Stellaris

Stellaris

Subtle Polish: A Collection of Fixes and Enhancements
76 Comments
TheEventHorizon 30 Jun, 2024 @ 3:38pm 
Any word on if this mod will ever be updated?
KitanyaMarie 19 Oct, 2023 @ 5:43pm 
Still crashing when selecting a planet with 3.9.3 update. <3
Spongememe 23 Sep, 2023 @ 10:41am 
City districts are no longer available for construction on planets when running this mod with 3.9, and they're instantly demolished after a month from game start. This also happens with Merge Biotrophies (the only other one I've tested). I haven't tested each mod from the ones included here individually, but I hope this helps.
corsairmarks  [author] 25 Jun, 2023 @ 9:13pm 
Updated with all the incremental updates from 3.8.1 through 3.8.4 "Gemini."
corsairmarks  [author] 21 May, 2023 @ 6:18am 
@guywithpups thanks! It's fun but it does drag out sometimes. Now I'm off to hunt for the newest achievements!
guywithpups 20 May, 2023 @ 12:17pm 
@corsairmarks congrats on completing another long slog updating all the related mods in this combo. As always, I greatly appreciate all your efforts on all your mods
corsairmarks  [author] 20 May, 2023 @ 11:32am 
Aaaaaaaand we're updated!
corsairmarks  [author] 17 May, 2023 @ 5:41am 
@Astral Terror I'm still working on updates for other mods before coming back to this one. However, all the component mods have been updated and you can subscribe to them individually.
Astral Terror 16 May, 2023 @ 4:10pm 
Any hope for an update?
FrozenParagon 23 Mar, 2023 @ 9:56am 
*while
FrozenParagon 23 Mar, 2023 @ 9:56am 
Well I don't see myself using this mod Corsair I did subscribe to a bunch of your other ones that I didn't know existed
corsairmarks  [author] 21 Mar, 2023 @ 7:58pm 
@Angelic Burrito cheers, glad I was able to get it done within a week this time.
Angelic Burrito 21 Mar, 2023 @ 6:12am 
Thank you for updating all this! Was one of the things I was waiting on.
corsairmarks  [author] 16 Feb, 2023 @ 7:52pm 
@Pietas I appreciate your dedication double-checking my work!
Pietas 16 Feb, 2023 @ 6:47am 
Missed the comment entirely, sorry. :(
corsairmarks  [author] 15 Feb, 2023 @ 9:30pm 
@Pietas - the remaining conflict in planet_jobs is intentional. I left a note in the code - PD creates its biosyn bonus modifier as a child of both planet_jobs and planet_pops - and it work correctly with my entry overwriting planet_jobs and its planet_pops entry being unedited.

As for the static modifiers, I'll take a look. My intention was to have PD replace then but I might have named the file wrong.
Pietas 15 Feb, 2023 @ 10:57am 
Only seeing two minor (very minor, since they just affect one origin) conflicts with the new update:
common\economic_categories\planet_jobs needs to have PD's planet_pops_biosynth merged in (it's in the Unique Worlds submod)
and similarly, the unique effects/icon of common/static_modifiers/technoorganic and common/static_modifiers/technorganic2 are being overwritten by a dummy entry from Subtle Polish.

Anyway, it's *very* nice to be able to use PD together with the sanest tweak mods in the Workshop.
corsairmarks  [author] 13 Feb, 2023 @ 6:52pm 
Thanks for the help regardless 😁 I'm doing a little testing but I should have all the compatibility issues sorted out and released Soon™.
Pietas 13 Feb, 2023 @ 11:08am 
sorry for the bad info.
Pietas 13 Feb, 2023 @ 8:07am 
It would appear I straight-up got them swapped in my head when typing the paste. So I'm not seeing anything now that I've corrected myself.
corsairmarks  [author] 13 Feb, 2023 @ 2:31am 
@Pietas I am not seeing any conflicts with PD: Space Habitats. PD: Planetary Habitats does overwrite the 00_capital_buildings.txt file but the only changes are to resort capitals, which I don't modify. Can you help me understand where you are spotting the capital building conflicts which have PD-related checks in them?
corsairmarks  [author] 8 Feb, 2023 @ 9:10pm 
Oh no worries - it's good to have a few things on my To Do list. And given that PD is so popular, it's probably a good idea to get things to play nice so I have a big target audience.

I'm more motivated when people help make things easier for me, e.g. you scouting out the main conflicts. Mostly because then I know there's at least one person out there looking for a feature. My normal decision process is mostly what appeals to me as a gameplay tweak or technical challenge, so it's nice to prioritize requests as a different source of ideas.
Pietas 8 Feb, 2023 @ 2:51am 
In the interest of finishing what I started: PD's submods have their own compatibility issues. (I was under the impression that the base mod contained all the code changes, but apparently not ..)

Fortunately it's much fewer things than the base mod, and all but two of them seemed auto-mergeable w/o any serious trouble.

https://pastebin.com/RZLTQbHL
Pietas 8 Feb, 2023 @ 2:24am 
didn't expect that! Sorry (?) if that's added to your workload; interpreted it as you were already doing it to some degree.
corsairmarks  [author] 7 Feb, 2023 @ 10:22pm 
@Omicron I'd be interested to see what you're thinking - the Stellaris Modding Den image is a link to my channel there where we can chat about it.

@Pietas I don't play with PD myself so I've only added it to a few mods when requested. Your list will help me add it in all the other places. It'll take a bit to implement and test, but I have added it to my To Do list.
Pietas 7 Feb, 2023 @ 10:04pm 
I was in the middle of making a patch for this and Planetary Diversity, when I noticed that some of your component mods had checks for PD's content as it was.

