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Posted
2 hours ago, HuntressLilith said:

Anyway to colonize tentacle worlds with out first having the Tentacle Symbiosis origin? I have 2 tentacle worlds in my territory that are habitable but can't be used since none of my species have the right trait.

 

The Tentacle Symbiosis tech (The one that allows you to "tame" tentacle blockers) allows you to colonize tentacle worlds.

Posted (edited)
6 hours ago, HuntressLilith said:

Anyway to colonize tentacle worlds with out first having the Tentacle Symbiosis origin? I have 2 tentacle worlds in my territory that are habitable but can't be used since none of my species have the right trait.

 

2 hours ago, GeneralIndustry2020 said:

 

The Tentacle Symbiosis tech (The one that allows you to "tame" tentacle blockers) allows you to colonize tentacle worlds.

Just to add onto this, they're locked techs behind some prerequisites. So, to get Tentacle Symbiosis you must A: not be xenophobe, and B: have discovered tentacles in your empire. (similar to unlocking the rare resource harvesting techs)

 

The other one that had me confused for the longest time is the other tech required to make use of the Tentacle Breeding Pits Integration ascension. In order to actually use that ascension once you have it, you need a further tech that only gets unlocked after you've researched Epigenetic Triggers. So, you'll first need to find both tentacles on your planets, but also presapients in order to get both of the prereqs.

Edited by Schmee
typo
Posted

This may sound silly, but is there any way to get the mods content to be player or custom created ai empires only? I want to make a run where everyother space empire is perfectlyh normal but theres one weird AF mega corp with stuff from the mod

Posted
20 hours ago, slaymike said:

This may sound silly, but is there any way to get the mods content to be player or custom created ai empires only? I want to make a run where everyother space empire is perfectlyh normal but theres one weird AF mega corp with stuff from the mod

Disclaimer: this is a janky workaround, so your mileage may vary.

You could add more prerequisites to everything, requiring a specific race to be eligible (akin to the requirement of phototropic being plantoid/fungoid) and set it to a custom race that only you will pick. Downsides being, this would take quite a bit of screwing around in the mod files and adding the prereq to almost everything in there. So, tedious and time consuming. I'm not sure of any way that you could make it work from just tweaking one or two things.

Posted
6 hours ago, Schmee said:

Disclaimer: this is a janky workaround, so your mileage may vary.

You could add more prerequisites to everything, requiring a specific race to be eligible (akin to the requirement of phototropic being plantoid/fungoid) and set it to a custom race that only you will pick. Downsides being, this would take quite a bit of screwing around in the mod files and adding the prereq to almost everything in there. So, tedious and time consuming. I'm not sure of any way that you could make it work from just tweaking one or two things.

Wouldn't have a clue how to start but thanks!

Posted

Hey everyone! Would someone know why some of the traits are missing when I create a new empire. For example I'm missing addictive cum, aphrodisiac cum, aphrodisiac milk, titanic evolution, and custom fleshlight slot. Are these only available for certain species/origin/government types? Any help would be appreciated! :)

Posted

Addictive Cum, Aphrodisiac Cum, Aphrodisiac Milk are now locked behind the genetic modification ascension path as Advanced Traits, Titanic Evolution is a event granted trait involving the Titanic Life planet modifier, and Custom Fleshlight is a Machine/Robotic trait not a organic trait and requires the Droid technology or the Biological Mimicry tech for machine gestalts.

Posted (edited)

That magma wyrm event keeps firing off every game year or less... it was fun the first hundred times but its getting kind of irritating.  Can that even be turned down in frequency please?

Edited by yanqui99
Posted
33 minutes ago, yanqui99 said:

That magma wyrm event keeps firing off every game year or less... it was fun the first hundred times but its getting kind of irritating.  Can that even be turned down in frequency please?

That's from one of calcifire's mods, not Lustful Void, and I think he fixed that in an update a few days ago.  IIRC, I think it was just a typo in setting the planet flag in the event so it didn't get called once per planet if you wanted to fix it yourself instead of updating.

Posted

Excuse the machine translation.

 

Please help me with mod creation
Up to version 3.9 of Stellaris, the contents of Events are
ruler = { add_trait_no_notify = learde.trait }
But since version 3.10, it is not possible to add a trait to a Ruler because one of the three positions is attached to a Runer.
How can I add the characteristics to the Ruler?

Posted (edited)

Bug reports from a slightly weird play through: I was able to replicate all of this with just LV + Balance Patch + Base Game Overrides, and all DLC except Astral Planes, if that matters.

 

Started as Rogue Servitors with the Shattered Pleasure Ring origin.

 

  • The starting colony had 7 districts already built, but because of blockers, could only support 2. At the end of the first month, all but two districts will suddenly and automatically destroy themselves, which is unexpected. It's possible to play around this when you know it's coming, but it's an odd experience.
  • Also at the end of the first month, a 'Volatile Mote Shortage' situation kicked off. The game briefly thought I had a Dairy District and a Gem Incubation district, which costs 4 total motes, but the Liquids Processor did not produce any motes that month, because it thought I had no special districts. The situation started resolving itself in month 2, though.
  • The text for the Milking Traditions and the cow transformation doesn't match the behavior. The text says that the cow TF will start on worlds that have the Cow Nurse building, which is unlocked after the tree is complete. Instead, as soon as you unlock the milking world tradition, you can start the Milking World decision, and the cow transformation will apply to every non-robot pop on that world.
  • Bio-trophies are weird.  The starting pops you get with the 'Bio Trophy' citizen type and 'Mandatory Pampering' living standards are actually able to take Milk Drone jobs, as well as Gem Incubators, and the Sexbot jobs from the Masturbation Node building, which is slightly surprising but welcome. However, they don't get the rare resources from the Fizzy Milk or Exotic Honey traits, they way they would if they were cows or whores in a non-gestalt empire, which is also surprising.

