Stellaris

Stellaris

Always Leviathans 1.3.4
35 Comments
Captain Obvious 16 May, 2017 @ 12:02pm 
Please help I am trapped in a Chinese fortune cookie factory.
Sterling Phoenix  [author] 8 Dec, 2016 @ 9:59am 
The bew file was different than the 1.3.4 file so probably better to get Always Leviathans +. But most of the changes looked like just code cleaning (unnecessary spaces removed, simpler coding, etc.) so it probably still works fine. But don't take my word for it.
Lord Zu 8 Dec, 2016 @ 8:59am 
Any issues with 1.4 or can we just ignore the red exclamation of doom?
Sterling Phoenix  [author] 3 Dec, 2016 @ 3:16pm 
The problem isn't having lots of mods, its having one incompatible mod. Chnaces are, one of the mods you have is editting the guardian initializers file, which depending on loading order (my mod is at the top, so this definitely happens to my mod), overrites my mod. Basically, two mods that use the same file, don't work together. So see if you have any other mods that affect spawn rates.
Krusken 3 Dec, 2016 @ 1:33pm 
Well i say as the mod maker. Use the tool in the beginning and see. I have used this mod 3 times and allways got the shit working. Nice mod and yes you can find the same thing in same auther mods, but no i use this and some does not. Thats live live with it =)
mattias6575/Radioblade 3 Dec, 2016 @ 11:03am 
i am useing lots of mods but other youtubers have have mods and have Defeated them all in a singel let's play
Sterling Phoenix  [author] 3 Dec, 2016 @ 10:07am 
Also you stated "in the same game." It is worth mentioning that this mod is not save game compatible. It only works in fresh saves.
Sterling Phoenix  [author] 3 Dec, 2016 @ 10:06am 
Have uou tried using the command "observe" to see if it has spawned in? And you aren't in ironman mode or using any other mods are you?
mattias6575/Radioblade 3 Dec, 2016 @ 6:33am 
O i searched 3 galaxys STAR BY STAR in 3 galaxys with a 1000 stars in it in the beginning DID NOT FIND ENY DRAKE Or eny other only 2 spawned and it was dimentonal horror and ancient vaulte
Sterling Phoenix  [author] 2 Dec, 2016 @ 2:21pm 
Still works fine for me, so I am unsure what you mean. Only those that require a specific prerequisite like an event have a problem spawning. Which means that the Ether Drake should always spawn.
-Which is does in all my games.

Do you have another mod that edits the "guardian_system_initializers" file? Or perhaps another Empire kills it before you do?

Don't just assume a mod is dead because you had an anomaly.

Then again, 50% chance you're just a troll, or in a gaming rage because something didn't go the way you wanted it to. Eitherway its not my place to judge.
mattias6575/Radioblade 2 Dec, 2016 @ 12:07pm 
SORRY ITS A DEAD MOD I cant find THE DRAKE OR ENY OTHER IN THE SAME GAME SORRY ITS A DEAD MOD
Sterling Phoenix  [author] 24 Nov, 2016 @ 12:06pm 
Yes I know, look a few comments down. When I looked, I searched under the terms "Leviathans" not "Unique Systems."
BudderyFish 23 Nov, 2016 @ 9:12pm 
"Story:
So I spend $10 for a awesome DLC that adds epic space monsters, start a new game, and boom... only two of them actually appeared in the whole game.

So I searched the workshop far and wide in search of a mod that would fix this, allowing me to kill all of the leviathans without having to start a new game. But I could find nothing... "


