Stellaris

Stellaris

61 ratings
Gigastructural Engineering - No Crises
   
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8 Nov, 2021 @ 6:41am
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Gigastructural Engineering - No Crises

In 1 collection by Elowiny
Gigastructural Engineering - Submods & Expansions
21 items
Description
This simple mod simply sets the Gigastructures Crises (Katzenartig Imperium, Aeternum & Blokkats) to be disabled by default.

Jublio & Jupitwo will not spawn at all, the Galactic Core will always be empty (supermassive or quasar) and Blokkats just won't spawn at all.

All it does is set a global flag so you can just re-enable them manually afterwards.
14 Comments
Dave 1 Jul @ 3:31am 
Sure, Casako also lets you disable the anime infection. That does not change the fact it is included by default alongside the content most people actually want. I understand the mod is called Gigastructural Engineering & More, and the “& More” is a carte blanche for adding anything into it. But honestly, most users come for the megastructures and related features, not the odd side additions. This is not just about visuals either. The entire crisis package clashes with the mod’s overall style and tone due to its writing and over-the-top nature compared to the rest of the mod and the base game. The cinderblock cats, the Katzen especially, the Aeternum to some degree. They all feel like fan OCs rather than something that belongs in the game and integrates into it seamlessly. Having to dig through menus just to turn off these wacky empires and crises undermines how polished the rest of the mod is and would be better handled as a sub-mod. That is my point.
Elowiny  [author] 1 Jul @ 12:22am 
@Dave
I mean, that's why there's an option to make the Blokkats NOT look like bricks with cat ears in the main menu...
Dave 30 Jun @ 4:05pm 
I’m not against new ideas, but the crises in Giga just don’t fit with the rest of the mod’s look and feel. You have all these sleek, massive structures, and then suddenly there’s this goofy, cartoonish stuff shoved in alongside it. It’s the same problem as with Casako’s Framework and that anime infection stuff that’s on by default and you have to adjust through settings just to avoid it. It intrudes on the parts people actually download the mod for. It’s a jarring mix that feels slapped on rather than thoughtfully integrated. If you want to keep them, go ahead, it’s your mod after all. I just wouldn’t force them in with the core content and would make them a sub-mod.
So yeah, I do consider it to be an embarrassing part of the mod and an OC insert, just like Casako's skunk thing. I won't cry for immersion as I don't really care for it, but bricks with cat ears are a bit too much even for me. Also, comparing them to Scourge or the Unbidden is a bit silly.
Elowiny  [author] 30 Jun @ 2:25pm 
@Dave
i'm curious why people like you feel the need to insist on how "cringe" the crises are
isn't literally every original creation an "OC insert"? like isn't that how creation works?? how are they "embarrassing"? are the scourge, unbidden and cetana the "embarrassing OC inserts" of the Paradox devs by that logic?
Dave 30 Jun @ 9:21am 
Neat way of removing those embarrassing OC inserts
They should've been a sub-mod by default instead of being crammed in with the valuable portions of the mod
Nocturne 5 Mar, 2024 @ 7:07am 
very good submod
Durandal 17 Jun, 2023 @ 3:34pm 
@Rips you shut the mod off
Elowiny  [author] 14 Apr, 2023 @ 12:30am 
@Lizky
The Paluush aren't a crisis and you can actually use the Dyon-Beam against the Katzens if you sabotage the Katown resistance region though.
Klaris Llfiend, Light Mommy 13 Apr, 2023 @ 3:13pm 
As interesting as some of the events in the custom crises are, the way that many parts of the original mod are just ignored when applied to these crises (disabling the dyson beam's use against the Katzen & Paluush, and inability to learn that technology for yourself) doesn't feel thought out enough to me for me to use these crises in my games. It's nice to include a submod to have these by default disabled.
Grendain 24 Aug, 2022 @ 2:19am 
Compatible with 3.4 ?