Stellaris

Stellaris

!TPRPF (OBSOLETE)
233 Comments
Hurminal 21 Feb, 2021 @ 1:34am 
obsolete my ass
Hurminal 31 May, 2019 @ 12:46pm 
playing in 2.2.7 guess what, this is still needed
do not for any reason unsubscribe from this mod, it is essential for you to play the fucking game at all
RECKLE$$ 28 Mar, 2019 @ 7:44pm 
so this is still being used for 2.2.6, does it solve the issues more or less. should i bother coming back to the game
Maximus 14 Mar, 2019 @ 7:54am 
so needed cause 2.2.6 is even more broken XD
aZmoDen 5 Feb, 2019 @ 3:37pm 
actually, in my opinion, this mod IS needed.
I am running 2.2.4b and the lag at 2260 is almost impossible to deal with.
8 seconds per day, 3 second pause before each day runs.
After installing this mod again, im down to 5-6 seconds a day, and 1-2 second pause.
Thats a 25% increase in performance.
aZmoDen 5 Feb, 2019 @ 3:27pm 
im still getting horendous lag with the 2.2.4 patch.... im going to try this again see if it helps
Vaeringjar 26 Jan, 2019 @ 6:44am 
same, thanks for the mod and praised be the worm
*praises worm*
ParagonRenegade 19 Jan, 2019 @ 10:28am 
Hey, thanks for doing this. It's no longer needed, but it was a godsend while the problems lasted.
Tunafish76  [author] 19 Jan, 2019 @ 5:29am 
Oh yeah that's the mod the other guy had issues with (not that it matters anymore I suppose with this mod effectively being obsolete now). Glad to have been of help though! Personally I'm quite glad to finally be able to wrap up my MP game after a 1 month hiatus lol.
eldiabs 18 Jan, 2019 @ 12:57pm 
Yeah seems like pops were the biggest issue. I'm not even sure this mod is needed anymore with the test branch. Have not been using in my current tests and there aren't any issues. In fact I'm getting incredible performance increases on 2.2.4. on normal speed all the way into the 2400s. Seems like they really hammered it out. Still needs improvement, but at least it's playable. Fast and very fast speeds still suck a bit when comparing with 3dstats command, but at least normal works fine.

To answer your question. I am using this autoexplore mod.
https://sp.zhabite.com/sharedfiles/filedetails/?id=1394094004

Thanks for your work on this mod. Guess I don't need it anymore with the recent fixes, but your mod allowed me to at least enjoy the game to a degree. Appreciated!
Tunafish76  [author] 18 Jan, 2019 @ 10:29am 
Okay holy crap. I had a feeling pops were a large contributor but... whoa even my most unplayable save is working pretty well.

###################
# Performance
###################

* Performance improvement when computing pop factions
* Performance improvement on modifiers using a hybrid array
* Threaded some fleet calculations
* More pops threading for better performance
* Optimization: will no longer calculate the country modifiers at the end of the planet daily update serial, but have a pass to calculate all countries that were modified after all planet updates
* Optimization: Improved job counting
* Parallelized fleet looking for combat for slight performance increase
* Added more threading to planet handling
* Optimized population calculations some more, reduced unnecessary calculations
* Reduced amount of systems the outliner needs to check for planets to populate planet and branch office lists
* Adjusted amount of extra rendering for micro and daily ticks
Tunafish76  [author] 18 Jan, 2019 @ 10:23am 
@eldiabs
That's not good. Did this occur just after the update? Also, by chance are you using a mod which grants the automatic exploration technology on start?

