Stellaris

Stellaris

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~~Ariphaos Unofficial Patch (3.14)
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11.626 MB
12 Feb, 2020 @ 6:17am
6 May @ 5:41pm
113 Change Notes ( view )

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~~Ariphaos Unofficial Patch (3.14)

In 1 collection by Ariphaos
Ariphaos Personal Modlist
23 items
Description
AI Bugfix Mod Support Performance

This mod corrects several hundred issues in vanilla Stellaris. The game is faster, the AI is smarter, mods are better supported, and fewer bugs will be encountered.

[patreon.com]

This mod should be loaded at the top of your load order so other things can overwrite it.

If this mod is not first, it will clobber many other mods.

=============================

  • This mod has fixed two game crashes so far. Both are now fixed by Paradox.
  • It is not achievement compatible.
  • A small portion of this mod has been incoporated into 3.11[forum.paradoxplaza.com]. They included about twice the fixes listed, but it is normal for Paradox to only include about half the fixes they make in a given patch in their changelogs.
  • This is not a balance patch. Paradox absorbed most such changes from this mod in 3.11, and a good portion of what balance items remained is now removed.
  • I am working on a balance mod to eventually host most of the leftover balance items, along with more drastic changes.
  • If you have difficulty updating: Load the Launcher, then unsubscribe from and resubscribe to this mod. If you're getting a version warning, the mod didn't update.

=============================

This mod should be loaded at the top of your load order so other things can overwrite it.

If this mod is not first, it will clobber many other mods.

=============================


Previous Versions
=============================
Legacy Version here. <- This will always track the previous release.

Older versions may be found on Github[github.com].

Fix List
=============================

It is The fix list is documented on Github[github.com] in the various Changes (full breakdown) and Changelog (chronological) files. It is too enormous to list here.

Author Credit
=============================

Nearly half of these fixes originate from other authors. Credits are listed on Github[github.com].

Compatibility
=============================

This should be compatible with nearly everything as long as this is at the top of your load order. Most changes are independent of each other and those that are not should work at least as well as in vanilla if one part gets overwritten.

Exception This will break some multiple-ascension-path mods. Use mine instead, if you are only interested in combining bio ascension with others.

Performance
=============================

This mod has a modest performance boost. Paradox has incorporated most of my fixes or made them irrelevant over time, but a number always remain.

Ongoing Games
=============================

Ongoing games should be fine.

Modders
=============================

Feel free to forward changes from this mod into your own. Credit is appreciated. Nearly half of these fixes are by others as noted in Credits.md linked above.

If you want to check for this mod's presence, look for the ariphaos_unofficial_patch_installed flag or the @ariphaos_patch_installed variable.

My Main Stellaris Mods
=============================

These are intended to be balanced, suitable for multiplayer, etc.

  • Unofficial Patch fixing hundreds of bugs in vanilla Stellaris.
  • Biopsionic Mastery enables biological ascension to be combined with others while using my patch.
  • Yet Another Galaxy Enhancement Mod - Adds new galaxy sizes, star names to fit, and tweaks galaxy generation slightly.
  • Bypass Adjustments - Some small tweaks to wormholes (you won't pull the lever and piss off a Fallen Empire any more). Major overhaul for Gateways, making them feel a lot more strategic in the endgame by making them require black holes. Also blocks Fallen Empires, random empires, and space critters from using your Gateways.
  • Sensor Expansion - Adds more functionality to sensor tech.
  • AI-Player Exclusive Archaeology - Makes a set of AI only dig sites, so the player can enjoy the rest.
  • All Systems Spawn - What it says on the tin. Spawns all rare systems, leviathans, and [REDACTED]

My Other Stellaris Mods
=============================

These are not balanced, and drastically increase the player's power.

  • All Anomaly Spawns - Removes the null spawn chance from the anomalies that have it, allowing you to get all anomalies.
  • Assorted Precursor Adjustments - Currently this just makes it so that you can get all precursors. Remaining issues this addressed were addressed by Paradox.
Popular Discussions View All (18)
103
4 May @ 2:45pm
Bug Report
TurtleShroom
4
7 Jun, 2024 @ 8:35am
Three vanilla bugs in version 3.12.4
Night
1
21 Jun, 2024 @ 3:35am
Crisis bugs in 3.12.4
Zomifi
1,271 Comments
Ariphaos  [author] 29 Apr, 2021 @ 6:12pm 
Note that this is not compatible with the 3.0.3 beta, and the 3.0.3 beta version I'm testing now isn't compatible with 3.0.2 and isn't feasible to do so without seriously breaking 3.0.3.
Peter34 29 Apr, 2021 @ 11:39am 
Does your mod fix this bug?
https://sp.zhabite.com/sharedfiles/filedetails/?id=2471020939
"A new bug in 3.0 version is that workers take specialist's job though there are still unemployed specialists, so citizens with full right upgrade from workers to specialists and can't easily go back."
Peter34 28 Apr, 2021 @ 10:28pm 
This is bordering what a bugfix mod ought to do, but: when you invent the tech for Selected Lineages, the Leader Enhancement Policy is automatically upgraded. This does not happen when you invent the higher-tier Tech for Capacity Boosters. You have to remember to manually upgrade to it, and... I don't always.

Another similar problem, albeit newer, is when you invent the Tech that enables the Nutritional Plenitude Edict. You *want* this on, but it doesn't automatically turn on, nor is there a prompt asking you if you want it on, or even a pop-up reminder.

Given how important this Policy and this Edict are, and how frustrating is to realize you forgot aout it for 20, 30 or 40-50 years, can/will you consider doing something?
Ariphaos  [author] 28 Apr, 2021 @ 4:13pm 
@Arath3l the Scion wormhole is generated by origin.5 and not impacted by my patch.
Arathel 28 Apr, 2021 @ 3:02am 
@Ariphaos
Just redoing my merges for 3.0.x, I know your Bypass changes generally avoid having a wormhole to FEs, is there an exception in place for Scion Origin, which is meant to have one as part of it now?

I can't find where this is specifically set, as in game_start you just exclude FEs as valid targets, and that's also where country origin events are set, but that's a general rather than specific exclusion.
Ariphaos  [author] 26 Apr, 2021 @ 7:34pm 
Grzesio 26 Apr, 2021 @ 10:56am 
@Ariphaos
Where can I find said version?
Ariphaos  [author] 26 Apr, 2021 @ 10:11am 
@HeebyJeebies this patch fixes that bug, yes.

Fairly good chances if it's reported on Reddit and it's possible to fix, it is already in here.
HeebyJeebies 26 Apr, 2021 @ 12:59am 
Apologies if this is already fixed but please have a look at : https://www.reddit.com/r/Stellaris/comments/my78d9/so_you_remember_that_species_that_we_uplifted_to/gvthguk?utm_source=share&utm_medium=web2x&context=3

WealthyAardvark seems to have a fix in the linked post
Kali 24 Apr, 2021 @ 10:53am 
Do you know what might be cause the "ship_starting_experience_add" modifier to not work?