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6 hours ago, Davidchan said:

What was the purpose of slapping -10/20/30 stability onto the Diary chain buildings? Stability is a huge stat and there aren't many ways to improve it, let alone offset something as hard hitting as -30. If this was happiness, I could almost understand, but having a Dairy Arcology is the same effect on stability as having 0% pop approval!

 

Dairy farms give stab hits? Geeze, that seems weird. 

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6 hours ago, Davidchan said:

What was the purpose of slapping -10/20/30 stability onto the Diary chain buildings? Stability is a huge stat and there aren't many ways to improve it, let alone offset something as hard hitting as -30. If this was happiness, I could almost understand, but having a Dairy Arcology is the same effect on stability as having 0% pop approval!

Yeah, I agree. These penalties are absolutely brutal. I changed it to -2/4/6% stability on mine and it's still noticeable. If the buildings are overpowered and need a nerf elsewhere to keep them in check, this is too far in the other direction for sure. I feel like they shouldn't affect stability at all, even at the small amounts I modded mine to- maybe a planet modifier for reduced specialist output instead? A penalty to migration attraction? I dunno. The stability malus seems out of place.

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1 hour ago, Schmee said:

Yeah, I agree. These penalties are absolutely brutal. I changed it to -2/4/6% stability on mine and it's still noticeable. If the buildings are overpowered and need a nerf elsewhere to keep them in check, this is too far in the other direction for sure. I feel like they shouldn't affect stability at all, even at the small amounts I modded mine to- maybe a planet modifier for reduced specialist output instead? A penalty to migration attraction? I dunno. The stability malus seems out of place.

It's especially weird because in order to make the buildings worthwhile you really need to specialise pops for them, even with the trait that gives small amounts of Zro per pop it doesn't feel super good.

 

Edit: for instance, the Psi Corps building only provides 5 stability while an Arcology gives -30, the Psi Corps requires going down the weakest ascension path in the game and I cannot, off the top of my head, recall *any* other building that gives stability. On a further note, I'm not quite sure why there would be a happiness penalty for an egalitarian empire, given that they wouldn't force people to work there. I feel like that should get shifted to policy options, with different options having different effects, like free range cowgirls having lower production but producing unity and forced cowgirls having drastically increased production at the expense of happiness or stability.

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the only way I managed to get the dairy farms to work was having a breeding planet (with the influence cost thingy) and activating martial law and having equally as many fortresses as I had dairy farms, which allowed me to have 100% stability. though that seems extremely overkill when I gene modded my slaves to be happy slaves.

 

I didn't think the dairy farms where busted before, though if you gene modded a race to have specific traits, that allowed rare resources from the farms and stacked slave productivity bonuses, then you might have a point about it but I'm unsure personally if it was busted given the investment require to achieve this.

 

-edit-

 

In all honesty though I think I understand the reasoning behind an negative impact of it, if those people are forced into this situation, which the pictures usually implies. Then their happiness and comfort would be down the drain. I believe the biggest issue is the base games "Nerve Stapled" trait which basically invalidates any negative impacts of enslaving a species and forcing them into the farms. I usually ignore this trait and try and combat the negative happiness with gene modding the slaves as the cost of investment.

 

in terms of the people working at the farms I believe there should be more decisions to add flavor to the theme of why they work in the farms. I support the idea that they would be forced into it and unhappy about it, which forces you to deploy anti crime and stability measures to control the situation. but likewise I think there's the happy enforced which is the theme I usually go for. Likewise I believe free to do but unwilling and free to do and willing should be themes allowed aswell. Currently we have options in regards to how the cows are milked, and I can't from the top of my head remmeber if the new slavery based decision was part of it, but more decisions in this regard would be great, but here I am saying "make this" yet I havn't gotten onto my own project so I can only suggest with little backing. With that said, there's also the themes of the sex buildings which I think also should have decisions for, and I'm unsure why a breeding building doesn't exits as a additional building with high upkeep for pop growth compared to dairy farms. 1 per planet limit would make senses and balance it out.

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11 hours ago, Saulstealers said:

It's especially weird because in order to make the buildings worthwhile you really need to specialise pops for them, even with the trait that gives small amounts of Zro per pop it doesn't feel super good.

 

Edit: for instance, the Psi Corps building only provides 5 stability while an Arcology gives -30, the Psi Corps requires going down the weakest ascension path in the game and I cannot, off the top of my head, recall *any* other building that gives stability. On a further note, I'm not quite sure why there would be a happiness penalty for an egalitarian empire, given that they wouldn't force people to work there. I feel like that should get shifted to policy options, with different options having different effects, like free range cowgirls having lower production but producing unity and forced cowgirls having drastically increased production at the expense of happiness or stability.