On another note the 2.2.4 beta is doing wonders for me in regard to performance.
eldiabs 18 Jan, 2019 @ 8:19am 
Whoops, look like the last update did something funky. Seeing sm_eac_(something like that) descriptions in missile, battery, and hangar modules. Produces modules that have strange non graphic weapons I haven't seen before.
eldiabs 18 Jan, 2019 @ 8:10am 
I don't use that mod anymore either. Too...game changing. Anyway, thanks for the quick fix. Currently working through my mod list trying to pinpoint out all of the bugs I found in my last playthrough...including some pretty serious day to day stutter. Surprising how many mods are doing day to day checks. That's like the worst possible thing right now with how buggy the vanilla game is. Especially if more than a handful do it.
Tunafish76  [author] 18 Jan, 2019 @ 7:53am 
@eldiabs
Another person reported that bug as well a while back. It's likely a mod conflict (I no longer use Ultimate Technologies and have yet to encounter this). I'll just go ahead and remove support for Ultimate Technologies Ver.2.2 and create a separate patch for it later.
eldiabs 18 Jan, 2019 @ 5:44am 
Found a bug. You have some leftover strike craft titled ULT_NETWORKED_DRONES_HANGAR_ENERGY that overwrites any and all hangar strike craft. Dunno if it's from another mod you are using, but I don't think it's a default game strike craft.
Plerion 16 Jan, 2019 @ 9:34pm 
"The evolving experience is one of the things that make us different." - I'm never confident about how to feel about this, coming from PDX. But thanks for the info :)
Tunafish76  [author] 16 Jan, 2019 @ 8:48pm 
@Plerion
Yeah I get what you mean. Unfortunately, the removal of trade lag only eliminates the huge spikes you get on daily ticks. So while this mod massively reduces late-game lag, half of a billion is still 500 million if you get my drift. There's just so much lag in the late game in general that even cleaving out the trade range lag only does so much. Fortunately, the Paradox team did mention they were working on performance so I think it'll be a matter of time before it's all worked out. Having said that, performance optimizations are probably as much of a pain to work on as AI (if not more so), so I wouldn't put an ETA on it.

https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-were-back.1144790/
Plerion 16 Jan, 2019 @ 8:33pm 
I see, thanks a lot for your answer. From what I understand, his mod deals with lag by forcing everyone to have one and only one trade hub per empire with infinite (= 500) range, so there is no pathfinding to calculate.

I'm not sure if that's how it works though. And now I'm terrified of reaching late game in my run since I have 100+ mods (and all "essential"!) until I find a solution for this.
Tunafish76  [author] 16 Jan, 2019 @ 8:14pm 
@Plerion
Judging from what I'm reading on his mod description, both mods seem to do the same thing using completely different methods. Having said that, his method doesn't address protection range.

Frankly I don't see how his method could work since it jacks up collection range to an arbitrarily high number (this mod does the opposite and removes collection and protection range from modules entirely); however, if it works that's all that matters. If anything, I'm now more puzzled as to the actual cause of the lag if his mod works as well (unless what happens with a collection range as high as he sets causes an overflow and the collection range becomes 0 or something weird).



To answer your question in short, no. The mods are not compatible.
Plerion 16 Jan, 2019 @ 7:58pm 
Sorry the noob question, but I haven't arrived to late game yet. How does this mod play with "Trade Performance Fix"? Are they *logically* compatible?

https://sp.zhabite.com/sharedfiles/filedetails/?id=1617956114
eldiabs 16 Jan, 2019 @ 10:24am 
Awesome! Thank you much.
Tunafish76  [author] 16 Jan, 2019 @ 9:05am 
@Prez. Trevor
Lmao glad it's working for you!

@eldiabs
Updated with built-in support for the mod; let me know if I missed anything.

@Elaine!
Unfortunately I'm actually in the same camp where my own mod doesn't help with my peformance anymore (having said that I haven't tested it just yet without Glavius's AI mod which apparently contributes very heavily to the lag).

@Cousin Avi
Trade Hubs Lite is now available here: https://sp.zhabite.com/sharedfiles/filedetails/?id=1626502868
Trevor 15 Jan, 2019 @ 10:35am 
and then the lord waifu simulator said: let their be FRAMES! and the framerates illuminated all the land and cast away the lag!
eldiabs 14 Jan, 2019 @ 10:00am 
Any chance for a compat patch for this mod?

https://sp.zhabite.com/sharedfiles/filedetails/?id=1613766846

Looks like the heavy modules add protection ranges...probably some other modules too.
snackerfork 11 Jan, 2019 @ 3:13pm 
This doesn't seem to work for me. I'm running on default galaxy settings on an existing save, after 2400, and the game still stutters just as severely as it did before.
MixedMethods 11 Jan, 2019 @ 1:10pm 
Don't suppose you'd consider making a version or changing this one so the tradehubs get 1% trade value or no bonus trade value?

