 22 Jun @ 6:38pm 
question - when an anomoly gives a certain amount of research, does it apply in 4.0 series? coz i looked and i cant see any increase from some anomolies.
Malthus  [author] 22 Jun @ 2:07am 
Adding new job types that don't overwrite anything of the basegame should not lead to incompatibilities as far as I am aware.
Biggs 22 Jun @ 12:36am 
great mod btw, some nice anomolies to read
Biggs 21 Jun @ 11:28pm 
@malthus is this compatible with ethics and civics mod by petruxa (it adds new job types)
Malthus  [author] 21 Jun @ 1:49pm 
You can draw that one after you had the space crystal attack one of your colonies and finished the following situation.
Divinicus 21 Jun @ 11:53am 
Hello, I noticed the existence of this "tech_mem_crystal_cultivation", do you remember how to unlock it?
Malthus  [author] 20 Jun @ 1:08pm 
Any mod that used the add_trait effect for leaders was affected by that game update, so you should check which of your mods did not update on or after the 4th of june i believe. Then you could narrow it down.
Stepover34 20 Jun @ 7:32am 
cause i run quite a few tradition mods and none seem to cause the issue
Stepover34 20 Jun @ 7:32am 
what mods are you using?
pablo gonzalez 20 Jun @ 7:15am 
@Stepover34 I don't have that as a mod so could it just be tradition mods in general?
Lamb Chop 19 Jun @ 3:23pm 
I think this game matured perfectly thank to the modders a much as Paradox, I just wish it could use all the CPU cored and the memory we have in comparison to when it was released
Stepover34 19 Jun @ 12:57pm 
I think plentiful traditions