I'll just leave this here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=707297106
Sterling Phoenix  [author] 23 Nov, 2016 @ 11:56am 
Since it edits the game files, I wouldn't count on it. But I haven't tested so I wouldn't know.
DonutKing 23 Nov, 2016 @ 11:52am 
Is this ironman compatible?
Sterling Phoenix  [author] 22 Nov, 2016 @ 8:04am 
Aye thats why I didn't see it. I don't really care about Sancturaries so I never searched for it. Interesting...
Admiralthrawnbar 22 Nov, 2016 @ 7:57am 
Actually has been out since heinlien and originally made the sanctuary system spawn
Sterling Phoenix  [author] 22 Nov, 2016 @ 7:25am 
What mod?
Admiralthrawnbar 22 Nov, 2016 @ 7:08am 
*the*
Admiralthrawnbar 22 Nov, 2016 @ 7:08am 
umm... This is literally the exact same thing as a mod thats been out since the tge DLC came out.
MattyJRaps 22 Nov, 2016 @ 5:49am 
thanks pops
Sterling Phoenix  [author] 21 Nov, 2016 @ 9:14pm 
The dimensional horror should spawn, although I am not certain as its code was a bit different than the others (as it requires a blackhole to spawn, but so does the Infinity Machine so...) but all my tests have had it so far so probably. Of the Stellar Devourer, I believe it relies on an event to spawn, but nonetheless it is set to always spawn so hopefully it should spawn as well.

Technically the only thing that hasn't been set to always spawn are the Curators/Traders/Artisans; and the Stellarites. Everything has had their spawn chance line nulled.
ratsratsratsratsratsratsratsrats 21 Nov, 2016 @ 9:02pm 
what about the stellar devourer and dimensional horror?
Hopit 21 Nov, 2016 @ 8:27pm 
Oh yeah... I had completely forgotten that, as I have always either outright failed it, or got the rare outcome and got the non-rare outcome first time using this mod xD (I've seriously had the rare outcome 4/5 times it has succeeded for me)
Sterling Phoenix  [author] 21 Nov, 2016 @ 8:17pm 
'Aight. I was a bit confused as I hadn't changed anything but the spawn rates. Was worried I may have accidently broke a line somewhere xD
Cataphractoi 21 Nov, 2016 @ 7:30pm 
The 10 research is actually supposed to be the *rare* outcome. I've gotten it both times but there's a chance for it to give you less and not enter the black hole. So, yeah, that's vanilla, not this mod.
Hopit 21 Nov, 2016 @ 5:38pm 
Did you modify the infinity machine events? Because when I completed the research (with the machine screaming it's done) and it went into the black hole, normally it would transform into a planet/black hole/thingie with 10 of every research and a research modifier, but now it just gave it 4 of every research
Krusken 19 Nov, 2016 @ 12:28pm 
Awsome man!!
Piercedthought 19 Nov, 2016 @ 11:50am 
Thanks for the mod.
Sterling Phoenix  [author] 19 Nov, 2016 @ 10:33am 
Well then technically my mod should eventually allow all guardians to spawn. In the file I editted, it has a default spawn rate of "8," which I nullify via a # before the entire line of text. I did this for all of the guardians... so if they are spawned by an event, I would imagine that there is a 100% chance of that event happening (supposing you have blackholes or the asteroid rings).
Legoras 18 Nov, 2016 @ 11:31pm 
Btw. This '4' guardians always spawn no matter how much do you force them to spawn (I use for example 3 drake always at map). Other 4 are spawn only after event, but Horror can be spawned multiple times when to system will be send science ship [unsually AI is lucky because 'Black Hole' is near] about Hive (Hive appears only at planet with 'mining ring' where is about 30-40 minerals, and only? after player start to build there mining stations or something). Last two, are limited? only to spawn as one or I dont know. I play with huge map, with force to spawn all guardians 3x and this last two, never spawn more than 1 even if almost all map is 'researched'.
Sterling Phoenix  [author] 18 Nov, 2016 @ 4:16pm 
V Useless because you probably had your 5 star admiral commanding the force, and he's probably already 93 years old and going to die the next year so it kind of becomes pointless...
Sterling Phoenix  [author] 18 Nov, 2016 @ 4:15pm 
Also, I might make another mod that not only enforces the spawning, but increases the number of them that spawn (probably not the ones that add modifiers like the Infinity Machine, because that might cause bugs... but the Ether Drake which is pretty much useless because all it adds is a cool trait to the admiral that commanded the attack force, and a pretty building; which would probably work twice or more).
diabetic ham 18 Nov, 2016 @ 3:55pm 
Thanks, your mod description made me giggle.

Also, THIS IS WHAT I NEED!