Stellaris

Stellaris

Engineers of Life Updated - 3.4
191 Comments
FirePrince 8 Apr @ 8:05pm 
Maybe a look at the date and the version nr helps.
Cellbuilder2 8 Apr @ 3:56pm 
I have a weird bug/glitch where my ships don't attack hostile objects/creatures. They just spin constantly and follow whatever I'm trying to get them to destroy. So far I haven't been able to destroy either a cutholoid or an asteroid approaching a colony. I have no clue what could cause such behavior.

Also this origin affects the scaling of enemies weirdly. The abovementioned cutholoid I encountered had 6k+ fleet power, and the occupation flotilla had over 100k.

Also, is it possible to make the origin compatible with a gestalt machine empire? I'm personally more used to that kind of playstyle and would love to experience this mod's content and origin as one.
Feraa 29 Jan @ 6:40am 
The only thing Grand Archive does that this mod does is allow for space fauna breeding and usage. Everything else this mod does is still not in the game.
Rhaeven 27 Jan @ 7:57pm 
The Grand Archive allows you to seed planets with life?
MajorGeneralPike 27 Jan @ 7:52pm 
The Grand Archive replaced this mod, original author has retired take care everyone !
이사우로스 27 Jan @ 1:49pm 
i hope play this mod..
TurgidJuiceTree 17 Oct, 2024 @ 3:17pm 
Could you consider seed ship tech for machine empires?
Babka 5 Oct, 2024 @ 3:38pm 
It will be very good if this mod will be compatible with future DLC. I think something interesting will come out of it)
Feraa 28 Sep, 2024 @ 8:06pm 
This mod is hilariously out of date, MartianLeo.
MartianLeo 28 Sep, 2024 @ 7:44pm 
Seed ships dont seem to work, am i doing something wrong when i have them colonize planets?
peetey897  [author] 26 Sep, 2024 @ 7:21pm 
So, hilariously, it looks like a lot of this mod is going to turn up in the grand archive expansion (space fauna breeding) so where I go with this is going to be somewhat affected by that.
Brushboss 26 Sep, 2024 @ 1:48am 
really looking forward to the update, this is one of the most fun and unique mods for lategame modsets
peetey897  [author] 15 Sep, 2024 @ 10:29pm 
I also want to make some major changes to the way that seeding planets works, as right now it’s a little clunky.
peetey897  [author] 15 Sep, 2024 @ 7:51pm 
This works more or less but creates major problems for compatibility - since it’s literally overwriting the entire components file - and also for updates since, with the mod containing a full copy paste of the vanilla components file, the whole file has to be redone with every game update as, if any changes are made in the update, the mod still has the old version of the file. This particular issue is with seed ships, but similar issues are the cause of other problems with fleet power and etc that people are having. Additionally, the triggers and commands for many of the primitive related actions in this mod have changed completely since the last version I updated this for. I’ve been working on this tonight and I have seed ships and elevating primitives functional again. My next step is to create mod specific components for the seed ship so I can eliminate the duplicate of the vanilla component files. And from there we’ll see.
peetey897  [author] 15 Sep, 2024 @ 7:46pm 
For the curious, here’s a little background on some of the problems and why fixing this mod is a non-trivial undertaking. Stellaris won’t allow ships to be built without a design, and it won’t allow designs to be created without certain ship components like power generation. The Seed Ships in this game use the vanilla ship components, but several of those crucial vanilla ship components are explicitly whitelisted in the vanilla code to a set number of ship types, obviously not including the seed ship. The original code for this mod solved this by duplicating, and then overwriting, the entire vanilla file for some of the ship components, manually adding the seed ship to the list of allowed ship types.
Feraa 15 Sep, 2024 @ 4:40pm 
Personally, I enjoy the fuck outta this mod, but I'm not gonna rush ya.
peetey897  [author] 15 Sep, 2024 @ 12:25pm 
I see that someone else brought this mod to 3.8 and I really appreciate it. However, I've been getting heavily back into Stellaris over the past week or so, and getting back into the modding space, and I'd love to bring this mod forwards again. If I have time over the next couple of weeks, I'm going to make an attempt to start not only updating this, but rewriting it,and doing my best to get it cleaned up and working again. I make no promises, largely because this is still a bit out of my wheelhouse and I don't have a ton of extra time, but if I am able, I'd like to at least try.
peetey897  [author] 15 Sep, 2024 @ 12:25pm 
UPDATE: Hi everyone. Apologies to everyone who's been upset by the mod being abandoned, and for my disappearing. A whole lot of things happened in a short space of time and the time for me to keep this updated just wasn't there. The truth is, I'm not much of a modder. I originally adopted this mod because I loved it, and wanted to update it for myself, and figured I would share that work with everyone else. However, as the updates to the game continued, it became obvious to me that not only did it need to be updated with new versions of the game, but a large part of the code needed rewriting in order to clean some things up and bring it forwards. That was, at the time, far beyond my scope of capability and time, and so I was unable to do much more.
Feraa 20 Jul, 2024 @ 4:53pm 
@Pachycladus It's outdated, bud. Pay attention lol
Feraa 8 Jul, 2023 @ 7:33am 
Good to know.
FirePrince 8 Jul, 2023 @ 4:04am 
Yes of course ( ͡~ ͜ʖ ͡°)
Feraa 8 Jul, 2023 @ 3:26am 
@FirePrince, so that'll have all the same content as this one, and it ain't some "lite" version? And the weapons will actually work? Lmao
FirePrince 7 Jul, 2023 @ 8:54pm 
As announced and requested, the 3.8.* updated https://sp.zhabite.com/sharedfiles/filedetails/3000826774
FirePrince 23 May, 2023 @ 2:35pm 
If you ask me, yes... collaboration?
Killer Tamashi 23 May, 2023 @ 2:11pm 
Is this ever going to be updated?
Feraa 4 May, 2023 @ 3:36pm 
A "lite" version, if anything. I want the full version.
Cubile Oddity 30 Apr, 2023 @ 9:12am 
will you update it for 3.7 ?
Feraa 24 Apr, 2023 @ 1:05pm 
As I said to Eressea, Azi, the weapons are broken in this mod lol
Azi_Dahaka12th 23 Apr, 2023 @ 9:22pm 
so...all my weapons have 1000 damage but 0 cooldown.....
Feraa 21 Apr, 2023 @ 5:23am 
No, Eressea. Weapons are broken with this mod.
Perambulante in tenebr 19 Apr, 2023 @ 7:47am 
is the mod working right now?
A_Killer_Rabbi 16 Apr, 2023 @ 10:49am 
okay I tried to do as Virtue said and copied the weapon_components.csv into the workshop mod file to override the existing one and then added the IMP_ weapon lines but still get the bug. Currently scratching my head about what else to do as I also played around with the OpenDocument Spreadsheet file and still get the bug
Feraa 4 Apr, 2023 @ 3:38pm 
Ew
Feraa 2 Apr, 2023 @ 2:34am 
O.O
Virtue 2 Apr, 2023 @ 2:23am 
It can be fixed by hand, but it's a bit of work. The weapon_components.csv is missing values added since the new updates.