Thanks for all you do

Edited by Gelatinous Nudes
Posted (edited)

Species template is giving me some issues, the world preference section is still one bar, but the options are about 5 rows deep and cause some clipping issues when editing a species template. This is because I play with planetary diversity. Does anyone know of a fix for this? I've looked at the UI overhaul, but it seems it's the one thing they don't tweak too much. 

 

Second question. Is there any way to include the species conversion AND have Tentacle World start? (I need the species conversion to improve game lag at endgame.) 

 

Thanks!

 

 

*Edit. Also found a bug, not sure if it's intended, when running as invasive breeders the "Mastery of Nature" Ascension perk is missing from the list. 

Edited by Sybian
Posted
On 1/22/2024 at 8:17 AM, Destruktn said:

Hey uh i've been wondering how one uses the Breeding Offensive casus belli

From what I understand, it should just be an option if you have the correct origin.

Posted

Hey, just letting you know I've been having a bug with this mod where it messes with my jobs. It does various small things, such as prioritizing clerk jobs over harvesting jobs, and not having my pops go from workers to specialists, things like that.

Posted
On 1/30/2024 at 8:01 PM, ksfisfhshk said:

Hey, just letting you know I've been having a bug with this mod where it messes with my jobs. It does various small things, such as prioritizing clerk jobs over harvesting jobs, and not having my pops go from workers to specialists, things like that.

First thing first: sorry for my english..

Similar Problem. Looks like as soon some other Pops enter one of your colonies (mirgration, tentacel life form), the jobs in all citys get messed up. Nearly all workers became speziallists.

If they get downgraded, they will allways get in splitt seconds an upgrade, you can´t do anything manually and the automatic is.. well, messed up...

and if you try to priorize jobs, or fire everyone, the fun get´s a touch-up. It´s also pretty useless to switch them into other citys and back it just get worst.

Empires of dezent sides can take this hit, but for smaller ones without food and energy production, it´s a downfall.

  • 2 weeks later...
Posted

Dunno what's wrong but Irony keeps throwing up that the Irony versions of LV itself and the Balance Patch, as well as the general version of the Gender Patch, are perpetually missing and asking me to delete the descriptors. Changing to any non-irony version works fine.

Posted

When I start a new empire as a sexopolis origin all nearby planets are being surveyed as 0% habitable (actually, 30% since my empire has that additive bonus through its traits). Also, LV Extras lets you pick Sexopolis as a starting civic and the same thing happens when I do this. I tried playing as a different origin and the habitability numbers were then right. I'm wondering if anyone is having this problem and if so, is there a fix for it. Thanks.

Posted
18 hours ago, Crime100 said:

When I start a new empire as a sexopolis origin all nearby planets are being surveyed as 0% habitable (actually, 30% since my empire has that additive bonus through its traits). Also, LV Extras lets you pick Sexopolis as a starting civic and the same thing happens when I do this. I tried playing as a different origin and the habitability numbers were then right. I'm wondering if anyone is having this problem and if so, is there a fix for it. Thanks.

I believe that's intended: You're starting on an artificial world, with that set as your habitability preference.  A bit like starting with Gaia or Ringworld in the base game - you get lots of bonuses from your homeworld, but expanding will be harder.

Posted

Darkmind, thanks for responding. I've started this game a hundred times and never got very far. Sorry if I don't know what I'm talking about. I wonder how you're supposed to actually colonize different planets if the only thing you can colonize is a sexopolis. I've never seen one besides the home planet I start on. But of course, I've never really played the game for a real length of time. The sex shattered ring that can be your origin (I forget the precise name of it) doesn't seem to have this problem. So I've starting as one of those since yesterday. I don't think that it's as cool though.

Posted (edited)
4 hours ago, Crime100 said:

Darkmind, thanks for responding. I've started this game a hundred times and never got very far. Sorry if I don't know what I'm talking about. I wonder how you're supposed to actually colonize different planets if the only thing you can colonize is a sexopolis. I've never seen one besides the home planet I start on. But of course, I've never really played the game for a real length of time. The sex shattered ring that can be your origin (I forget the precise name of it) doesn't seem to have this problem. So I've starting as one of those since yesterday. I don't think that it's as cool though.

One thing to keep in mind is it's not "impossible" to colonize a world with 0% habitability, you can infact setup colonies on worlds with 0% habitability, it's just that colony will face some pretty steep but not impossible to manage penalties. So go ahead and colonize those worlds IF the benefits such as planet size, strategic resources, or unique features outweigh the downsides of dealing with the penalties. Also seek out any "Relic Worlds", these fallen Ecumenopolis worlds have the same perfect habitability as the Sexopolis Shattered ring or the Sexopolis. Also once you have the technology Habitats also have the perfect habitability and depending on your tech draws can appear fairly early on, and though somewhat restricted without either the Void Dweller Origin or the AP they can be useful, also once you have the Sexual Megaprojects AP you can designate them a "Pleasure Habitat" which allows you to build sexy districts.

 

Edit: If you get lucky with the anomaly the "Rubricator" system houses a 25 size Relic world and can potentially be found really early on so it's a very useful one to prioritize! 

Edited by Railgunner2160

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