 

Not directly, but the Noble Estate does give some stability, but that's because the noble job it generates does give stability. And while it's not a planetary building, the Deep Space Blacksite also gives stability. Otherwise, yeah, spot on. That -30 is worth a Chosen One Governor with a Fanatic Pacifist nation that has finished the Harmony Tree and got a Deep Space Blacksite going in the system.

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For anyone willing to tweak the files, you can remove the stability malus on Dairy buildings by going to your Documents\Paradox Interactive\Stellaris\mod\!!Lustful Void\common\buildings and editing your lv_buildings.txt file to remove all the lines with 'stability' in them (just ctrl + f and find all three and remove them.) If you know more about the code you can change the values to better suit what you want it to be.

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17 hours ago, snarfies said:

Started a new game with 4.4:  I can build a dairy farm, but it does not generate any new jobs!  I've tried it with two different species.  Worked find in 4.3, though.  Anyone else getting that?  Is it yet another mod conflict from my end?

...okay, I'm gonna guess I'm the only one with this issue, fml. 

 

I peeled out every mod but Lustful Void, but no effect - building a dairy farm does not cause milk cow workers to appear in the Population tab.

 

I'd roll back to 4.3, but unfortunately the filenames aren't uploaded by version number here, and I'm not manually versioning my downloads, so I guess there's no going back unless somebody cares to share.

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1 hour ago, snarfies said:

...okay, I'm gonna guess I'm the only one with this issue, fml. 

 

I peeled out every mod but Lustful Void, but no effect - building a dairy farm does not cause milk cow workers to appear in the Population tab.

 

I'd roll back to 4.3, but unfortunately the filenames aren't uploaded by version number here, and I'm not manually versioning my downloads, so I guess there's no going back unless somebody cares to share.

Not sure what to tell you. Clear out everything under LV in your mod folder, redownload/install? Who knows, maybe the file just glitched or something? That's odd.

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On 7/22/2019 at 8:24 PM, Abominus said:

Hi, I tried to update my translation and found out, that eg the buildings-localisation is gone. Did you forgot something? :)

I didn't silly, I just compressed them a bit. All localizations are still there.

 

22 hours ago, snarfies said:

Started a new game with 4.4:  I can build a dairy farm, but it does not generate any new jobs!  I've tried it with two different species.  Worked find in 4.3, though.  Anyone else getting that?  Is it yet another mod conflict from my end?

I could not replicate it on my end. I'd recommend deleting your stellaris Documents folder and do a full reinstall.

 

As for the stability modifiers, they came from massa. This means it was for a version of the game just before they removed the tile system, so small things like that might slip through as I integrate them...but I can always fix them afterwards. And apparently I didn't make this clear, but only slavers get a stability hit.

 

Also, hotfix released! lol

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31 minutes ago, Lithia<3 said:

I didn't silly, I just compressed them a bit. All localizations are still there.

 

I could not replicate it on my end. I'd recommend deleting your stellaris Documents folder and do a full reinstall.

 

As for the stability modifiers, they came from massa. This means it was for a version of the game just before they removed the tile system, so small things like that might slip through as I integrate them...but I can always fix them afterwards. And apparently I didn't make this clear, but only slavers get a stability hit.

 

Also, hotfix released! lol

 

our lord and saviour!

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Hello, I have an idea. 
If a planet has an enemy army on it, a new option will appear.  
Only available to female only species 
Surrender and submit.  "If we give them what they really want, we can stop the violence." 
The war ends in a white peace (both sides seize occupied claims) 
All pops on the planet are raped by the attackers. 
All pops on the planet will be given the 'pregnant' modifier. Which reduces the resources they create by 50% 
However, after 2 years the modifier is removed and a 'baby boom' event happens where the population doubles. 

The enemy empire will be given a -500 opinion of the surrendering empire ( easy targets.) 
 

If pops have negative sexual traits (small breast, watery milk) , the attackers will plunder the stockpiles of the surrendering empire and will take 1-3k of 2 resource stacks. 

 If pops have positive sexual traits (big breast, shapely hips, etc) Attackers will take 1-3 pops as sex slaves (they will just disapear but the event will say they were taken as slaves) 

Thoughts? 

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Hello. I do not like to complain, especially on such a great mod like this one, but do not misunderstand me. I am sure that it is very difficult, but is it possible to add more event chains? There were so many interesting events in MSSA and some in The Galaxy is a dark place, about tentacle planet, titanic life and some other event with interesting decisions, and it was one of the best parts of these mods. Absolutely great chains about research stations, about the abduction of scientists and experiments on the inhabitants of the planet. Here I do not see a quarter of it all. Random events are not bad either, but their whole chains with far-reaching consequences, also differing depending on the answers and the structure of the empire, will be are just great. Right now, in are long run, its going to be boring.
Anyway, thank you for this mod again. There are small bug. The breeding swarm do not have the "raiding" bombarding. I belive, they must have it from the start.

