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Posted

I've been seeing this crop up a lot in posts, but I have yet to see what actually fixes it - how do I use the Breeding Offensive wargoal? My empire is using the correct civic (Nymphic Host), is border-adjacent to TWO different empires... but no wargoal.

Posted
12 hours ago, 008zulu said:

How compatible is this with Kinky Void?

Kinky Void needs LV. Right now most of LV's sub mods are waiting to be updated to the new version of LV.

Posted

I believe I have found a bug for the Ruined Sex Ring origin with a Machine Empire. Unless it's supposed to work this way, which would be weird. (Searching this thread for "Machine" gave me no results, so I don't think it's been reported before?)

 

The ring itself is Size 10, and it spawns with 3x "Decrepit Tunnel" and 2x "Ancient Rubble". However, each of these reduce the maximum districts by 2, reducing the total districts to 0.

 

The end result is that for the first month I have 1 each of the City, Milk, and Red Light districts, and then the month rolls over and they go away. At this point it becomes a mad scramble to try and limp along until I can clear the blocks and start actually advancing.

 

I see two possibilities here. The first is that it's expected that we're in a mad rush to try and going at the start and it should just spawn without those districts. The second is that the blockers should be adjusted to whatever the desired value is. I assume -7 so that you can't build anything else without clearing them first.

Posted
3 hours ago, OPPenguin said:

I believe I have found a bug for the Ruined Sex Ring origin with a Machine Empire. Unless it's supposed to work this way, which would be weird. (Searching this thread for "Machine" gave me no results, so I don't think it's been reported before?)

 

The ring itself is Size 10, and it spawns with 3x "Decrepit Tunnel" and 2x "Ancient Rubble". However, each of these reduce the maximum districts by 2, reducing the total districts to 0.

 

The end result is that for the first month I have 1 each of the City, Milk, and Red Light districts, and then the month rolls over and they go away. At this point it becomes a mad scramble to try and limp along until I can clear the blocks and start actually advancing.

 

I see two possibilities here. The first is that it's expected that we're in a mad rush to try and going at the start and it should just spawn without those districts. The second is that the blockers should be adjusted to whatever the desired value is. I assume -7 so that you can't build anything else without clearing them first.

That would explain why the empires with the damaged rings never advance.

Posted
13 hours ago, Isangrad said:

That would explain why the empires with the damaged rings never advance.

It may be related, but doesn't fully explain it by itself. The specific claim here is for the Machine Empire specifically, but there's a few different rules and combinations that apply. I figured out how to read the config files and tracked down the exact configuration. I've currently got it modified to make it playable.

 

The relevant file is 

Lustful Void\events\lv_sexopolis_events.txt

 Specifically, it's replacing lines 104 to 199:

			if = {
				limit = {
					owner = {
						is_machine_empire = yes
						OR = { 
							has_civic = civic_machine_assimilator 
							has_civic = civic_machine_servitor 
						}
					}
				}                
				while = {
					count = 2
					add_deposit = d_segment_rubble_1
					add_deposit = d_segment_rubble_2
				}
			}

 

With this:

			if = {
				limit = {
					owner = {
						is_machine_empire = yes
						OR = { 
							has_civic = civic_machine_assimilator 
							has_civic = civic_machine_servitor 
						}
					}
				}                
				add_deposit = d_segment_rubble_1
			}

 

There's also some special handling for Lithoids, but I can't say I've put any effort into figuring out if it's working correctly. I don't really play Lithoids, so...

Posted

There is a problem of not being able to get the "Tentacle Simbiot" trait. For some reason, nothing else happens after the pop-up message.

Posted

Hi!

 

I decided to move the loading screens to their own downloads page to unclutter the main mod a bit. I also updated the tentacles pack! You can find them here now.

 

@OPPenguin I'll look into that and have it fixed in the next update! ?

 

@Redoctor The tentacle symbiote trait gets added to "pool" leaders only, so you have to recruit them first.

Posted

Is there someone who know how to make tentacle world? I want to terraforming my world into tentacle world, but i don't know how to get tentacle world technology. what's the trigger or terms to get tentacle world tech?

Posted
41 minutes ago, papa2v said:

Is there someone who know how to make tentacle world? I want to terraforming my world into tentacle world, but i don't know how to get tentacle world technology. what's the trigger or terms to get tentacle world tech?

 

The requirements are below. If I am reading these correctly, I believe they are: you must not be xenophobe unless you are also spiritualist or you can be an assimilator or rogue servitor, have the tech that lets you add tentacle blockers, have at least one planet with a tentacle blocker, and have at least two planets. It's also a tier 3 rare technology, so it won't come up super early. It's more likely to appear if you have the mastery of nature or sexworld project ascension perks.

