Stellaris
Trace Empire Customisation
216 comentarii
Trace Projectile  [autor] 20 apr. la 19:20 
There's been similar on my other mods, so I suspect the game has changed how species files work, I'll have to sort of relearn Stellaris to test fixes but thanks for the report that spurred me into actually checking it out.
Annarresti 25 ian. 2024 la 1:31 
I wish the Newcomer shipset worked properly! Love that idea
Trace Projectile  [autor] 14 oct. 2022 la 13:43 
I'll be honest I forgot about this mod. Should do since cities haven't changed in a long time. Not sure if there's different aspects in the mod that might not but nobody has accused me of murdering their game. Recently.
Cat-Lunatic 14 oct. 2022 la 13:23 
I wonder if they will work with the current patch?
Trace Projectile  [autor] 14 oct. 2022 la 12:25 
Appreciated :)
Cat-Lunatic 14 oct. 2022 la 12:22 
I love these citystyles
Trace Projectile  [autor] 22 ian. 2022 la 13:37 
That screenshot is unfortunately from 2017, tbh maybe it shouldn't be on the page if it was never finished, though it isn't impossible it will be finished one day, also thanks.
ComradeCorvus 22 ian. 2022 la 13:04 
From that one screenshot of the "newcomer" ship set alone, I am excited to see the rest of it!
Trace Projectile  [autor] 29 nov. 2021 la 14:23 
Okay good news, just had to leave the launcher to chill and fixed the mod filepath. Should be compatible with Aquatics again. Please let me know if there's any issues, I'm very out of practice with Stellaris modding, but it should be fine.
Trace Projectile  [autor] 27 nov. 2021 la 15:04 
Sorry to hear about that. I currently have some bad launcher issues that mean I can't update my mods, hence the sudden hold on i.e. Better Necroids.
I can already tell what caused the issue (empty species pack called 'Aquatic' overwriting the not so empty DLC one) and can fix it myself, when actually able to. I will add a warning to the description and I'll throw a couple more attempts at uploading mod updates asap
Neko 24 nov. 2021 la 5:07 
Hey trace. Your mod is causing the aquatic portrait and city set to not show up. I already fixed the issues in a local version on my computer. If you want I can send you the files.

Also because of the room mod I wanted to adapt. I'm still busy with work as of today but its definitely on my list for the future.
greensniperhat 23 nov. 2021 la 7:39 
yea, learned it the hard way
Ghost Fox 22 nov. 2021 la 15:47 
Anyone still using this, be advised: The "Aquatic" city style causes predictable issues with the new species pack.
Hot Wet Nobel Laureates 31 dec. 2020 la 20:35 
Does anyone have pictures of the full Shipsets in his mod?
Trace Projectile  [autor] 28 oct. 2020 la 16:47 
A little yeah. It's only one mod at the moment now though, I scrapped the old ones. I did have a Halo mod too but it's getting absorbed into Sins of the Prophets (Stellaris).
a-really-big-cat 28 oct. 2020 la 16:17 
so i gather you're working on successor mods that are divided up by what they each add specifically?
Trace Projectile  [autor] 8 oct. 2020 la 8:18 
Attention anyone subbed to thread: At some point I removed the rooms yet left stupid blank slots in, so I took the room feature out of the published mod, because why not. You can get them as a standalone mod.

Apologies for not responding to the last comments, I really thought I had.
Yes, this mod contains at least some ecumenopolis support, mostly done by Bįőfąŧăĺ Đĭăpáşøń wherever they are currently.

The 'testy' species class is gone, I did fix that when it was found thankfully. I do all testing in a separate mod now as I work on successors.
Autissima 5 sept. 2020 la 4:29 
Alternatively adding an entry also works, however, that just overwrites the Fungoid Ships/City Appearance, even though I set the fallback to Mammalian, but w/e
Autissima 5 sept. 2020 la 4:24 
Idea:
The 'testy' species class, in the 09_tec_species_classes_empty.yml has no associated graphical culture from 00_tec_graphical_culture.txt.

When I remove the testy entry in the yml it works as it should.
FortuneHost 4 sept. 2020 la 20:09 
Do these have files for full ecumenopolis? :)
Mirahael 2 sept. 2020 la 22:18 
I think it might be related to, 'other', cosmetic mods that do cityscapes/shipets, not too sure tho
Trace Projectile  [autor] 2 sept. 2020 la 15:47 
Thanks dude. I wanna fix it, but it loads fine in my game so I'll need to force slaves friends to replicate it.
Mack Daddy 2 sept. 2020 la 15:33 
take your time Trace
Trace Projectile  [autor] 2 sept. 2020 la 14:41 
o fucc
I'll have some Steam friends load with the mod since it's okay for me. I'll check if any files are corrupted.
Mack Daddy 2 sept. 2020 la 13:33 
having a similar issue
Trace Projectile  [autor] 24 aug. 2020 la 9:12 
I wonder if maybe it was keeping old files or the download was corrupted or something. I've seen modders say to unsub and subcribe again before.
Mirahael 24 aug. 2020 la 8:20 
I have had a similar issue, CTD's on entering the shipset/cityset tab.. I did uninstall and then reinstall all of my city/ship mods, with only this one and the rooms one as the exception, and it seemed to work perfectly fine now, but unsure atm.
Journeyman Prime 19 aug. 2020 la 15:44 
thanks 4 the reply, I've decided to bite the bullet for now. Will update you if I test and learn its a mod incompatibility.
Trace Projectile  [autor] 19 aug. 2020 la 11:42 
Since I updated recently (yep) my copy should be identical to the workshop, and I'm not getting any crash.
I like to think if it was my mod there'd be way more comments about it, but then again I once accidentally broke another mod and hundreds of people just sort of silently accepted it :l

At any rate this mod doesn't touch the UI or engine or anything, but it's *possible* that one of the textures works funny when it's been downloaded across the internet and causes a crash.
If it's definitely this one mod then you may have to stop using it for a bit since I can't see anything.