Copying all of the "IMP_" lines (8 in all) to a new copy of the base game's version (can be found in common/component_templates) and adding 0.00; to the end of those copied lines will fix it.
Feraa 21 Mar, 2023 @ 5:04pm 
How unfortunate that the creator of the original mod abandoned it, and now the creator of the "update mod" has also abandoned it. Will we get a third person to take it up to update it? The world may never know.
BasicGeoduck841 21 Mar, 2023 @ 9:58am 
never the creator abandoned it
Killercraft136 20 Mar, 2023 @ 2:05pm 
when will this mod be updated...
Nitron 16 Mar, 2023 @ 6:00pm 
fat chance
Brushboss 16 Mar, 2023 @ 5:22pm 
3.7?
Journeyman Prime 10 Mar, 2023 @ 5:23pm 
Any chance of the primitive civs spawned by seed ships not being randomized? In First Contact I want to play as Democratic Crusaders that start spawning prim civs from their various member species late-game for fun and science.
AshToAshes 7 Mar, 2023 @ 3:19pm 
is this mod ever getting updated for 3.6 to fix the weapon bugs???
Feraa 19 Feb, 2023 @ 3:10am 
Tch. Based on the comments, this mod has the same issue as the other, apparently abandoned, mod, in that it makes weapons do absolutely nothing. Which is sad, as this mod has nice promise.
elrodmarlon 15 Feb, 2023 @ 11:10am 
I will wait for this mod, it has every thing i have tried to create in my private MOD and failed over and over void cloud and amoeba i know making these are not easy learned the hard way grats on a fantastic i am following :)
Gmonkey666 15 Feb, 2023 @ 7:21am 
right now this mod will make all weapon cannot fire
ElversEden 27 Jan, 2023 @ 8:46pm 
Broken right now, in my game it's causing no damage during space battles. We'll have to wait for an update
WaspX 27 Jan, 2023 @ 4:01am 
Does this work with 3.6.x?
Nitron 22 Jan, 2023 @ 9:14pm 
to all, there is an up to date version of this mod "engineers of life - lite", though it only has the observation post missions and the seed ship
https://sp.zhabite.com/sharedfiles/filedetails/?id=2918745033

to get creature ships/leviathan breeding, "gigastructural engineering" has something like that, but its much further down the tech tree so not all that useful unless you have way more food than alloys
https://sp.zhabite.com/sharedfiles/filedetails/?id=1121692237

there is also an alternative mod for creating primitives that also allows the creation of pre-sapients, and uses a special resource and decision rather than a ship, "species engineering".
https://sp.zhabite.com/sharedfiles/filedetails/?id=1695559328