 

prerequisites = { "tech_lv_tentacle_symbiosis" }
potential = {
	OR = {
		NOT = { has_authority = auth_machine_intelligence }
		has_civic = civic_machine_assimilator
		has_civic = civic_machine_servitor	
	}
	OR = {
		NOR = {
			has_ethic = ethic_xenophobe
			has_ethic = ethic_fanatic_xenophobe
		}
		has_ethic = ethic_spiritualist
		has_ethic = ethic_fanatic_spiritualist
	}
}
modifier = {
	factor = 0
	NOT = {
		any_owned_planet =  {
			has_deposit = d_lv_tentacles
		}
	}
}
modifier = {
	factor = 0
	num_owned_planets < 2
}

 

Posted (edited)
16 hours ago, Lithia<3 said:

Привет!

 

Я решил переместить загрузочные экраны на отдельную страницу загрузки, чтобы немного не загромождать основной мод. Я также обновил пак щупалец! Вы можете найти их здесь сейчас.

 

@OPPenguinЯ посмотрю на это и исправлю в следующем обновлении! ?

 

@РедокторЧерта симбиота с щупальцами добавляется только к лидерам «пула», поэтому вам нужно сначала нанять их.

 

Oh... My apologies. This system is painfully random. I assumed that it would be possible to choose the category of leaders into which I could turn my ruler of the state. A kind of retraining center.

Edited by Redoctor
Posted

@Lithia<3 Is it intentional sexbots & lushtech synthetic wombs can get 'converted' by invasive breeding? You flag them as can_procreate and then only check for that in the invasive breeding planet event.

Posted (edited)

@Lithia<3 I'm not sure this bug is still present in 3.4 (haven't updated yet cause I'm busy combing through my modlist post-update), but there was an issue where special traits like Perfect Hybrid and Titanic Evolution caused errors in applying new species templates since 3.2. The easy "fix" was just to change these traits from "modification = no" to "modification = yes" (or just adding a # before the line) but it still caused errors with the AI spamming these traits if you apply this "fix". I think I may have found another solution after looking at the mod Traits Remove or Add, which enables removal of special ascension traits like cybernetic and psionic.

 

It seems in the recent patches, paradox added a few new triggers for adding and removing traits: https://forum.paradoxplaza.com/forum/threads/please-undo-the-herbert-gene-mod-change.1508961/#post-28052131

 

These new triggers are:

 

Quote

species_potential_add - For showing/hiding from the trait list when creating a new template
species_possible_add - For enabling/disabling adding a trait when creating a new template
species_possible_remove - For enabling/disabling removing a trait when creating a new template
species_possible_merge_add - For enabling/disabling trait template application if it would result in the trait being added.
species_possible_merge_remove - For enabling/disabling trait template application if it would result in the trait being removed.

 

I haven't tested it out yet, but I thought I'd copy what the new triggers would look like under a trait like titanic evolution:

 

Quote

    species_possible_remove = {
        always = no
    }
    species_potential_add = {
        always = no
    }
    species_possible_merge_add = {
        always = yes
    }
    species_possible_merge_remove = {
        always = no
    }

 

In theory this would allow you to apply the titanic evolution trait to merged subspecies, but not allow removal of the trait when applying a template *without* the trait. You can even modify these triggers by locking them behind civics or ascension perks. For example:

 

Quote

    species_potential_add = {
        exists = from
        from = { has_ascension_perk = ap_transcendence }
    }

 

If anyone is willing to test this out before me, please let me know if this actually works in practice. There are a few other special traits in LV that could benefit from this fix, instead of using the LV menu option to enable/disable modification, which doesn't always work properly.

Edited by b00tyblues
Posted

I've been playing with this mod the last few days but so far I can't figure out how to make members of secondary starting species leaders when I choose the added dual-race origins. Any clue what options I might need to switch for that? 

Example: If I have an all male primary race and an all female secondary race, I can't get any members of the secondary race as leaders, despite not having any traits, ethic, etc. set as barring female leaders. Same with the options once I get into the game.

 

Thanks.

Posted
4 hours ago, Mqex said:

Я играл с этим модом последние несколько дней, но до сих пор не могу понять, как сделать членов второстепенных стартовых видов лидерами, когда я выбираю добавленное происхождение двойной расы. Любая подсказка, какие параметры мне могут понадобиться для этого? 

Пример: если у меня есть основная мужская раса и вторичная женская раса, я не могу сделать каких-либо представителей вторичной расы лидерами, несмотря на то, что у меня нет никаких черт, этики и т. Д., Запрещающих женщин-лидеров. То же самое с опциями, когда я войду в игру.

 

Спасибо.

 

It is enough for you to give the rights of the secondary type at the level of "Full citizen", as in the primary type

Posted

Sorry if this has been mentioned elsewhere and i don't mean to ask too much for a mod that seems like a lot of work but has there been any consideration on expanding the milking/ cow girl aspect of the mod.

