Jump to content

Recommended Posts

Posted
12 hours ago, Para_ said:

 

If your mod folder has special characters, it can break some parts of the mod. Install the mods in an easy-to-access folder (C:/Stellaris/Mods would be a nice thing, but it's whatever you want it to be). The .mod file should not move, BUT you should edit it to point to the new location.

I think I already tried that, but to no avail. I wonder what the issue could be?

Posted
1 hour ago, Sybian said:

 

 

You know there are hard set packs to keep your game at a certain level. You just backdate your game to a certain patch level and stay with that. There are already 3.8 collections and a lot of 2.2. collections. The game gets a major update 3 times a year, so you might want to think about that. It's just how game like this function these days, I'm always so excited to see all the new stuff the modders come up with and the new content the devs do. 

Or if you use Steam, you can go back to certain versions or just never update and stay on a certain game version.

Posted (edited)
1 hour ago, Good Hair said:

How do I add them to the playlist? I tried adding folders, but Stellaris just wouldn't accept it. I assume it has something to do with the new Stellaris update?

 

1 hour ago, Good Hair said:

I think I already tried that, but to no avail. I wonder what the issue could be?

Ok, I'll try to explain. Playlists/Playsets are something within the games launcher. These Playlists/Playsets are what the launcher uses to know which of the mods you have to actually load and use in the game. In the launcher on the left side there should be a menu option for "Playsets" once you open that menu option there will be options available to use to create and edit a "Playlist/Playset". Now once you have created and added the mods you want to the Playset return to the "Home" menu option and Underneath the Resume and Play buttons there should be a dropdown selector with the word "Playset" to the left of it. Use that dropdown menu to select the desired playset you wish to play with if it isn't already the one you intend to use. This system has advantages as you can easily swap between playsets, for example maybe you have a single player only mod playset and a multiplayer one, you can easily swap between them without redoing the entire setup.

Edited by Railgunner2160
Posted
1 hour ago, Good Hair said:

How do I add them to the playlist? I tried adding folders, but Stellaris just wouldn't accept it. I assume it has something to do with the new Stellaris update?

Open the Stellaris/Paradox launcher. Don't press resume or play, instead look at the left hand side. You should see, in descending order: Home, DLC, Playsets, All installed mods, & Game settings. What you want to do is go into playsets, and look at the top. There should be a dropdown menu for you to choose your playsets. Create a new playset, and add all the mods you want into it. The mods are loaded according to their position in the playset, so if any mods have special overrides, configure them here. Back at the main menu for the launcher, select the correct playset you want to launch, and start playing. Hope this helps.

Posted
On 9/15/2023 at 11:23 PM, crystalmancer said:

I had a thought about something that could be fun ... A hive mind that uses biotrophies ...not to produce unity, but to produce food ... and eventually other substances by having each planets specialize milk production by 'spiking' the food. 

So on a planet, the biotrophies (Milk Cows) produce purely food. On another planet, you can add chemical agents that makes them produce less food, but unity as the special milk is shipped around ... Or you can have them produce no food on a world, and instead have them lactate a gel that turns into crystal, or is processed into rare gas, or motes (requires special technologies so the milk cows' boobs don't explode on the extraction of the volatiles!) 

 

Those hiveminds would capture aliens, to turn them into biotrophies, and use it to boost their production ... modifying them to make them better at production ... Maybe have their own ascension path (perk + civic) ...where they focus all of their bioengineering towards furthering the production of their cherished cows. At the end of the tradition tree, it allows you to assimilate aliens to make them female only, and make them perfect cows. 

Drawback? ...The main species itself is rather ... horrible at producing its own resources. All of its existence it has subsisted by using the substances of the other species that grew alongside them. 

Neat idea, and you can do it somewhat already with genetic traits and specializing species on different planets.

 

Doing it fully - I'm not sure how well Stellaris is set up for it.  I'd have to be separate jobs or a planetary decision, and it would be fairly limited in that you'd only have the options the mod author put in.  (And you already have some of these options with the milk cow output preferences.)

Posted

Updated!

 

I was planning on finalizing this update over the past weekend but had some rl things happen. This meant that I was unable to add everything I wanted to this time and that the update was a few days late sowwy!

 

I'll also make the ck3 topic during the day tomorrow ?

Posted
10 hours ago, kingslime_nsfw said:

Is it just me or does the stimulator job from the tentacle world origin not exist?

It's working fine on my end.

Posted

Just installed the mod but the Tentacle Symbiosis origin isn't producing any food. The Milking Pools District and Sapeint Dairy Ranches show that they produce food but don't actually give any. 

Posted
2 hours ago, Thuslygibbs said:

The Milking Pools District and Sapeint Dairy Ranches show that they produce food but don't actually give any.

Do you actually have pops working the jobs?

 

Otherwise you have a mod conflict since it's working perfectly fine on my end.

