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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.

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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.

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  • 2 weeks later...

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.

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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.

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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.

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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.

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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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In addition to Railgunner2160's reply, there's techs to increase your habitability, and most ascension paths will allow you to adjust your habitability.  So it's really only an early-game problem in most cases, and hopefully you'll be able to use the bonuses from your homeworld to compensate.

 

(Though honestly I'd recommend doing a largely base-game playthrough at least once before adding in major overhaul mod like LV.  Even mods like Gigastructures don't affect the game balance as much early on.)

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so I picked up some of the DLC for stellaris so I could play this mod but when I load into the game and advance a day, the game crashes.

my 6 DLC are ancient relics, apocalypse, federations, megacorp, nemesis, and utopia. I also have some other mods to go along with this one.

in order my mod list is, 5 times faster reinforcement transit, nsc3 - season 1, additional vanilla components, advanced weapons, at war defense platform longevity, crew quarters upkeep aura, ship sections overhaul, gigastructural engineering and more, lustful void, LV base game overwrites, LV gender patch, lustful void lewd advisor, lustful gigastructures - overwrites, LV lewd rooms, LV loading screens tentacles 1, deep deep space, deep deep space lustful void patch, and UI overhaul dynamic.

I don't understand why it will crash after advancing a day either, it'll let me do anything I can think of that needs done before unpausing for the first time, but once I let that first day tick over, Boom, it crashes.

and the other thing I guess I can mention too to see if anyone has an idea why it's the case, is I thought that part of the reason for the UI overhaul dynamic mod was so that you could see all of the UI in the pop up screens. I can't completely see all of the 5 or however many more there may be districts that you can build once you add in this mod. I know there's at least 5 because I can see the left side of a breeder pit, or something along those naming lines in the district portion of the planet building tab on my tentacle homeworld. so if someone has an idea on either one or both of these issues I'd appreciate some help. thanks in advance.

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5 hours ago, deathtome1998 said:

so I picked up some of the DLC for stellaris so I could play this mod but when I load into the game and advance a day, the game crashes.

my 6 DLC are ancient relics, apocalypse, federations, megacorp, nemesis, and utopia. I also have some other mods to go along with this one.

in order my mod list is, 5 times faster reinforcement transit, nsc3 - season 1, additional vanilla components, advanced weapons, at war defense platform longevity, crew quarters upkeep aura, ship sections overhaul, gigastructural engineering and more, lustful void, LV base game overwrites, LV gender patch, lustful void lewd advisor, lustful gigastructures - overwrites, LV lewd rooms, LV loading screens tentacles 1, deep deep space, deep deep space lustful void patch, and UI overhaul dynamic.

I don't understand why it will crash after advancing a day either, it'll let me do anything I can think of that needs done before unpausing for the first time, but once I let that first day tick over, Boom, it crashes.

and the other thing I guess I can mention too to see if anyone has an idea why it's the case, is I thought that part of the reason for the UI overhaul dynamic mod was so that you could see all of the UI in the pop up screens. I can't completely see all of the 5 or however many more there may be districts that you can build once you add in this mod. I know there's at least 5 because I can see the left side of a breeder pit, or something along those naming lines in the district portion of the planet building tab on my tentacle homeworld. so if someone has an idea on either one or both of these issues I'd appreciate some help. thanks in advance.

Hmm, so it crashes after the first unpause on the rollover between day 1 and day 2? Sounds like a problem regarding the scripts that run at the time. Also I have a quick question, what versions of Additional Vanilla Components and Advanced weapons are you using? I ask that because without a patch or a forked version it might be the case you are running the old outdated versions which might be causing a issue. It could also be a load order issue, can you please post your load order?

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22 minutes ago, Railgunner2160 said:

Hmm, so it crashes after the first unpause on the rollover between day 1 and day 2? Sounds like a problem regarding the scripts that run at the time. Also I have a quick question, what versions of Additional Vanilla Components and Advanced weapons are you using? I ask that because without a patch or a forked version it might be the case you are running the old outdated versions which might be causing a issue. It could also be a load order issue, can you please post your load order?

for advanced weapons steam says I'm using advanced weapons (3.8+)  which is the title of the mod and the game versions it works on I'm guessing. besides that I'm not sure how to find an actual version number. as for additional vanilla components I don't see anything about any version related things, so I'm not sure there either.