Posted
38 minutes ago, RizaPascal said:

Sorry if this has been mentioned elsewhere and i don't mean to ask too much for a mod that seems like a lot of work but has there been any consideration on expanding the milking/ cow girl aspect of the mod.

LV-Expansion is the mod currently handling that, as well as adding some other mechanics. Lithia<3 may be asking for suggestions for the next update and there is a discord for this mod as well listed in the OP. 

Posted
13 hours ago, Mqex said:

I've been playing with this mod the last few days but so far I can't figure out how to make members of secondary starting species leaders when I choose the added dual-race origins. Any clue what options I might need to switch for that? 

Example: If I have an all male primary race and an all female secondary race, I can't get any members of the secondary race as leaders, despite not having any traits, ethic, etc. set as barring female leaders. Same with the options once I get into the game.

 

Thanks.

This is handled in the base game; head to species rights in the species section, and look through the options there. I believe the species must be full citizenship or equivalent (so no slaves or resident status) and also look in the military service tab, I believe there is an option that allows them as generals. Also the secondary species can not have the minials trait from syncretic evolution. That trait specifies that they can not be leaders.

Posted

Hello guys,

 

I'm a bit confuse right now because i've downloaded the mod with some others, and i don't know why i can try anything but the paradox launcher says that the mod has the wrong file path even if it's not the case. Maybe i'm doing it wrong, can you help me?

 

Posted
19 hours ago, b00tyblues said:

@Lithia<3 I'm not sure this bug is still present in 3.4 (haven't updated yet cause I'm busy combing through my modlist post-update), but there was an issue where special traits like Perfect Hybrid and Titanic Evolution caused errors in applying new species templates since 3.2. The easy "fix" was just to change these traits from "modification = no" to "modification = yes" (or just adding a # before the line) but it still caused errors with the AI spamming these traits if you apply this "fix". I think I may have found another solution after looking at the mod Traits Remove or Add, which enables removal of special ascension traits like cybernetic and psionic.

 

It seems in the recent patches, paradox added a few new triggers for adding and removing traits: https://forum.paradoxplaza.com/forum/threads/please-undo-the-herbert-gene-mod-change.1508961/#post-28052131

 

These new triggers are:

 

 

I haven't tested it out yet, but I thought I'd copy what the new triggers would look like under a trait like titanic evolution:

 

 

In theory this would allow you to apply the titanic evolution trait to merged subspecies, but not allow removal of the trait when applying a template *without* the trait. You can even modify these triggers by locking them behind civics or ascension perks. For example:

 

 

If anyone is willing to test this out before me, please let me know if this actually works in practice. There are a few other special traits in LV that could benefit from this fix, instead of using the LV menu option to enable/disable modification, which doesn't always work properly.

Worked for me. I had made some custom traits for one of my playthrough then I noticed every species in the galaxy was using these unique traits which they weren't supposed to.
"Species_potential/possible" seems to have fixed it for me. Basically,the devs removed the "modification = yes/no" so we gotta use these triggers instead.

Posted
23 hours ago, Dadicho said:

Worked for me. I had made some custom traits for one of my playthrough then I noticed every species in the galaxy was using these unique traits which they weren't supposed to.
"Species_potential/possible" seems to have fixed it for me. Basically,the devs removed the "modification = yes/no" so we gotta use these triggers instead.

 

Thanks for testing this and confirming this works. Looks like there's quite a bit of work that needs to be done for each special trait, so if anyone else wants to try and fix these traits until an official fix from LV, here are the new trait triggers to reference: 

 

Quote

    species_possible_remove = {
        always = yes/no
    }
    species_potential_add = {
        always = yes/no
    }
    species_possible_merge_add = {
        always = yes/no
    }
    species_possible_merge_remove = {
        always = yes/no
    }

 

Remember that "species_possible" is for controlling the trait being allowed to be added/removed, while "species_potential" is for controlling whether or not the trait is displayed in the traits list. "Merge_add" is for allowing a trait to be added via a gene modding template onto an existing species, and "merge_remove" is for allowing a trait to be removed via a new template.

 

It's a convoluted new set of triggers Paradox snuck into the game without much announcement, but yeah these should make the traits play nice with the new template system.

 

I have attached a copy of lv_species_traits.txt, with quick fixes to titanic evolution and perfect hybrid (all male/female/futa traits are untouched, since they already have the triggers for the "has_global_flag = LV_allow_special_trait removal" and I didn't want to mess with those). Please feel free to test this out to see if it works as intended.

 

 

 

 

lv_species_traits.txt

Posted

I'm returning to the game after a long hiatus. One thing I've noticed is that there doesn't seem to be a way to increase trait PICK points anymore. Is this a bug? Or did something change while I was away?

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