I'll be honest, this mod is sort of in limbo anyway, I was never happy with the way cities can't be standalone so I was trying to start again.
Journeyman Prime 19 aug. 2020 la 7:57 
This mod appears to break the ship skin tab and the city appearance tab in the empire creation menus. It might be a mod incompatibility issue, but the game literally crashes everytime I try to open either of those two menus with this mod running.
NattyGaming 7 aug. 2020 la 13:54 
Got it, good luck on any work you have
Trace Projectile  [autor] 7 aug. 2020 la 10:07 
Oh damn, I still didn't update, heh.

Still probably doesn't need it, it's only ever broken maybe once since 2017.
The mod is kind of in a transition right now, I believe I was switching to quality over quantity over time. So I'll have to check there's no half-finished graphic redos and stuff.

I'll double check it works as intended when I'm free.
NattyGaming 7 aug. 2020 la 9:39 
BTW, how's the progress on the 2.7 update ?
Trace Projectile  [autor] 29 iun. 2020 la 0:24 
Oh right I didn't update for 2.7, alright.
mechpuppe82 28 iun. 2020 la 23:19 
update please
Trace Projectile  [autor] 24 mai 2020 la 2:48 
Thanks dude, glad to have my mods seen as vanilla-styled as I intended.
Oberfeldzwiebel69 24 mai 2020 la 1:24 
oof and I thought something in my load order messed with the mod. thank god I can use your vanilla-style mods again! :D
Trace Projectile  [autor] 4 apr. 2020 la 10:02 
No prob, sorry I had no clearer way to warn people first.
Journeyman Prime 4 apr. 2020 la 9:40 
ty btw
Journeyman Prime 4 apr. 2020 la 9:40 
Yeah discovered that while looking for a replacement.
Trace Projectile  [autor] 4 apr. 2020 la 9:31 
I took the rooms out, since it was weird having a standalone room mod that actually had more and better rooms. Fair warning I removed a few of the uglier rooms outright but the good ones are here, with the same filenames so they should load fine:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1105112234

Glad people are still using the mod.
Journeyman Prime 4 apr. 2020 la 9:16 
Mod is broken. The rooms won't load. Everything else *seems* to be fine.
Trace Projectile  [autor] 1 apr. 2020 la 13:41 
I'm 99% sure this will work in the update as they didn't change the way cities load, though it will have the outdated icon in the launcher. I can still update the version number but I'd have to improve this mod a bit as I'm not happy with it.

I love Origins being their own thing, but I've wanted for years for cities and ships to be standalone for easier modding. With species packs it's less urgent than when I first modded though.
Mirahael 1 apr. 2020 la 13:37 
Imo you have some really good cityscapes and assets, sad thing is I don't think they're compatible with the new 2.6 update, which is kinda sad, with Origins now up and helping make more unique empires, the thing Stellaris is lacking is in shipsets, cityscapes etc.
Trace Projectile  [autor] 1 apr. 2020 la 13:10 
Actually I started with cityscapes only. However, the game forces there to be species categories and ship slots, which I hate but it basically became the mod it is now because Stellaris literally won't allow standalone city types.

The rooms I kind of threw in because they're the same folder and format as cities so why not.

*Could* just move rooms all to the rooms standalone mod and only worry about them there, might even do that so thanks for the idea whether that's what you meant or not.


To be honest, I don't really work on this mod any more because of the lack of standalone cities. I don't want the ship types to even exist, and while I have many good city ideas the game won't let me make them standalone so this mod just got bloated and jank.

I planned to make an announcement in the description and/or comment: I'm thinking of just giving out my cities and assets and letting people use them.
Mirahael 1 apr. 2020 la 12:56 
Just curious, but are there any potential plans to do a seperate mod for the Cityscapes? I know there's one for rooms, it's just that some people like myself would prefer an alternative that is rooms and cityscapes only, no offence ofc!
Journeyman Prime 17 mart. 2020 la 18:43 
Mod is broken after 2.6 the rooms don't show up in selection
riinagaja 21 oct. 2019 la 4:39 
Haha, don't feel bad about it. It is 100% the unfit design of Steam Workshop that is causing this. You can delay updates on the games, but you can neither delay updates on mods, nor find different versions under the same mod-topic, like you can for example on Nexus.
I think not updating and leaving players' new games on fresh versionsin the dust is just as bad, so you simply can't win.

In the past I had a routine to just copy over all steam content and then unsubscribe from the mods, so I could get a static database. That is however very tedious, and I was just too lazy this time around. (also, legacy version uploads became more of a thing for the most popular mods, so incentive to skip routine was even bigger)
Trace Projectile  [autor] 20 oct. 2019 la 16:38 
Oh that's good, I was asleep rather than ignoring you. I'm glad that works, feel free to make any edits you want for personal use.

The one time nobody poked me about updating the mod version, and I did it anyway and broke someone's game :p
Glad it works now.
riinagaja 20 oct. 2019 la 11:08 
Good news! I just did the extracting thing, and simply replaced the mod info 2.4.* with 2.3.* ...Now it works again with all the empires restored. Kind of stupid that the only issue here was that Stellaris artificially barred 2.4 mods from being downwards compatible.