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Has anyone tested the game's laggy/non-laggy-ness with each trait?
 

My test(s) were with, and without the Perfect Hybrid trait.

It seems that the Perfect Hybrid trait causes much more lag (processing power needed) on monthy tick, than without.

 

I am wondering if this may be due to the many job modifiers that it needs to loop through every single pop to check their job:

 

		planet_lv_milk_cow_produces_mult = 0.1
		# Sex Jobs Output +85% (exotic_gases) (research)
		planet_lv_sex_jobs_produces_mult = 0.85
		planet_lv_streetwalker_exotic_gases_produces_add = 0.1
		planet_lv_whore_exotic_gases_produces_add = 0.1
		planet_lv_concubine_exotic_gases_produces_add = 0.1
		planet_lv_call_girl_exotic_gases_produces_add = 0.1
		planet_lv_escort_exotic_gases_produces_add = 0.1
		planet_lv_streetwalker_exotic_gases_produces_mult = -0.85
		planet_lv_whore_exotic_gases_produces_mult = -0.85
		planet_lv_concubine_exotic_gases_produces_mult = -0.85
		planet_lv_call_girl_exotic_gases_produces_mult = -0.85
		planet_lv_escort_exotic_gases_produces_mult = -0.85
		planet_lv_streetwalker_physics_research_produces_add = 0.05
		planet_lv_streetwalker_society_research_produces_add = 0.05
		planet_lv_streetwalker_engineering_research_produces_add = 0.05
		planet_lv_whore_physics_research_produces_add = 0.05
		planet_lv_whore_society_research_produces_add = 0.05
		planet_lv_whore_engineering_research_produces_add = 0.05
		planet_lv_concubine_physics_research_produces_add = 0.05
		planet_lv_concubine_society_research_produces_add = 0.05
		planet_lv_concubine_engineering_research_produces_add = 0.05
		planet_lv_call_girl_physics_research_produces_add = 0.05
		planet_lv_call_girl_society_research_produces_add = 0.05
		planet_lv_call_girl_engineering_research_produces_add = 0.05
		planet_lv_escort_physics_research_produces_add = 0.05
		planet_lv_escort_society_research_produces_add = 0.05
		planet_lv_escort_engineering_research_produces_add = 0.05
		planet_lv_streetwalker_physics_research_produces_mult = -0.85
		planet_lv_streetwalker_society_research_produces_mult = -0.85
		planet_lv_streetwalker_engineering_research_produces_mult = -0.85
		planet_lv_whore_physics_research_produces_mult = -0.85
		planet_lv_whore_society_research_produces_mult = -0.85
		planet_lv_whore_engineering_research_produces_mult = -0.85
		planet_lv_concubine_physics_research_produces_mult = -0.85
		planet_lv_concubine_society_research_produces_mult = -0.85
		planet_lv_concubine_engineering_research_produces_mult = -0.85
		planet_lv_call_girl_physics_research_produces_mult = -0.85
		planet_lv_call_girl_society_research_produces_mult = -0.85
		planet_lv_call_girl_engineering_research_produces_mult = -0.85
		planet_lv_escort_physics_research_produces_mult = -0.85
		planet_lv_escort_society_research_produces_mult = -0.85
		planet_lv_escort_engineering_research_produces_mult = -0.85

 

I wonder if shifting these modifiers into the jobs instead (which there will be many times less jobs than pops) will have a significant effect on the game's monthly tick...
This may cause the game to loop through every job of type X to see if species Y is in them, rather than checking every pop of specie Y to see if they work a job of type Z, and if the job is X.

 

Lastly, why is there a +85% modifier to all sex job production, just for that to be cancelled by ever individual modifier?


        # Sex Jobs Output +85% (exotic_gases) (research)
        planet_lv_sex_jobs_produces_mult = 0.85

        ...
        planet_lv_escort_exotic_gases_produces_add = 0.1

       ....
        planet_lv_escort_exotic_gases_produces_mult = -0.85
        ...
        planet_lv_escort_physics_research_produces_add = 0.05
        planet_lv_escort_society_research_produces_add = 0.05
        planet_lv_escort_engineering_research_produces_add = 0.05
        ...
        planet_lv_escort_physics_research_produces_mult = -0.85
        planet_lv_escort_society_research_produces_mult = -0.85
        planet_lv_escort_engineering_research_produces_mult = -0.85

 

Why not just remove both mult modifiers?

