Stellaris

Stellaris

Utopia Expanded Legacy
 This topic has been pinned, so it's probably important
Scarecrow  [developer] 9 Apr, 2017 @ 7:53pm
Compatibility
If you find your other mods to be behaving abnormally with this installed, please let me know which ones so I can curate a helpful list of incompatible mods. Furthermore, if your other mods work just fine with Utopia Expanded installed, let me know that here too!

Note: Obviously, the majority of the mods on the Workshop won't be incompatible, and from a cursory glance at them, most people would assume that. For example, Advanced Weapons is a weapons mod so it simply doesn't contain files that could conflict. I will only add mods to this list that sound like they might be incompatible, otherwise I could end up listing all the mods in the Workshop...

Confirmed Compatible:

    Potentially Incompatible
    • Buildable Ancient Buildings - Often causes weirdness with the Tier VI buildings in this mod. A patch is feasible.

    Confirmed Incompatible
    • Megastructures Placement - Utopia Expanded and MSP are in direct conflict with each other over the same files. It is up to you which one you use, but you cannot use them together, and unfortunately it won't be possible to get them to work together, however Utopia Expanded does everything MSP does.
    • Improved Space Battles [Graphics] - For hitherto unknown reasons, ISB Graphics borks my Machine Ringworld models. Looking into it.
    • Improved Megastructures - Modifies the same files as Utopia Expanded does.
    Last edited by Scarecrow; 25 Sep, 2017 @ 4:35am
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    Showing 1-15 of 45 comments
    Lamb Chop 10 Apr, 2017 @ 12:09am 
    Hey,
    I look forward to trying out your mod alongside this:
    https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=902287752&searchtext=
    Any Chance of a compatibility patch / Fix?
    Saibak 10 Apr, 2017 @ 2:51am 
    This mod is incompatable with my own mod, Transcendant Ascendance: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=902287752

    Long story short: Loading both mods will use your maximum number of perks (12) with my perk UI. I made a perk-only version of my mod to help with compatability issues.

    Long story long: Stellaris apparenatly has a priority loading system that takes the lowest number of ASCENSION_PERKS_SLOTS located in "defines" if more than one mod makes changes to it. Since Utopia Expanded sets this variable to 12 and Transcendant Ascendance sets this variable to 18, it uses 12. But it uses my UI file probably because it defines more UI elements. I dunno. It sucks.

    So basically if you use both mods you'll see a perk slot layout of 1 row of 5, 1 row of 4, and 1 row of 1. Oh, and the repeatable tech I've added to gain 10 more perks becomes redundant.

    The only real fix is to separate new perks and perk slots into different versions of the mod.
    Saibak 10 Apr, 2017 @ 4:23am 
    Fixed the conflict between UE and TA by renaming the UI and defines files to take precedendent while loading.

    The only "incompatability" that remains is that both mods have repeatable techs that add perk points - your mod adds 4 and mine adds 10 - so using both mods will make 4 of those techs do nothing but waste research time. Everything else seems to work fine.
    Scarecrow  [developer] 10 Apr, 2017 @ 8:07am 
    Originally posted by Saibak:
    Fixed the conflict between UE and TA by renaming the UI and defines files to take precedendent while loading.

    The only "incompatability" that remains is that both mods have repeatable techs that add perk points - your mod adds 4 and mine adds 10 - so using both mods will make 4 of those techs do nothing but waste research time. Everything else seems to work fine.
    Thanks for getting this worked out - I was asleep! The tech issue can be fixed if I split off the repeatable tech entry into a new file and rename it to whatever your tech file is called. Then you do what you did with the UI elements and hey presto, whenever a user has TA and UE together, TA takes precedence and overwrites all the relevant files from UE. On a personal note, I feel that eighteen AP's is a bit OP, which is why I added the extra four to UE in the first place, instead of just referencing TA in the description of my mod as a Recommended mod to use with UE. Please let me know if you are happy to make these final changes to ensure complete compatibility.
    Lamb Chop 10 Apr, 2017 @ 12:05pm 
    Hey Guys, Thx...
    I was at work troubleshooting a blade cluster and came back home to this...
    Stellar work!!!
    I have yet to test, but I am very positive this mod is incompatible with Megastructures Placement, as they both overwrite the same file. I'd love to use both mods since they do very different things and complement each other (this is mainly for players like me who are Core System purists and want to build as tall as inherently possible). I am unsure of how difficult it would be to compatibilize both, yet it would be great to have then hand-in-hand.
    Ender 10 Apr, 2017 @ 1:50pm 
    This mod is incompatible with Megastructure Placement https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=900785559
    Scarecrow  [developer] 10 Apr, 2017 @ 7:58pm 
    Originally posted by Endershadow:
    This mod is incompatible with Megastructure Placement https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=900785559
    Added to the list. Unfortunately it won't be possible for MSP to be made compatible with Utopa Expanded because each mod directly modifies the same files to accomplish broadly similar changes.
    Saibak 10 Apr, 2017 @ 10:22pm 
    Originally posted by Scarecrow:
    Thanks for getting this worked out - I was asleep! The tech issue can be fixed if I split off the repeatable tech entry into a new file and rename it to whatever your tech file is called. Then you do what you did with the UI elements and hey presto, whenever a user has TA and UE together, TA takes precedence and overwrites all the relevant files from UE. On a personal note, I feel that eighteen AP's is a bit OP, which is why I added the extra four to UE in the first place, instead of just referencing TA in the description of my mod as a Recommended mod to use with UE. Please let me know if you are happy to make these final changes to ensure complete compatibility.