I don't necessarily think it's any of my steam mods like additional vanilla components or advanced weapons though. because me and a friend have a game going together without the lustful void mods and deep deep space. and it works just fine.

anyways this is my load order,

5 times faster reinforcement transit,

nsc3 - season 1,

additional vanilla components,

advanced weapons,

at war defense platform longevity,

crew quarters upkeep aura,

ship sections overhaul,

gigastructural engineering and more,

lustful void,

LV base game overwrites,

LV gender patch,

lustful void lewd advisor,

lustful gigastructures - overwrites,

LV lewd rooms,

LV loading screens tentacles 1,

deep deep space,

deep deep space lustful void patch,

UI overhaul dynamic.

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so after trying a new game after adding in the mod railgunner2160 asked if I was using, I did get the game to play for awhile with no crashes, however I realized that I'm only getting LV and deep deep space mod content. my steam workshop mods aren't doing anything, and I didn't get the game start pop ups for nsc3 and gigastructural, which I did get those back when I was crashing on the day tick over right after starting the game. I don't know if the fact that irony mod manager is saying that all of my steam workshop mods are invalid and is asking me if I want to delete the descriptors, has anything to do with it.

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1 hour ago, deathtome1998 said:

so after trying a new game after adding in the mod railgunner2160 asked if I was using, I did get the game to play for awhile with no crashes, however I realized that I'm only getting LV and deep deep space mod content. my steam workshop mods aren't doing anything, and I didn't get the game start pop ups for nsc3 and gigastructural, which I did get those back when I was crashing on the day tick over right after starting the game. I don't know if the fact that irony mod manager is saying that all of my steam workshop mods are invalid and is asking me if I want to delete the descriptors, has anything to do with it.

That definitely sounds like a Irony Mod Manager issue, I remember hearing something similar on one of the discords for Stellaris I'm on. Try making the playset in the official launcher and see if there are any still.

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On 2/25/2024 at 10:05 AM, deathtome1998 said:

so after trying a new game after adding in the mod railgunner2160 asked if I was using, I did get the game to play for awhile with no crashes, however I realized that I'm only getting LV and deep deep space mod content. my steam workshop mods aren't doing anything, and I didn't get the game start pop ups for nsc3 and gigastructural, which I did get those back when I was crashing on the day tick over right after starting the game. I don't know if the fact that irony mod manager is saying that all of my steam workshop mods are invalid and is asking me if I want to delete the descriptors, has anything to do with it.

Double check and make sure Irony is up to date. The author for Irony is on the Stellaris modding den discord and has a bug tracker on github.

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On 2/6/2024 at 9:08 PM, bLean said:

Do i need to take sexual megastructures ascension perk to build Agapi sectors in Birch World?

You need another mod for lustful void to work with gigastructural engineering,

 

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1 hour ago, Natsu_Zirok said:

No no need. You need to press the decision to add a slot for the first district.

I thought that the decision only becomes available only with that mod. I only played with both enabled. Thanks for info.

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On 2/16/2024 at 6:29 PM, Lithia<3 said:

Hey everyone!

 

This year has been unexpectedly busy for me from almost the first week of January, but I've adjusted to my new schedule and can resume modding without burning myself out. So, sorry for withdrawing from existence for the past few months. I'll take some time tomorrow to catch up on any messages that I've missed!

 

The next LV update should be ready in about two weeks. While TD is still in the porting phase, I expect it to be ready in about three months (roughly) with my current schedule. Some people have also offered to help, which will probably reduce that time.

 

Anyway, I'm excited to be back! 😜

Does the current mod version still work fine with the latest version of Stellaris? Or should we just wait for the update?

Edited by Dreamer1986
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