It adds up to a 60% trade buff on tradeworlds and the bonus is insane currently. You can also collect any and every trade value in your border as we no longer have to worry about collection mechanics so the 5% bonus is compensating for a non-issue.

I don't like to be one of those guys demanding x and y from mod makers but it would be nice if the mod was not imbalanced too :)
Force 10 Jan, 2019 @ 4:40pm 
Thanks for your answers!
eldiabs 10 Jan, 2019 @ 2:54pm 
Yeah, he makes so many changes so often it's impossible to keep up with what he's doing. Think the AI actually got worse using his mod this past week. Just did a test without it, but with a mod that just gives the AI cheat resources, and my game was way more enjoyable with way less stuttering.

Appreciate what he's trying to do, but I just couldn't deal with playing a game only to realize something he changed in the middle of the night broke something. Pretty sure I'm in the minority. Honestly, I think pdx is going to be the only ones that can fix their ai due to the massive changes this 2.2 update brought about. Not holding my breath, so I just use the difficulty mod and crank the ai's resources WAYYY up. That way whatever they can't figure out how to build doesn't matter and they are swimming in free resources regardless with an increasing percentage added every 4 years to keep things going. At least now I have large fleet battles, and am not surrounded by pathetic empires. ;]
Tunafish76  [author] 10 Jan, 2019 @ 2:35pm 
@MagnusEffect
Oh my god that's amazing thank you lol

@eldiabs
Huh.. I wonder if that's why my MP game became near unplayable .-. Quite a shame, since his mod really improves the game.
MagnusEffect 10 Jan, 2019 @ 2:12pm 
@Waifu

Related to what Force said (specifically about version numbers):

If you set the version number as 2.2.* (the asterisk at the end is key), it doesn't specify the last digit and it won't get flagged by the launcher as being out of date after every minor patch (only the first two digits seem to matter for most mods). Not only does this mean you won't have to hassle with updating this mod after every minor update, but you also won't hear the inevitable flood of questions and requests of "does this mod still work?" and "can you please update?". :)

I do the same with my mods and it is one hell of a time saver.
eldiabs 10 Jan, 2019 @ 2:02pm 
@Force - They worked when I used them together. However, I dropped GlaviusAI because it started causing massive stuttering issues for me from game start. Something he changed a week or so back completely borked the mod in my case.

This mod, however works just fine. Zero issues.
Force 10 Jan, 2019 @ 1:59pm 
I am sorry that I have to ask this but does this mod work with Glavius AI mod?
If the author does not know this, did anyone try these 2 mods together?

Also, the description says it works with 2.2.X but the launcher says that it does not work with 2.2.3, I am confused now, does it work with the beta branch or not?
MagnusEffect 10 Jan, 2019 @ 1:25pm 
Oh, thank you Rosth. I missed that.
Rosth 9 Jan, 2019 @ 5:57am 
@MagnusEffect Author said to delete the "tprpf_starbase_levels.txt" file, i just renamed it and it worked fine, although you can't select those outposts while in that trade filter, however i didn't notice any significant difference in the income anyway
MagnusEffect 9 Jan, 2019 @ 2:47am 
First off, thank you so much for this mod!

I only have one minor complaint and that is the station icons... My god... so many. I'm seeing station icons in my sleep now. Lol! Is there any possible way to still have this mod function without having station icons on every single star? I'm finding it much more difficult to pick out the reinforced srabases from the sea of icons. Is there any way to at least toggle them off maybe?
awesomeadam217 8 Jan, 2019 @ 6:28pm 
@ZeroPointSeraph I also suspect it's the UI, like something is waiting for the UI thread to update at the end of each month before finishing whatever it's doing. While the debug console is active and upfront, much of the lag spike disappears. Same with rendering of the hyperlane map; turning it off even in the map settings improves speed.