So, here's the list of stuff I found, as while I'm sure you already know I thought there was a chance it might be helpful. It's a really small amount of stuff compared to the size of the mod.

https://pastebin.com/rBbA9F3j
Omicron 7 Feb, 2023 @ 2:09am 
Hey corsairmarks, I have an idea for another small mod that would fit the theme and approach of Subtle Polish perfectly. Would you be potentially interested? I'll write up a detailed proposal then. (It's about why pop migration is currently not working properly, and how a simple change can fix this.)
corsairmarks  [author] 21 Jan, 2023 @ 8:43pm 
@Tadpole - yes this mod contains all of listed mods packed together (the same exact files, no less, if you view it in your Steam mods directory). You are safe to subscribe to this pack, then unsubscribe from all of the above listed mods. Any other mods that depend on the packed mods will function normally, such as my mods Assimilate All the Pops or Origin: Jovian League.

As a general rule of thumb, load order is not relevant for my mods (I do very few full-file overwrites).

The main difference between subscribing to this mod versus all of the individual ones is that this one is updated last when a new Stellaris patch comes out. That's because I have to have updated all the other mods in order to merge them into this one.
♫ Tadpole ♫ 21 Jan, 2023 @ 4:53pm 
Hey, sorry if this is a dumb question, but I was a bit confused - does this mod serve as an automatic replacement for all the mods listed in the "bundled mods" list (as in, I can just subscribe to this one, unsubscribe from said listed mods and the game will work right away, and every mod that has those listed as a dependency will still work just fine when loaded after this one)? Or is it necessary to do some manual intervention?
corsairmarks  [author] 4 Jan, 2023 @ 10:05pm 
Glad to hear it! It's good to be back.
guywithpups 4 Jan, 2023 @ 6:18pm 
Woohoo, my favorite tweak mod is back in business! Thanks for all your hard work updating your mods, this mod is an auto include for me on every playthrough.
corsairmarks  [author] 3 Jan, 2023 @ 11:46pm 
All up-to-date with 3.6 "Orion" - thanks for your patience!
Big Sneezy 21 Dec, 2022 @ 3:46pm 
Welcome back!!
corsairmarks  [author] 20 Dec, 2022 @ 8:39am 
Thanks for your patience everyone! I was on an unannounced/unplanned hiatus for 3.5, but I'm back in the swing of things for 3.6 "Orion." This pack isn't updated yet, but almost all of the component mods are. I'm still finishing up changes in the assimilation-related ones to account for how ascension paths work as traditions now.
aformofmotion 15 Nov, 2022 @ 9:13am 
Seems to mostly still work in 3.5. The only problem I've noticed so far is that I can't build Hydroponics Buildings; they're greyed out with no missing requirements. Definitely still playable, but I'm crossing my fingers for an update.
Dobrynja 13 Oct, 2022 @ 4:38pm 
are there any plans to update this collection for 3.5? a lot of these changes are really helpful
Big Sneezy 17 Jun, 2022 @ 10:19pm 
Thank you!
UncleYar 9 Jun, 2022 @ 9:55pm 
Awesome, thanks.
corsairmarks  [author] 9 Jun, 2022 @ 9:44pm 
All updated!
UncleYar 7 Jun, 2022 @ 7:32pm 
Looking forward to the updated merge as well, as I realized I'm using quite a few of your mods at this point. In the meanwhile, have fun playing :) - after all that's where the motivation to mod comes from.
corsairmarks  [author] 2 Jun, 2022 @ 7:58pm 
Still having fun playing (hehe) but I haven't forgotten.
hello_world 28 May, 2022 @ 8:12am 
oh ok, thanks
corsairmarks  [author] 28 May, 2022 @ 12:46am 
Empires not showing their names in the selection screens is a Stellaris bug introduced with 3.4; I'm surprised these mods affect war names because I don't alter them of the formatting. Check other mods you are running that might make changes there - 3.4 had a big change for localisation.

As for updating this mod - I've been playing some Overlord myself but I should have time to do the merges (applying the changes from the component mods) early next week.
hello_world 27 May, 2022 @ 9:47pm 
..sorry to nag, but when will this be updated? i tried running the updated mods without the bundle in an order i couldn't really tell and the localization got messed up enough that none of the preset empire's leaders had names, and wars ingame seemingly just didn't have names at all
corsairmarks  [author] 15 May, 2022 @ 5:45pm 
Now that I think on it - it's the inclusion of my "Basic Planetview" mod. Because of the new orbital rings in 3.4 and some other colony changes (that aren't supported by the old version) I'm not surprised it is crashing for you.
corsairmarks  [author] 15 May, 2022 @ 5:43pm 
@Unori Yep - not updated for 3.4 yet. Will take a bit longer because of the extensive reworking and testing needed for "Retain Leaders from Integrated Subjects." Overlord brought us a lot of new mechanics for subjects and I want to maker sure I consider all the changes.

A lot of the code does execute during galaxy setup, so it is possible it is crashing in 3.4 "Cepheus." Does it crash with only this mod enabled?
Wet Dog Squad 15 May, 2022 @ 5:26pm 
@Unori What version are you using? AFAIK this hasn't been updated to 3.4, yet.
Unori 15 May, 2022 @ 11:22am 
This is causing crashes for me when making a new galaxy, during the "Loading Map Graphics" part. Anyone else having the same issue?
corsairmarks  [author] 27 Apr, 2022 @ 8:44am 
@henk yes, they are totally separate mods by me and work differently than MLS. Because of all the custom leader traits in MLS, leaders from integrated subjects (or conquered primitives) may lose special traits from MLS. Otherwise, I believe MLS and my leader trait mods should generally play nice with each other.
henk 26 Apr, 2022 @ 11:55pm 
Another question, I saw you included the Leader Trait mods, is there any changes compared to the Merged Level system?