Stellaris

Stellaris

~~Scripted Trigger Undercoat
318 opmerkingen
kuyan-judith  [auteur] 19 jun om 18:32 
The version on my computer says it's for 4.0.21, and the launcher said it was uploaded successfully.
kuyan-judith  [auteur] 19 jun om 18:31 
Should be updated to 4.0.21, except I still don't know why the last update wouldn't have worked or how I'd tell if the same thing happened again.
OlegY 14 jun om 6:52 
Idk how updated, even after reinstalling still shows that mod made for 4.0.16 and Specializations don't work
喵小夕 · F_thx 14 jun om 6:48 
Please set a scripted_variable to mark that your mod has been loaded
to ensure compatibility with BPV - More Building Slots - Compatibility.
```
#/common/scripted_variables/any_name.txt
@your_mod_name_mod = 1
# end this file with a empty line or a # comment
```
kuyan-judith  [auteur] 13 jun om 21:52 
Now updated to 4.0.20
OlegY 13 jun om 11:46 
Can confirm, had same problem, found that removing mod makes specialized districts apper again
Axtasium 13 jun om 0:56 
@say_plz is correct, removing this mod fixed the issue of nothing showing up in the specialize districts menu, needs a patch for 4.0.17
say_plz 11 jun om 11:17 
i am not sure, but maybe need update. I lost the ability to specialize districts with latest patch in my savegame.
kuyan-judith  [auteur] 7 jun om 1:03 
Now up to date as of 4.0.16
PQUNDCAKE 6 jun om 22:57 
Same problem as pauli, worlds are starting with no buildings, almost no population (just civilians), and no starting resources, regardless of origin/civic combo.
pauli 5 jun om 12:56 
As of 4.016, this mod is causing planet to spawn empty (no buildings or districts), and a blank event popup for anomaly_failure.4012
kuyan-judith  [auteur] 31 mei om 1:41 
Major changes in the Stellaris 4.0.14 update:
- Since Vanilla is now using social_classes_triggered_modifiers_no_happiness and intentionally not applying it to all pop categories, I've restored "standard_pop_modifiers" as an inline script applied to all pop categories (except wilderness_heart_strata).
- the on_pre_ftl_post_advance on action is deprecated
- Triggered job inline scripts have been redesigned to be more flexible. The current setup should not break existing mods designed for the old system, but future changes might.
- kill_pop_stu has been replaced with kill_pops_stu, which should be equivalent to kill_pop_amount apart from first firing the "on_pop_killed_by_effect" on_action. the variable "stu_local_pop_amount" on the pop group set to the number of pops killed.
- removed jobs/bureaucrats_add, jobs/culture_workers_add, jobs/death_priests_add, and jobs/administrators_add; use the new vanilla jobs/unity_jobs_add
kuyan-judith  [auteur] 30 mei om 17:35 
3.14 legacy version here
DJ BONER 30 mei om 16:35 
Version for 3.14?
rtrub1 30 mei om 15:52 
Little yellow triangle is still there. Still good to go?
AltoidsMaximus 30 mei om 14:45 
I love you.
kuyan-judith  [auteur] 30 mei om 14:24 
Fixed enforcer jobs bug.
Eclipse 30 mei om 11:59 
currently removes enforcer jobs, tested with just this mod enabled
kuyan-judith  [auteur] 30 mei om 5:19 
Now up to date for 4.0.14