I think overall, there's just many pain points added by 2.2 that decreases performance.
brucethemoose 8 Jan, 2019 @ 12:45pm 
thanks, appreciate it.
Tunafish76  [author] 8 Jan, 2019 @ 2:19am 
@brucethemoose
TFW's Bunch of Ship Parts compatible version released here: https://sp.zhabite.com/sharedfiles/filedetails/?id=1618560543

It is standalone and should not be used with the main mod.
The Nega Druid 7 Jan, 2019 @ 10:51am 
Good point, Waifu. I totally forgot that outposts can have the strike craft thing and that it would work well to reduce the piracy.
Tunafish76  [author] 7 Jan, 2019 @ 9:50am 
@The Nega Druid @Aaronthelemon
Defense platforms are buildable on outposts; equipping them with strike craft and building a few of them along trade routes removes the need for patrols. Strike craft were given piracy suppression to alleviate the burden due to the removal of trade protection range. Alternatively, ships designed as carriers are extremely effective patrol ships. Piracy suppression values are in the change log.

@Rosth
Deleting the "tprpf_starbase_levels.txt" file will prevent outposts icons from showing on the galaxy map. As the trade "map mode" is actually just a map filter, I don't think it's possible to have the outpost icons show only when it is enabled. As I will be back at my main computer tomorrow, I'll try to see if I can create an empire edict to toggle the icons at will.

@brucethemoose
That's odd, I'll do some testing with TFW's Bunch of Ship Parts. I may just have to release a separate version of the mod to accomodate that.
The Nega Druid 7 Jan, 2019 @ 6:41am 
I suggest getting No Piracy on a trade route mod if you are using this mod. Piracy is unbalanced with the lack of proper protection. This seriously reduces lag and no piracy is a small price to pay. We just have to wait for Stellaris devs to fix this issue and make the system playable.
Rosth 6 Jan, 2019 @ 10:23pm 
Is there a way to disable outpost icons on the galaxy map? It makes it hard to see where the upgraded starbases are at a glance and they clutter the screen too much. Maybe so they are only shown if i actually go that mapmode to route the trade?
Aaronthelemon 6 Jan, 2019 @ 5:20pm 
Piracy seems out of control in this mod. I have almost more than half my fleet dedicated to piracy alone.
brucethemoose 6 Jan, 2019 @ 12:12pm 
I don't have Extra Ship Components Installed, but auto generated federation ships are using nhsc components.
ZeroPointBlaze 6 Jan, 2019 @ 5:53am 
@Vaeringjar
Relax, pal.
Crazy Old Texan 5 Jan, 2019 @ 11:36pm 
Waifu Simulator thanks again for this mod otherwise Stellaris is unplayable. Cheers
Vaeringjar 5 Jan, 2019 @ 3:27pm 
oh ffs not that nonsense again, no, that's not how it works, the player's country needs more computations than AI ones
ZeroPointBlaze 5 Jan, 2019 @ 2:02pm 
I think the problem comes from the UI. The more planets you settle and the more items you have on your UI, the longer the rendering process becomes and the slower the game becomes in total. I may be wrong but that's the collective thought of the community at the moment.

I had a 30 planet empire and it was slow. I used the console to switch to a smaller AI empire (around 10 planets) and the game sped up like crazy. The year was around 2560. So it has to be the UI. Just my two cents.
Vaeringjar 4 Jan, 2019 @ 10:55pm 
@Killeraoc
I only did it to the problematic systems, not all systems (seriously, that'd be tedius af). It fixed CTDs and freezes from invalid routes, which was the problem I had. It shouldn't have any impact on performance at all, nor does it cause a "massive calc". I'm not completely sure, but it seems like the AI simply routes everything straight to the capital anyway.

TL:DR (should have specified on the comment bellow I guess, sorry about that)
> This is to fix CTD's & freezes from invalid trade routes. NOT related to performance.