Arcess Posted June 25, 2024 Posted June 25, 2024 On 6/24/2024 at 7:30 PM, SchwhatNow said: Is anyone else having issues with the Divine Coupling planet modifier cropping up on all planets you have temples on even if you don't have that civic? It's quite frustrating because the explosion of concubine pop jobs is way too high of a ratio and I can't just avoid taking that civic to avoid it as of late; I have to specifically avoid using temples at all which conflicts with some other civic and council member bonuses. Intended behaviour.
SchwhatNow Posted June 26, 2024 Posted June 26, 2024 (edited) 7 hours ago, Arcess said: Intended behaviour. Well if that's the intended behavior then I'd like to recommend it be changed to only apply with the Divine Coupling Civic at the least. I really despise the way it works now. Though, to be fair, I hate ALL features of this mod that provide scaling jobs with pop numbers because I feel it's too powerful compared to vanilla. Edited June 26, 2024 by SchwhatNow
JerichoAzariah Posted June 26, 2024 Posted June 26, 2024 is their a proper setup for LV, is LV always first in the load order or does it come after diversity?
JerichoAzariah Posted June 26, 2024 Posted June 26, 2024 ok, looks like I may know the problematic mod causing the crash, it's a shipgirl mods from the steam workshop
XavierMace Posted June 26, 2024 Posted June 26, 2024 On 6/24/2024 at 12:27 PM, JerichoAzariah said: would using these steam mods: planetary diversity, giga structure, and real space mod cause some crashes when using lustful void mod. cause anytime I try to use any of these three for a 30 empire run or even a 10 empire run it would crash when I just start to command my empire, unless I need to have them placed in a certain load order to have them be more compatible. I still would have issue getting a 30 empire run with just the lustful void and a number of extra species mods like the ton of tits, kagami, hentai character portrait mod, etc Giga still isn't updated for current Stellaris and is known to have various issues. 1
Yorushin Posted June 27, 2024 Posted June 27, 2024 Feedback: Omni-seed and Nano-forge create a never-ending cascade of machine pops that, as a Gestalt, qualify as 'founder pops' so they cannot be modified at all. As I am literally writing my empire is at 30 different robot species and climbing, none of whom I can modify to bring into standard or even give Modularity upgrades to. I'm not sure about regular organic empires as I've yet to test that. I'm vaguely aware of some kind of trait rework coming along, so I'd like to focus on a more conceptual issue: A couple things in LV artificially create or modifies entire pops, sometimes flagged as 'non-moddable' so they remain a new subspecies on the species list. This is an issue I run into with the Milking World and Cow Clinic mechanic as well. This can also sometimes conflict if you ascend your founder species (like normals to organics), and their arbitrary flagging means you cannot assimilate them at all. While I like the spirit of the design, mechanically Stellaris absolutely hates everything related to species management. It is a complete nightmare and simply unfun to deal with because Paradox refuses to do anything to actually fix it. There's also the performance implication behind arbitrary pop creation, because if you can arbitrarily create pops reliably, your effective pop growth catapults past normal growth values. There are some places this is fine, as they're one-off events (such as Tentacular Awakening) where the creation of new pops is a fun and meaningful thing. In the case of something like Omni-seed / Nano-forge, as the game goes on and if players have anything related to pop growth curve enabled, overall galaxy pop growth rates slow down. Except for arbitrary pop growth, where it maintains pop creation as often as it's set to fire. Unfortunately we live in a world where sexy times making huge populations is more dream than reality, because Stellaris hates pops and at this point in its life cycle, I don't think we'll ever see any meaningful improvements to it. As such, the simplest route to go may simply be to turn these various arbitrary pop creation mechanics into generic pop growth / assembly instead. Or, more colorfully, more 'advanced' traits of a similar nature to the Ascension traits of Genetics / Synthetics. Either way, it conforms to the pop growth model Stellaris works best on and hopefully results in overall better performance in both system and actual species management.
