ENDLESS™ Space 2

ENDLESS™ Space 2

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Which mod causes this problem?
I've got a lot of mods installed and it seems like it would take forever to single the problematic one out, so I'm asking for help from the modders and forumgoers here.

My population can't grow anymore. Not even once. Every last bit of surplus food is going into "food conversion", no matter how much of a food surplus I create. My empire doesn't benefit in any discernible way from the effects of this "conversion", and I can't seem to find the cause. It happens on every planet, in every system. I don't know if it effects every faction, though, but it definitely effects custom Lumeris. (edit) It also happens to custom Unfallen, custom Cravers, and custom Riftborn.

(edit) I've decided to create an extremely lopsided, food-focused custom Cravers faction called the Gobblers. Here's a screenshot of the problem https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1644809035 . Bear in mind that this is a screenshot from turn 1. At this point it's safe to assume that it really does effect every faction.
Last edited by Horrible Orbit; 4 Feb, 2019 @ 4:59pm
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Showing 1-15 of 15 comments
Mirror 4 Feb, 2019 @ 8:35am 
since this is a custom faction would you by chance be using the Umbra Trait that reduces food by 50-75%? The reason I ask is because that is the only time I see Food Conversion ever. I would check any mod that affects your food or traits at the Custom Faction Screen.

OR start removing a mod one by one till it works again and you will find your problem.
Last edited by Mirror; 4 Feb, 2019 @ 8:35am
Horrible Orbit 4 Feb, 2019 @ 4:41pm 
I don't even have the umbra expansion, so I can't use the umbra traits for anything.

Also, I've begun the slow, tedious process of de-selecting mods and making test factions over and over. So far I know it's not Glass Cannons, Assault Suttles, Rebalance Reborn, Arkon Colonization Abilities, Root Faster 50, Seedlings, Planet Size Improvements, or Lava Reform. I still have the same problem every time I try to play the game, even with those all deactivated. It's still a mystery to me, although now it's a more boring mystery.
Mirror 4 Feb, 2019 @ 4:50pm 
This is turn 1 but you have 5 pop? 4 of them are gold/yellow? What are those?
Horrible Orbit 4 Feb, 2019 @ 4:55pm 
The gold/yellow population are the main population of that custom faction. The fifth one though... I forgot for a bit. Since I was putting every trait into food production, I opted to add a non-faction population. One of the farming ones, although I forget which.

The idea at the time was to see if non-faction populations could grow on my worlds even with the problem hobbling my mainline population growth. Turns out that neither can grow.

I've also learned that the problem affects every AI faction on the map, including the pirates, and that Riftborn can still build their population without incident, although their food production is still taken away by that "food conversion" issue.
Last edited by Horrible Orbit; 4 Feb, 2019 @ 5:01pm
Mirror 4 Feb, 2019 @ 5:01pm 
the only thing i can think of is either an improvement or a mod is converting the food into something else. Like food into industry or manpower. I really think you should disable the mod that creates that custom faction and try recreating that faction with a different mod to see if it still happens. The reason I say this is because its only happens on your custom factions. Test the game with all your mods on and a normal faction. If it persists...its a mod. If it doesnt...its your custom factions.
Horrible Orbit 4 Feb, 2019 @ 5:02pm 
It's 100%, certainly a mod. That much I know already. I don't know which one it is, or whether it's conflicting with another mod or with one of the latest updates, though. That's the part I could use some help with.
Mirror 4 Feb, 2019 @ 5:08pm 
Originally posted by Horrible Orbit:
It's 100%, certainly a mod. That much I know already. I don't know which one it is, or whether it's conflicting with another mod or with one of the latest updates, though. That's the part I could use some help with.
The problem is I dont know every single mod and you say you have a lot of them. Most mods are broken so I dont even know how you are using so many.

I would need a list of every mod you have and then I would have to go through each and everyone of them to recreate your problem or something.

Which is why I asked you to cancel them one by one till you dont have the problem anymore so we can pin point the mod and find the conflict. Not a crystal ball...have to help the problem if you want to solve it.
Horrible Orbit 4 Feb, 2019 @ 5:13pm 
Fair enough. I'd have done that already, but it's a long list and I'd hoped that some mod author or other had already known about the problem, would see my post, recognize the symptoms, and tell me exactly which mod it was.

