Stellaris

Stellaris

StellarStellaris
f0urtyfive  [developer] 13 Jun, 2021 @ 11:15am
Does it work for you?
Does this mod work for you, does it not work, does it cause issues?
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Showing 1-9 of 9 comments
Inny 14 Jun, 2021 @ 9:12pm 
No issue so far, and an amazing effect against late game lag.
Vorenus_L 17 Jun, 2021 @ 1:08am 
Huge difference for me, On a linux laptop with a ryzen 3500u and around 50 mods the smoothness is real. Some effects take a month or so to actually apply but it's not that much important. Thanks a lot !

Edit : I also tried the github StellarStellaris, nice too.
Last edited by Vorenus_L; 18 Jun, 2021 @ 12:33am
lyra_tcm 17 Jun, 2021 @ 5:51pm 
Tested it in a modded mp game on a host who was running of a server with a large galaxy with 40 ais with the logsital growth ceiling set to 2.0 and growth scaling set to 0. by 2310 the galaxy had 15200 pops and was still running fine (a second or 2 per day) which is a big increase compared to previous games
Inny 28 Jun, 2021 @ 8:31am 
I'm approching 2400 now, my empire has 25 colonies (planets and ringworlds with both biological and robot pops), and I start to notice some very short monthly spikes. Without this mod I would have complete freezes at this point.
Note: I'm playing as a "precursor" empire, with no AI empire and rare primitive worlds.
f0urtyfive  [developer] 28 Jun, 2021 @ 9:30am 
I actually found a new bug that wasn't visible before because of modifier lag; lithoid defense army naming was causing a large monthly slowdown.
Vim Diesel 28 Sep, 2021 @ 11:41am 
There is a huge performance gain, but I noticed an issue:

When you play with a mod that sets the leader minimum age above 80 (for example the "Amaranthine" trait of the Asari species, they spawn with age ~200-700), they can die instantly after recruiting because the default maximum age is 80. You can be lucky and have a leader survive until the max age updates to ~1000.

Even worse: I think they can die in the recruitment screen, leaving you with a blocked empty leader with age -1. When this happens a couple of times, you can't recruit new leaders until you reload the save game.

Not sure if this is even fixable without undoing your changes.
f0urtyfive  [developer] 4 Oct, 2021 @ 6:35pm 
Probably not, it likely uses an instantly applied modifier... it could probably be worked around by that mod if I set a flag somewhere though, they could check for the flag and disable batching... that said, that might eliminate a lot of the gains, since originally when I found this issue it was within leader generation.
Vibby 19 Oct, 2022 @ 4:20pm 
I put it on on an ongoing game, and if anything it made things worse. Which was baffling as I heard nothing but good things. Whatever this mod is fixing, it seems my issues either aren't caused by those things, or it's simply incompatible with the specific modlist I'm using. Without the mod, FPS is at 30 and lag spikes up and down constantly at around 2280 using Ancient Cache of Technologies. I'm guessing the fleet calculation lag from a lot of really large fleets and a huge AI economy, pops, etc, isn't something this mod helps with then?
Karrok 1 Nov, 2022 @ 10:47am 
Works very well, I also use the outliner 56 frames minimod for big effect as well <3
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