 

Edit:

 

It looks like that the modifiers do make a difference - this is because those jobs produce Amenities and trade, which are not being reduced.

 

I tested moving the resource production to the jobs and it seems to ever so slightly reduce lag (5k+ pop). Probably needs more testing to be certain.


However, it appears that having many advanced traits (which produce resources) is a clear lag-causer (on monthly tick) due to the many small amounts of SRs (such as motes, gases, dark matter, and zro) needing to be summed together.

I tested with removing all the resource production from the advanced traits (or simply not having the traits) and there was a clear difference on the duration of the monthly tick. It went from ~10s (with the traits and/or SR production) to <5s (without).

 

Edit2:

 

Okay, so after additional testing, I have concluded that any job that produces a resource will tick on the 1st of every month. And all research ticks on the second. But it looks like the game/engine will need to sum up every small number. Hence, the advance traits that produce the SRs will be added to the calculation tick on the 1st of every month.

Removing all advanced traits (or commenting out their resources productions; i.e. energy, minerals, food, alloys, consumer goods, and any SR) reduces the lag by A LOT. The amenity produced do not seem to have much on the monthly tick.

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2 hours ago, ta55 said:

I'm having trouble installing this mod, can someone tell me how to?

1) Download mod file

2) Open mod file with your prefered zip-file handling software (winrar, 7zip etc..)

3) Extract the contents to \Documents\Paradox Interactive\Stellaris\mod 

4) if you don't have a "mod" folder create one there.

 

5) Open stellaris

6) Select "Mods" on launcher

7) Select Manage Mods

8 ) make sure Lustful Void is "Enabled"

9 ) Done and play

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On 9/25/2020 at 12:57 AM, Everdark said:

1) Download mod file

2) Open mod file with your prefered zip-file handling software (winrar, 7zip etc..)

3) Extract the contents to \Documents\Paradox Interactive\Stellaris\mod 

4) if you don't have a "mod" folder create one there.

 

5) Open stellaris

6) Select "Mods" on launcher

7) Select Manage Mods

8 ) make sure Lustful Void is "Enabled"

9 ) Done and play

I did that and it didn't work.

 

Edit: So I fixed my problem by renaming the folder for the mod and then did the descriptor thing.

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i tryed motherly mind.

i invaded  a primitiv planet and

now each of them use 1 consumer_goods

make it 0-22 and give me that debuff.

 

its unplayable

 

 

 

 

 

3 hours ago, Verkan said:

I've downloaded and extracted the mod into the appropriate folder with the rest of my mods, but it doesn't show up in the Manage Mods section of the Stellaris launcher. How do I get it to recognize it?

if its not you first mod

than do it like

On 9/25/2020 at 7:57 AM, Everdark said:

1) Download mod file

2) Open mod file with your prefered zip-file handling software (winrar, 7zip etc..)

3) Extract the contents to \Documents\Paradox Interactive\Stellaris\mod 

4) if you don't have a "mod" folder create one there.

 

5) Open stellaris

6) Select "Mods" on launcher

7) Select Manage Mods

8 ) make sure Lustful Void is "Enabled"

9 ) Done and play

but after step 7 click bottom right add more mods

and it should be there

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2 hours ago, Reigenxd3 said:

i tryed motherly mind.

i invaded  a primitiv planet and

now each of them use 1 consumer_goods

make it 0-22 and give me that debuff.

 

its unplayable

Have you tried building the building that make like 50 consumer good ?

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Thank you for this great mod. Perhaps its bit lewd, but it complete some of Stellaris aspect that are not available in vanilla game (mono gender species, parasite, and others).

 

 

But i don't write this post only to complement the author, but also to ask smarter guys or more proficient with modding that myself to help me a bit, because i have a slight problem with st new horizon compatibility. Well both mods are compatible more or less, but original author of st new horizons locked gene modding by factions/races. This ability is only allowed to Dominion and Suliban (?), while other races are granted expensive tech Gene Tailoring (+1 point and it should unlock gene modding), but in reality all races are still locked under "Mass Scale... " tech which again is available only to Dominion and Suliban (?)... so this tech its pointless, its a bug or author mistake.

 

That's why i ask this, it is possible to bypass this lock and allow other races to gene mod in the .mod files or console script commands ? 

 

I tried to use basic console commands to grant techs, but it wont help... race locks prevent that.