    Modifying the tech is on the back burner for now. What I'll probably end up doing when 1.5.1 is officially released is separate the repeatable tech into 10 distinct techs, each with a weight modifier that zeroes out the tech's chance to appear if you already have a specific number of ascension perks selected. Something like:

    ta_tech_ascension_perk_13 = { ### tech data weight_modifier = { factor = 5 modifier = { factor = 0 num_ascension_perks > 11 num_ascension_perks < 13 } } }

    A tech with that modifier should only appear if you have twelve perks already chosen but less than thirteen. It'll at least prevent my mod from adding any redundant perk techs

    As for 18 being too many I'm also likely going to bump up the research cost of each perk tech by a big percentage. You shouldn't get all 18 unless the game has lasted a pretty long time.
    Last edited by Saibak; 10 Apr, 2017 @ 10:24pm
    Velth 12 Apr, 2017 @ 12:17am 
    So far I tested your mod while using both perks from transcended ascendance and Plentiful Traditions Mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=903007094 ) and everything seems to be working fine

    But if I try using Utopia Expanded with New Ship Classes and More + Improved Space Battles + Compatiblity Patch there are two problems:
    - segments from player-built ringworlds are off (but they fixed this issue with their yesterday patch)
    - game crashes when finishing dyson ring
    Last edited by Velth; 12 Apr, 2017 @ 12:18am
    Scarecrow  [developer] 12 Apr, 2017 @ 12:29am 
    Originally posted by Velth:
    So far I tested your mod while using both perks from transcended ascendance and Plentiful Traditions Mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=903007094 ) and everything seems to be working fine

    But if I try using Utopia Expanded with New Ship Classes and More + Improved Space Battles + Compatiblity Patch there are two problems:
    - segments from player-built ringworlds are off (but they fixed this issue with their yesterday patch)
    - game crashes when finishing dyson ring
    NSC and UE work fine together. I was using NSC when I tested the Dyson Ring and no crashes occurred. ISB therefore, has something dodgy going on, likely with entities and scaling. Unfortunately, this is not something that I can do anything about - the Dyson Ring uses vanilla assets, ISB makes some changes which somehow break the Dyson Ring, and it is their responsibility to come up with a patch.
    nr 12 Apr, 2017 @ 5:20am 
    might be a dumb question: is it compatible with
    https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=902701397 ?
    Last edited by nr; 12 Apr, 2017 @ 5:21am
    Menirz 12 Apr, 2017 @ 9:50pm 
    Originally posted by Scarecrow:
    ...however Utopia Expanded does everything MSP does.
    Does UE also allow for multiple megastructures to be built/upgraded at the same time? Personally, that's the only part of MSP that I wanted, otherwise I'd prefer to use your UE.
    If UE does not currently do that, do you think you could add it?
    Archemyre 13 Apr, 2017 @ 12:18pm 
    How about Improved Space Battles? I know it bugs out with some other mod's ringworlds.
    Scarecrow  [developer] 13 Apr, 2017 @ 1:07pm 
    Originally posted by Archaon The Everchosen:
    How about Improved Space Battles? I know it bugs out with some other mod's ringworlds.
    I'm currently using ISB and the only ringworld that is bugged is the one from LEX. So I guess it's compatible with UE.
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