Updating the list of features will have to wait until tomorrow, 'though, it's past 10 PM and I've got a driving lesson in the morning.
Spiritouspath 23 mei om 16:39 
please update
星野星亚 8 mei om 18:16 
plz Update 4.0!!!TOT
Vhodnoylogin 6 mei om 1:28 
Please, if u update mod - rename it to ~~Scripted Trigger Undercoat, because other mods used !!! to place at bottom.
The new Stargazer portrait from Season 9 is missing when using this mod. I submitted a pull request that fixes the issue on the mod's Github page
Альфа 1918 18 feb om 1:56 
After hours of trying and eerroring, I found this mod to be the cause of the government tab lagging
Khazahm 14 feb om 15:32 
with this here More Corporate Authorities for 3.x
Khazahm 14 feb om 15:31 
Background of Council flashes betweeen imperial and corpo, or so it seems.
kuyan-judith  [auteur] 31 jan om 15:46 
- Finally fixed name
- Added job triggers, e.g. pop_is_priest_stu. These are kind of subjective.
kuyan-judith  [auteur] 19 dec 2024 om 20:28 
@Shade: It's only useful for other mods that use it as a base.
Shade 17 dec 2024 om 6:05 
So is this mod only useful to other mods that use it as a base (and how do I know which mods do use it since I don't see it mentioned a lot really?) or does it help the game run better as well by replacing vanilla scripting with something more efficient?
kuyan-judith  [auteur] 14 dec 2024 om 18:49 
Also migrated a few fixes from Ariphaos across, although I'm still yet to make a proper compatibility patch.
kuyan-judith  [auteur] 14 dec 2024 om 18:48 
Fixed the "Generic Empire" bug again, sorry I let that come back.
kuyan-judith  [auteur] 3 dec 2024 om 17:49 
@hyper_fool_80: unfortunately this mod and the unofficial patch are currently more-or-less incompatible with each other, in that whichever one is first in load order will mostly be disabled. I used to keep them compatible but I had to break that compatibility to partially automate the process of updating this mod when Stellaris updates (which used to take months each time). I think now that automation is done I might be able to set up compatibility again at the expense of somewhat increasing the amount of manual updating needed. But that will take months and I have other priorities, like updating Diagrapher's Trait Mod.
hyper_fool_80 30 nov 2024 om 4:28 
Is it safe for this to be overwritten by the unofficial patch? when conflict checking in Irony i notice upwprds of 3000 conflicts
kuyan-judith  [auteur] 29 nov 2024 om 19:26 
Now updated to 3.14.1592
Nugget 27 nov 2024 om 1:04 
Now everything seem to work. Thanks. :steamhappy:
I will delete my old Posts to not cause confusion :steamfacepalm:
kuyan-judith  [auteur] 26 nov 2024 om 4:16 
This mod continues to work fine for me when I test it. I've just uploaded it again in case the problem was with the upload.
kuyan-judith  [auteur] 22 nov 2024 om 18:04 
@Nugget: I haven't been able to reproduce that. Might it be an interaction between this mod and another one? What other mods are you using?
kuyan-judith  [auteur] 5 nov 2024 om 2:03 
With this update:

Job and housing numbers from districts are now controlled by script values. The HIVE_BONUS parameter is deprecated (although it still functions for the time being for the sake of back-compatibility)

The "clear_deposits_stu" scripted effect, replacing all instances of clear_deposits, removes deposits not protected using the flag "clear_deposits_stu". Deposits with this flag can be added using the "add_protected_deposit_stu" effect (or by other means).
kuyan-judith  [auteur] 5 nov 2024 om 1:49 
Now updated to 3.14
Malicous 3 nov 2024 om 7:51 
yea I've traced that this mod seems to be disabling shipyards too
Commissar Cotchinsky 1 nov 2024 om 14:52 
@Liggi i don't believe this is affecting the specimen collection page, as i'm getting that same crash but i'd already turned this mod off.
Liggi 31 okt 2024 om 14:30 
This also affects specimen collection in Grand Archive. Def worth waiting for an update.
Commissar Cotchinsky 31 okt 2024 om 14:26 
Also seems to have a problem where it disables shipyards. Can't build or upgrade anything
Blessing 30 okt 2024 om 6:08 
This mod seems to make conflict with 3.14 features. The new civics and origin are not seen when this mode is activated.
kuyan-judith  [auteur] 2 okt 2024 om 3:09 
Updated to 3.12.2
kuyan-judith  [auteur] 24 sep 2024 om 8:38 
Updated to 3.13.1
kuyan-judith  [auteur] 17 sep 2024 om 3:45 
As of this update, "jobs/industrial_add" and "has_authority_<authority>" are deprecated since vanilla now provides equivalents.
kuyan-judith  [auteur] 17 sep 2024 om 1:28 
@Robert Robertson: I just checked and that's not the case for me, at least in the empire designer, maybe the update hadn't synced for you yet or something?
Robert Robertson 15 sep 2024 om 11:21 
All authority types are "Generic Empire"
kuyan-judith  [auteur] 15 sep 2024 om 6:32 
Now updated to 3.13.0

3.12 legacy version here