Here's the complete list of every mod I've got that hasn't been ruled out as culprit - Kaizen Workflows, More Traits, More Population Bonuses, Terraform Away, Endless Traits, Ship Role Icons, Expanded Population Traits - WIP, Extra Home Planet Options, More Loot, New Governments And Laws, Deep Space Mining, Better Expeditions, Bunker Busters, Endless Moons 2.5, Balanced Automation Policy, Kaizen Rejuvenation, Galaxy Generation Bigger Systems, Endless Extraction, More Star Names, Andriod Fabrication, Improved Planetary Improvements
Mirror 4 Feb, 2019 @ 5:58pm 
Originally posted by Horrible Orbit:
Fair enough. I'd have done that already, but it's a long list and I'd hoped that some mod author or other had already known about the problem, would see my post, recognize the symptoms, and tell me exactly which mod it was.

Here's the complete list of every mod I've got that hasn't been ruled out as culprit - Kaizen Workflows, More Traits, More Population Bonuses, Terraform Away, Endless Traits, Ship Role Icons, Expanded Population Traits - WIP, Extra Home Planet Options, More Loot, New Governments And Laws, Deep Space Mining, Better Expeditions, Bunker Busters, Endless Moons 2.5, Balanced Automation Policy, Kaizen Rejuvenation, Galaxy Generation Bigger Systems, Endless Extraction, More Star Names, Andriod Fabrication, Improved Planetary Improvements
I am going to tell you right now 75-90% of those mods are either dead or the modder doesnt care about it anymore. A lot of those need to be updated to the current game version. I believe its a custom faction mod because you have SO MANY. A lot of these mods also seem redundant...but to each their own.

Just looking over your mods though there isnt a specific one that sticks out as a culprit as I have used all or most of these and never ran into your problem.
Horrible Orbit 4 Feb, 2019 @ 6:30pm 
I use a lot of custom faction creation mods to give myself as many options as possible when creating custom factions. Some of them actually are redundant, but are (or were) designed to overlap reasonably well. Or coincidentally do anyway.

I like to remake some of my custom factions from older strategy games in ES2, which can't be done in the first place without at least two of those custom faction mods. There's still no mod for an anarchy government type, unfortunately, but I digress. I also like to treat custom faction designing as a writing exercise, which I enjoy as a hobby.
Last edited by Horrible Orbit; 4 Feb, 2019 @ 6:32pm
Horrible Orbit 6 Feb, 2019 @ 5:20am 
Alright... after a lot of tedious testing, I've finally figured out the problem - Kaizen Workflows. I'm going to post about it on the Workshop page for that mod. (edit) The Kaizen Workflows page on the Workshop has mysteriously vanished. Saves me the trouble of posting on it, at least.
Last edited by Horrible Orbit; 6 Feb, 2019 @ 5:22am
Mirror 6 Feb, 2019 @ 8:24am 
Originally posted by Horrible Orbit:
Alright... after a lot of tedious testing, I've finally figured out the problem - Kaizen Workflows. I'm going to post about it on the Workshop page for that mod. (edit) The Kaizen Workflows page on the Workshop has mysteriously vanished. Saves me the trouble of posting on it, at least.
The modder deleted the mod, i think he is done with it, In all honesty that mod is a cheat. permanent bonus is dumb.
Last edited by Mirror; 6 Feb, 2019 @ 8:24am
Horrible Orbit 6 Feb, 2019 @ 4:04pm 
The permanent bonus wasn't really the problem; it still had to compete for industry and turns with every other system improvement. The sheer number of permanent bonuses it gave all at once made it unbalanced, though. But the choice was between Kaizen Workflows and the one similar Workshop mod that's properly segmented, but completely useless in practice because the bonuses are too small.
Last edited by Horrible Orbit; 6 Feb, 2019 @ 4:05pm
Mirror 7 Feb, 2019 @ 10:40am 
Good news for you, I have found your Kaizen Workflow, the modder renamed the mod and made it more balanced.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1232304830&searchtext=kaizen
Horrible Orbit 7 Feb, 2019 @ 4:12pm 
And also hasn't updated it in nearly a year and it's unknown whether or not it works with the current version of the game. Thanks for the link though. If it does the same thing (allows me to put my labor into something useful so I don't have to tech the same way every time, just to have buildings for the sake of having buildings) and doesn't break the game, it'll be a welcome addition to my mod roster.
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