Stellaris

Stellaris

Slower Than Light 1.8 [Unsupported]
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[Andon]  [developer] 18 Jan, 2017 @ 2:49pm
Mod Compatibility
This list will be updated with mods that are known to be both compatible, incompatible, or require a compatibility patch. With the extensive amount of mods available, I can't give a comprehensive list - As people report compatibility issues or things working fine, this list will be updated.

Please note that these items may not be compatible with each other. Mods that have issues, independent of if they are theoretically compatible or not, will not be added to the list. Additionally, mods that are "Compatibility mods" will not be listed.

Built-In Compatibility
This list contains items that have built-in compatibility, such as adjusted text for more flavorful interactions.


Known Compatible
This list contains items that are tested and known to be 100% compatible.

Compatible with some issues
This list contains items that work together, with only minor issues
  • Stellaris: Alphamod - STL's 25% Minimum Compatibility will overwrite AlphaMod's 20% Minimum Compatiblity, and Alphamod's modified weights for tileblocker techs are overriden by STL's default values.

Probably Compatible
This list contains items that should be compatible, but may have some potential, minor conflicts. These items have not been tested.

Not Compatible
This list contains mods that either don't run at all together, or make the game practically unplayable.
Last edited by [Andon]; 15 Feb, 2017 @ 8:03pm
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Showing 1-15 of 19 comments
Shaun Canavi 18 Jan, 2017 @ 8:21pm 
It appears to work with Ethic&Government + AlphaMod. At least, it does for me. Will let you know if a problem emerges.
[Andon]  [developer] 2 Feb, 2017 @ 6:54pm 
Which colonization minimum takes precedence: The 20% min habitability from AlphaMod, or the 25% from STL?
Shaun Canavi 2 Feb, 2017 @ 8:00pm 
I... did not check. If I was to make a guess I would say the 25% takes more precedence but I'm no modder so I can't say for sure. I just play these things. :B
[Andon]  [developer] 5 Feb, 2017 @ 10:25am 
I checked it and STL's 25% overrides Alphamod's 20% - I'll be testing a few more and updating the list when I get home later today.
[Andon]  [developer] 6 Feb, 2017 @ 9:55am 
Added Alphamod to the Compatible With Issues list, and added Ethics and Government to the Probably Compatible list.

Both will likely change (Along with potentially a few others) as the update I'm working on overwrites 00_eng_tech, 00_phys_tech, and 00_soc_tech. AlphaMod changes 00_soc_tech to change New Frontiers to a starting tech (Which I am also doing), along with changing the various tile blocker draw rates. Ethics and Government changes a lot of 00_soc_tech and a handful of 00_eng_tech for their new government types.

I think both should work with the issues presented, but I'm not sure which will override the other. If E&G or Alphamod override STL, it will make good portions of the new STL update broken.
Ishmael 6 Feb, 2017 @ 5:26pm 
I don't think this mod works with Food Imports/Exports. My exporting planet isn't producing freighters. That mod has a compatiability patch with Pre-FTL, so its probably an issue of the drives.
[Andon]  [developer] 6 Feb, 2017 @ 6:39pm 
The pre-FTL patch has to do with the fact that there's an "Extra" pre-FTL drive that, if I remember correctly, doesn't directly upgrade to any of the original FTL drives.

I can't think of anything off-hand that would cause this to not work with Food Imports/Exports, so I'll have to dig a little deeper to see what's going on.
[Andon]  [developer] 6 Feb, 2017 @ 7:00pm 
Looking over it, I don't see anything that should cause issues.

Basic testing (Using a bit of console commands to make it easier and quicker) showed it worked, until it didn't. The "Export" edict was being turned off frequently, and while I seem to remember the freighters should go out monthly, they'd only show up once, make their trip out and back (I was using two planets in the same system), and then they wouldn't show up for a while. The edict would turn itself off, and I'd turn it back on just to have the process repeat.

I'm not entirely sure what's going on. I'll have to test more when I have more time.
Ishmael 6 Feb, 2017 @ 7:49pm 
Good news.

It seems that I had to use the import policy instead of edicts to get the system to work. Once I had my export planet set up, freighters went out, arrived, and are now off again.

Hilariously enough, the whole thing is broken in a fun way. Because it seems like the export planets sent out freighters at regular intervals, they start piling up on the edge of space in transit. The energy cost is now over 20 energy a month for the freighter fleet and climbing, but that is fine with me.

I'll follow the freighters and see what they do. The edict turning itself shouldn't be an issue because the edict itself just creates a modifier to the planet, unless the modifier is also going away, which sounds like a bug with the export mod, not yours.
[Andon]  [developer] 6 Feb, 2017 @ 7:59pm 
Yeah, it was the modifier going away. I honestly forgot about the policy option, so I'll see if that works. I personally don't use it in my STL games due to the clutter it causes.

Also, they should reach a tipping point once they start arriving at the other systems. Problem is, that's a significant amount of time. And it'll probably be a lot of freighters piling up before then.
Ishmael 6 Feb, 2017 @ 8:32pm 
Yeah, I only have five worlds and have 180 freighters flying around. Definitely would not recommend for those worried about performance.
Ishmael 6 Feb, 2017 @ 11:10pm 
Edit: Digging around the files for Export/Import shows that the biggest problem once you get beyond performance is that there is a hardcap on the number of ships that can exist at once. I'm a small, five planet empire and I'm already at 240/400 of those ships. So, I would probably throw it under "technically compatible but broken".
[Andon]  [developer] 7 Feb, 2017 @ 6:40am 
Might be needing a compatibility mod, then. Monthly freigters would be a bit much for a slower-than-light empire anyway
Ishmael 7 Feb, 2017 @ 9:51am 
It is definitely a doable compatibility patch, but the problem is the way upkeep is determined. It isn't as simple as Total_Freighter_Count * .3, but a giant wall of modifiers.

It might be as simple as reducing the amount each freighter increases or decreases the freighter count increment from 1 to .2, but this unfortunately does not seem to work retroactively. From there, increasing the # of potential ships from 400 to whatever.

You might try the beta channel. I just tested Slower Than Light with it and didn't notice the above-mentioned problem with planetary edicts. Also, the max freighter cap is now at 1024, but the problem with freighters accruing is slightly worse now that they make multiple stops.

One other thing: There appears to be a stray caret character on line 207 of the edited events/game_start.txt file from this mod, causing a few vanilla events to break.
Last edited by Shark that walks like a man; 7 Feb, 2017 @ 3:47pm
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