Stellaris

Stellaris

Expanded Gestalts: Forgotten Queens (4.0 Update in progress)
 This topic has been pinned, so it's probably important
Complex  [developer] 16 Sep, 2020 @ 9:25pm
Compatibility patches and Language Patches
Please add the name of the patch, what mods it patches and the URL

Compatibility patch for this and NSC2:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2275507740

Global compatibility patch The Merger of Rules: This patch now merges all existing game rules that are altered by more than one mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1715190550

Remove Organic Structures forced shipset:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1715190550/2950377478183678949/
Last edited by Complex; 3 Nov, 2020 @ 5:45pm
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Showing 1-15 of 30 comments
Ashrins 3 Oct, 2020 @ 2:03am 
Yo, for people who understand english but who want to keep their game in their main language (french for example), this mod will not have any localisation for you, so this is what you will have to do :

- Go to the mod folder (Steam / steamapps / workshop / content / 281990 / 1715190550)
- Open the localization folder
- Copy/paste all the documents that end with "english", and replace the word "english" of your copy by your language (french, german, polish, braz_por etc...)
- Open all those documents and replace the "english" word in the first line by your language
- Do the same for the documents in the "english" folder

You can of course create a new folder for your language, or even translate the mod, but if you understand english and want to play this mod, it's a very fast way (less than 5min) to localise it.
Eisekil 6 Dec, 2020 @ 11:46am 
How about compability with RIG:Unique Shipset Mod and RIG:Weapon Expansion? I think there is an problem in compability with organic structures. I mean prices in food.
Nanoblast 31 Dec, 2020 @ 3:21am 
Originally posted by Eisekil:
How about compability with RIG:Unique Shipset Mod and RIG:Weapon Expansion? I think there is an problem in compability with organic structures. I mean prices in food.
given that RIG makes your organic spaceships either cyborgs or underpowered, I don't think there's an easy way to make a compatibility patch.
Eisekil 31 Dec, 2020 @ 4:01am 
Originally posted by The_McFinn_Experiment:
Originally posted by Eisekil:
How about compability with RIG:Unique Shipset Mod and RIG:Weapon Expansion? I think there is an problem in compability with organic structures. I mean prices in food.
given that RIG makes your organic spaceships either cyborgs or underpowered, I don't think there's an easy way to make a compatibility patch.
I see. Thanks for the reply!
thettheory 15 Feb, 2021 @ 3:13pm 
Utilizing any of the forgotten queens content seems to make ZOFE buildings unusable -- as in once you ascend you can't actually utilize any of the content. Is there any possible patch incoming for this?
Raggsockan 13 Mar, 2021 @ 10:24am 
Remove Organic Structures forced shipset: The link just loops.
Kerjava 10 Apr, 2021 @ 4:16pm 
planetary diversity the colossus does not work on them (the hive mod)
Grimson 11 Apr, 2021 @ 3:29pm 
Any chance for compatibility with gigastructures? All the mega and gigastructures still take too much alloy
DarkMatter 1 May, 2021 @ 12:03pm 
I can confirm @Kerjava's issue - if you have this & PD installed, all colossus weapons cannot target any planet classes created by PD. Vanilla planets/habitats are okay, however. This problem exists both when this mod is loaded first and PD loaded after, or PD loaded first and this mod loaded after.

Tested by trying both both mods intact, then disabling this mod. Colossus was able to target PD-enabled planet classes. This error occurs even when not using anything added by this mod in the game in question.
Femboy Wannabe 7 May, 2021 @ 11:01pm 
Anyone know of any compatibility patches for Planet Diversity & Ethics & Civics 3.0. This mod doesn't seem to play nice with them in specific ways.

For example, Slave Race civic pick doesn't spawn slaves when game starts if this mod is enabled. With PD the planet cracker won't work on the PD planets. Those are two problems I've seen but I will add more if I see them.
Michael Kazam 15 May, 2021 @ 6:33pm 
Im useing the compatibility patch for NSC2 .. with organic shipset, is the carrier supposed to be a giant destroyer with a asteroid attached to it ?
Suddendeath 19 Jul, 2021 @ 10:01am 
Could someone tell me why is this beautiful mod is just showing me the names of each aspect of its content as if i was reading the configuration file? (Example: _mod_civic_something... And no additional description) T-T
Chubbean 19 Aug, 2021 @ 2:44pm 
This mod seems to have an odd interaction with SE Humanoids
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2097152337
After loading in fine, all the leaders have no hair and the same clothes. SE Humanoids works find as normal hive minds, and this mod works fine with other complicated species pacts like Evil Humans and Asari. So... that's odd. :steamsad:
Alastair 27 Sep, 2021 @ 1:39am 
Would it be possible to support the Production Revolution mod? I have found that that mod helps a lot with lag using its manpower system. The main thing with it is that anything that uses "X jobs per Y pops" doesn't really work using that mod.

So for example the Organic Structures civic wouldn't work since it is 1 job per 50 pops. But since PR condenses the pops together, it means that planets would rarely get to that amount to be able to spawn more of the Brood Queen jobs.

This is the mod if you need it. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2529002857 I know it would be a lot of work but it would be really cool. As late game this mod easily increases the amount of days per second by at least 1 or 2.
Last edited by Alastair; 27 Sep, 2021 @ 1:40am
Megumin 7 Oct, 2021 @ 8:57am 
I made a patch for this mod and Expanded Stellaris Ascension Perks.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2611326560
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