Stellaris

Stellaris

~~Scripted Trigger Undercoat
318 kommentarer
kuyan-judith  [skapare] 22 timmar sedan 
The version on my computer says it's for 4.0.21, and the launcher said it was uploaded successfully.
kuyan-judith  [skapare] 22 timmar sedan 
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 @ 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 @ 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  [skapare] 13 jun @ 21:52 
Now updated to 4.0.20
OlegY 13 jun @ 11:46 
Can confirm, had same problem, found that removing mod makes specialized districts apper again
Axtasium 13 jun @ 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 @ 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  [skapare] 7 jun @ 1:03 
Now up to date as of 4.0.16
PQUNDCAKE 6 jun @ 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 @ 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  [skapare] 31 maj @ 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  [skapare] 30 maj @ 17:35 
3.14 legacy version here
DJ BONER 30 maj @ 16:35 
Version for 3.14?
rtrub1 30 maj @ 15:52 
Little yellow triangle is still there. Still good to go?
AltoidsMaximus 30 maj @ 14:45 
I love you.
kuyan-judith  [skapare] 30 maj @ 14:24 
Fixed enforcer jobs bug.
Eclipse 30 maj @ 11:59 
currently removes enforcer jobs, tested with just this mod enabled
kuyan-judith  [skapare] 30 maj @ 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 maj @ 16:39 
please update
星野星亚 8 maj @ 18:16 
plz Update 4.0!!!TOT
Vhodnoylogin 6 maj @ 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 @ 1:56 
After hours of trying and eerroring, I found this mod to be the cause of the government tab lagging
Khazahm 14 feb @ 15:32 
with this here More Corporate Authorities for 3.x
Khazahm 14 feb @ 15:31 
Background of Council flashes betweeen imperial and corpo, or so it seems.
kuyan-judith  [skapare] 31 jan @ 15:46 
- Finally fixed name
- Added job triggers, e.g. pop_is_priest_stu. These are kind of subjective.
kuyan-judith  [skapare] 19 dec, 2024 @ 20:28 
@Shade: It's only useful for other mods that use it as a base.
Shade 17 dec, 2024 @ 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  [skapare] 14 dec, 2024 @ 18:49 
Also migrated a few fixes from Ariphaos across, although I'm still yet to make a proper compatibility patch.
kuyan-judith  [skapare] 14 dec, 2024 @ 18:48 
Fixed the "Generic Empire" bug again, sorry I let that come back.
kuyan-judith  [skapare] 3 dec, 2024 @ 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 @ 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  [skapare] 29 nov, 2024 @ 19:26 
Now updated to 3.14.1592
Nugget 27 nov, 2024 @ 1:04 
Now everything seem to work. Thanks. :steamhappy:
I will delete my old Posts to not cause confusion :steamfacepalm:
kuyan-judith  [skapare] 26 nov, 2024 @ 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  [skapare] 22 nov, 2024 @ 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  [skapare] 5 nov, 2024 @ 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  [skapare] 5 nov, 2024 @ 1:49 
Now updated to 3.14
Malicous 3 nov, 2024 @ 7:51 
yea I've traced that this mod seems to be disabling shipyards too
Commissar Cotchinsky 1 nov, 2024 @ 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 @ 14:30 
This also affects specimen collection in Grand Archive. Def worth waiting for an update.
Commissar Cotchinsky 31 okt, 2024 @ 14:26 
Also seems to have a problem where it disables shipyards. Can't build or upgrade anything
Blessing 30 okt, 2024 @ 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  [skapare] 2 okt, 2024 @ 3:09 
Updated to 3.12.2
kuyan-judith  [skapare] 24 sep, 2024 @ 8:38 
Updated to 3.13.1
kuyan-judith  [skapare] 17 sep, 2024 @ 3:45 
As of this update, "jobs/industrial_add" and "has_authority_<authority>" are deprecated since vanilla now provides equivalents.
kuyan-judith  [skapare] 17 sep, 2024 @ 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 @ 11:21 
All authority types are "Generic Empire"
kuyan-judith  [skapare] 15 sep, 2024 @ 6:32 
Now updated to 3.13.0

3.12 legacy version here