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33 minutes ago, Sartarion said:

Thank you for this great mod. Perhaps its bit lewd, but it complete some of Stellaris aspect that are not available in vanilla game (mono gender species, parasite, and others).

 

 

But i don't write this post only to complement the author, but also to ask smarter guys or more proficient with modding that myself to help me a bit, because i have a slight problem with st new horizon compatibility. Well both mods are compatible more or less, but original author of st new horizons locked gene modding by factions/races. This ability is only allowed to Dominion and Suliban (?), while other races are granted expensive tech Gene Tailoring (+1 point and it should unlock gene modding), but in reality all races are still locked under "Mass Scale... " tech which again is available only to Dominion and Suliban (?)... so this tech its pointless, its a bug or author mistake.

 

That's why i ask this, it is possible to bypass this lock and allow other races to gene mod in the .mod files or console script commands ? 

 

I tried to use basic console commands to grant techs, but it wont help... race locks prevent that.

It looks like you should complain about ST New Horizon's author if it is his mod that's causing the problem and not LV.

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10 hours ago, r4d6 said:

Have you tried building the building that make like 50 consumer good ?

thx

that build didnt has the consumer good icon,

so i was assuming there was no one,

i should read all building first.

 

 

what event give research in

tansformating candy research that give +6 genmodification points?

 

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46 minutes ago, r4d6 said:

It looks like you should complain about ST New Horizon's author if it is his mod that's causing the problem and not LV.

 

In which part i complained about something, that strange because i don't remember complaining. I only asked if its possible to use commands to bypass lock, still my description of this "lock" could cause this... bit of misunderstanding.

 

I asked this here because LV mod recognize st new horizons, so perhaps author or other users know solution to this problem ("lock"). That is all. I mean no offense or anything in my question, just simple curiosity.

 

 

Ps: And yes i reported this problem (about empty techs) to stnh author but what i got in the end was; "mod is designed to bringing canonical ST experience to Stellaris", so the answer is obvious in that end.

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On 8/29/2020 at 7:27 AM, Einherjartop said:

Does anyone has a compability patch for SE Human and LV? My pops with only male/female traits still using portraits for both genders and I have no idea how to solve this problem.

Same problem. I'm not sure what's going on with SE. Some time ago I was able to edit the mods so that only the gender of choice with specific clothing was showing up, but now my pops are ignoring gender traits and for some reason are only showing the default clothing. SE has gone through several updates since I last tried to play, but it should still work, and I can't figure out what's wrong.

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5 hours ago, emptystring said:

Same problem. I'm not sure what's going on with SE. Some time ago I was able to edit the mods so that only the gender of choice with specific clothing was showing up, but now my pops are ignoring gender traits and for some reason are only showing the default clothing. SE has gone through several updates since I last tried to play, but it should still work, and I can't figure out what's wrong.

This is Paradox messed up with this system somehow, which is broke it entirely. Well, at least, leaders are still alright, and spawn as correct gender.

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On 9/27/2020 at 12:43 AM, Theoryion said:

i got a problem where the portrait patch dont work, can anyone help? 

 

20 hours ago, emptystring said:

Same problem. I'm not sure what's going on with SE. Some time ago I was able to edit the mods so that only the gender of choice with specific clothing was showing up, but now my pops are ignoring gender traits and for some reason are only showing the default clothing. SE has gone through several updates since I last tried to play, but it should still work, and I can't figure out what's wrong.

SE was updated somewhat recently, and uses a new name for the portraits file (it's now 99_portraits_human.txt instead of 07_portraits_human.txt or whatever it was). Also SE added new skins and clothes options, and the patch hasn't been updated yet.

 

On 9/28/2020 at 5:24 PM, johnathon648 said:

does this work with 2.7.2?

Yes the latest version works perfectly fine with 2.7.2

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Also I really like the titanic life events you've added to this mod (with the new mega-trait it includes). It'd be great if there were a way for you to guarantee that it'll spawn near your system. If you want to create this option, here's a suggestion on how to implement that:

 

Create a starting system that has a "titanic life neighbor" (so that one of the neighboring systems to your starting system has the titanic life modifier). Planetary Diversity does this by giving options for the rare planets it adds (crystal, graveyard, etc.) to force-spawn in neighbor systems, which you can select in the empire creation screen.

 

I'm not sure if this would work for titanic life though, since that's a modifier and not a planet type, but it'd be really awesome if we could force this awesome event sequence to spawn near you. 

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