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1 hour ago, Enigmaticdragon13 said:

the mod is not showing up in my mod list when i would extract to the mod folder the files would not show up so i had to extract them in my downloads then move to files directly to the mod folder but the mod still does not show up in my mod list any help would be appreciated

Going to ask the obvious but have you:

1: Unpacked all the files?

2: made sure that both the Folder and the .mod file are present in the "Mod" folder?

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4 hours ago, Railgunner2160 said:

Going to ask the obvious but have you:

1: Unpacked all the files?

2: made sure that both the Folder and the .mod file are present in the "Mod" folder?

I unpacked all files that you can download and moved them to the mod folder and the only thing that i moved to the mod folder is what appears when you extract the zip file

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7 hours ago, Enigmaticdragon13 said:

I unpacked all files that you can download and moved them to the mod folder and the only thing that i moved to the mod folder is what appears when you extract the zip file

Did you extract them or extract to folder? I wonder if it's just a file structure issue. In your stellaris/mod folder, you should have both a folder and a .mod file named !!Lustful Void. If you only have a folder but no .mod file, you extracted wrong. Open the folder and see what's inside. Odds are, inside that folder you'll find *another* folder named !!Lustful Void and the .mod file you need. In that case, just cut/paste those outside of the folder they're in and directly into the stellaris/mod folder. Then you can delete the now-empty old folder they were in.

 

The Stellaris launcher does a pass over the /mod folder searching for .mod files. It does not dig into any folders inside /mod, only scans stuff that's directly there. The .mod file is just a fancy Notepad file that gives the launcher information about a mod you've got in the folder and tells it what it should dig inside. You could have a hundred folders with different mods inside your /mod folder but without a .mod file to tell the launcher what to do with those files none of them will be detected.

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11 hours ago, Schmee said:

Did you extract them or extract to folder? I wonder if it's just a file structure issue. In your stellaris/mod folder, you should have both a folder and a .mod file named !!Lustful Void. If you only have a folder but no .mod file, you extracted wrong. Open the folder and see what's inside. Odds are, inside that folder you'll find *another* folder named !!Lustful Void and the .mod file you need. In that case, just cut/paste those outside of the folder they're in and directly into the stellaris/mod folder. Then you can delete the now-empty old folder they were in.

 

The Stellaris launcher does a pass over the /mod folder searching for .mod files. It does not dig into any folders inside /mod, only scans stuff that's directly there. The .mod file is just a fancy Notepad file that gives the launcher information about a mod you've got in the folder and tells it what it should dig inside. You could have a hundred folders with different mods inside your /mod folder but without a .mod file to tell the launcher what to do with those files none of them will be detected.

it was that i put what was in the files outside in the mod file and it showed up in my mod list and i am able to see it show up in the game the traits show up but the loading screens do not show up so lustful_void works but for the other three files that you download do you have to put them in the lustful_void file or just activate them in the mod list and thank you for helping me

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11 hours ago, Schmee said:

Did you extract them or extract to folder? I wonder if it's just a file structure issue. In your stellaris/mod folder, you should have both a folder and a .mod file named !!Lustful Void. If you only have a folder but no .mod file, you extracted wrong. Open the folder and see what's inside. Odds are, inside that folder you'll find *another* folder named !!Lustful Void and the .mod file you need. In that case, just cut/paste those outside of the folder they're in and directly into the stellaris/mod folder. Then you can delete the now-empty old folder they were in.

 

The Stellaris launcher does a pass over the /mod folder searching for .mod files. It does not dig into any folders inside /mod, only scans stuff that's directly there. The .mod file is just a fancy Notepad file that gives the launcher information about a mod you've got in the folder and tells it what it should dig inside. You could have a hundred folders with different mods inside your /mod folder but without a .mod file to tell the launcher what to do with those files none of them will be detected.

where do you extract to? i did documents/stellaris/mod but it didnt work.

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1 hour ago, joebno said:

where do you extract to? i did documents/stellaris/mod but it didnt work.

what i found out is that it will not extract to the mod file from downloads what i had to do was extract to the folder the zip is in then move the !!Lustful_Void and .mod folder to the stellaris/mod folder yourself but I am still having problems but it should show up in your mod list

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2 hours ago, Enigmaticdragon13 said:

what i found out is that it will not extract to the mod file from downloads what i had to do was extract to the folder the zip is in then move the !!Lustful_Void and .mod folder to the stellaris/mod folder yourself but I am still having problems but it should show up in your mod list

i got that right now but the portraits arent showing up and after i pick my planet it crashes

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Was there tweaks to brothel/sex worker jobs? Fresh Game with the latest update and neither of these buildings produce jobs or slots for people to work those jobs.

 

Edit- Disregard forgot to delete old files when updating. Works fine now.

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