Posted
3 hours ago, Zod said:

Do you actually have pops working the jobs?

 

Otherwise you have a mod conflict since it's working perfectly fine on my end.

Thanks for the help, I'm rather new to the game. 

 

I've been having another issue with the Tentacle Symbiosis where it will only show the first leader portrait for all the randomly generated leaders rather than randomly picking from the options available. 

Posted (edited)

Question: how do breeder hiveminds (Propagating Throng et al.) work? It doesn't seem like they can actually keep other species around for breeding, even the ones they steal from other planets with the Ravage bombardment stance; the only options I see are purging them or using them as livestock (or presumably assimilating them, once I unlock that). Some kind of "Breeding Stock" slavery type that can be used by hiveminds (i.e. as an alternative to livestock) wouldn't go amiss here.

Edited by zxczxczbfg
Posted

So apparently, habitat_districts_building_slots_add modifier doesn't apply to the pleasure habitat districts. Since it's annoying for me (I'm running void dwellers) and it's an easy fix, I decided to just add it myself. Copy this to Lustful Void\common\districts if you want it.

lv_shabitat_districts.txt

Posted
1 hour ago, cruiser221 said:

So apparently, habitat_districts_building_slots_add modifier doesn't apply to the pleasure habitat districts. Since it's annoying for me (I'm running void dwellers) and it's an easy fix, I decided to just add it myself. Copy this to Lustful Void\common\districts if you want it.

lv_shabitat_districts.txt 8.54 kB · 1 download

Thx for this fix!! With the changed to habitats I think my next run will be a Void Dwellers run!

Posted
On 9/25/2023 at 10:29 AM, kingslime_nsfw said:

It seems to be some kind of conflict with Calc's Citizen Sex Rights mod upon further testing, will ask there instead

Stimulators missing? Kk, I have a good hunch. I'll have a gander when I get off work.

Posted (edited)

Why do the districts in a sexopolis and pleasure ring cost special resources to build? They require 30 motes or 30 gas. Are you only supposed to be able to build these districts in the mid-game? It's weird because the normal districts that the game makes on a non-sexopolis world don't require any special resources to build. Is there a way to build these sex districts at the beginning of the game that I am missing? It's an almost game breaking mechanic. I am very confused.

 

Thanks.

 

 

Edited by Crime100
I'm sorry, those sex districts require 50 special resources, not 30.
Posted
3 hours ago, Crime100 said:

Why do the districts in a sexopolis and pleasure ring cost special resources to build? They require 30 motes or 30 gas. Are you only supposed to be able to build these districts in the mid-game? It's weird because the normal districts that the game makes on a non-sexopolis world don't require any special resources to build. Is there a way to build these sex districts at the beginning of the game that I am missing? It's an almost game breaking mechanic. I am very confused.

 

Thanks.

 

 

By clearing the blockers at the start you'll free up some of those resources. Also, once you've got *any* income of motes/gas/crystals, you can purchase more off the market.

Posted
On 9/21/2023 at 10:52 PM, kingslime_nsfw said:

Is it just me or does the stimulator job from the tentacle world origin not exist? The district is just providing 2 housing, and no jobs.

So I think this has to do with outdated files from the 3.8 version of my Citizens Sex Rights mod, still existing on your system. I did a clean install, and the stimulator scientists showed up just fine for the tentacle symbiosis origin. So if this bug was caused by me, then all you gotta do is delete my mod to ensure there aren't any old relics lying around in folders, and then redownload my mod.

Posted
27 minutes ago, Schmee said:

By clearing the blockers at the start you'll free up some of those resources. Also, once you've got *any* income of motes/gas/crystals, you can purchase more off the market.

Oh, thanks. I will try that. I'm new to the game so I'm just trying to find my way around.

Posted
1 hour ago, Calcifire said:

So I think this has to do with outdated files from the 3.8 version of my Citizens Sex Rights mod, still existing on your system. I did a clean install, and the stimulator scientists showed up just fine for the tentacle symbiosis origin. So if this bug was caused by me, then all you gotta do is delete my mod to ensure there aren't any old relics lying around in folders, and then redownload my mod.

Bless. I think the problem stemmed from my using LV 3.9, and CSR 3.8. Thank you! Didn't notice that CSR got updated, so I just redownloaded it and it worked completely fine.

Posted
18 hours ago, Schmee said:

By clearing the blockers at the start you'll free up some of those resources. Also, once you've got *any* income of motes/gas/crystals, you can purchase more off the market.

Actually, clearing blockers doesn't work either. None of them will give crystals and motes which is what I need. I tried buying some from the market, but their small addition to my stockpile disappeared so fast due to the negative drain of both of them that it didn't matter. The penalties for having negative drain on these special resources are severe, because some districts actually require them every month. Does anyone else have any other suggestions?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...