DecaySociety22 Posted June 28, 2024 Posted June 28, 2024 Does anyone know why when I download the new version it says the path is invalid or non-existant? Tried mulitple times, and can't seem to fix it. I think this has happeend before, but I can't remember how I fixed it. Does anyone nkow why it does this? I have another mod from the same site that is doing the same thing., Seems like it might ahve something to do with the fact that the game updated. thanks in advance.
Railgunner2160 Posted June 28, 2024 Posted June 28, 2024 7 hours ago, DecaySociety22 said: Does anyone know why when I download the new version it says the path is invalid or non-existant? Tried mulitple times, and can't seem to fix it. I think this has happeend before, but I can't remember how I fixed it. Does anyone nkow why it does this? I have another mod from the same site that is doing the same thing., Seems like it might ahve something to do with the fact that the game updated. thanks in advance. open the .mod file with a text editor and change the path to simply 'mod/Lustful Void' if it's different. That should fix the issue if it's a issue with a path being different than what your system uses.
DecaySociety22 Posted June 29, 2024 Posted June 29, 2024 (edited) On 6/28/2024 at 2:20 AM, Railgunner2160 said: open the .mod file with a text editor and change the path to simply 'mod/Lustful Void' if it's different. That should fix the issue if it's a issue with a path being different than what your system uses. No luck. I vaguely remember that I had a similar issue a while back with CKIII, and I had to reinstall. I think I'm going to try reinstalling on my off day. Edited June 29, 2024 by DecaySociety22 typo
DecaySociety22 Posted June 30, 2024 Posted June 30, 2024 On 6/29/2024 at 7:00 AM, DecaySociety22 said: No luck. I vaguely remember that I had a similar issue a while back with CKIII, and I had to reinstall. I think I'm going to try reinstalling on my off day. OK, this may be an extremely stupid question. I fixed the problem of it not finding the path, but literally nothing is showing up. I've tried several betas, my possibly extraordinarily stupid question: Does it now require the actual DLC as well, ie doesn't work with just the normal current update? Because at the moment, literally notign from the mod is showing up when I load to make a new game.
Lurker Below Posted July 1, 2024 Posted July 1, 2024 Is there a reason machine empires can't research tentacle purge? Cause it uh kinda sucks to have a blocker on several of my planets that I literally cannot remove.
DecaySociety22 Posted July 3, 2024 Posted July 3, 2024 (edited) Does anyone know if anything in this mod could be causing the Curator Station Destroyed glitch, and is there a fix. I already tried the aerphos patch or whatever it was called, and that made it worse. according to the debug tooltip, the events involved are leviathans .2160 leviathans .3204 leviathans .2111 leviathans .528 fedel.1506 fedel.1510 action.98 I don't know if they would still be showing those names if written over. I really don't want to have to reinstall again lose the custom civilizations I made when I just reinstalled. Sigh. It seems like I'm just not meant to play this game anymore. Edited July 3, 2024 by DecaySociety22 clarification
DecaySociety22 Posted July 5, 2024 Posted July 5, 2024 On 7/2/2024 at 7:55 PM, DecaySociety22 said: Does anyone know if anything in this mod could be causing the Curator Station Destroyed glitch, and is there a fix. I already tried the aerphos patch or whatever it was called, and that made it worse. according to the debug tooltip, the events involved are leviathans .2160 leviathans .3204 leviathans .2111 leviathans .528 fedel.1506 fedel.1510 action.98 I don't know if they would still be showing those names if written over. I really don't want to have to reinstall again lose the custom civilizations I made when I just reinstalled. Sigh. It seems like I'm just not meant to play this game anymore. Fixed it. The clue was that the name lists were also corrupted. Update: If anyone else gets this error after the latest DLC: There is a fix, and it is a modified way of the reinstall method. Apparently something in the new DLC doesn't play nicely with some types of computer auto-backups. So if you have one of those auto-backups 1) Uninstall 2) Unsubscribe from all pubilc mods 3) Completely delete the entire Stallaris folder in all locations 4) Completely delete the entire Stellaris folder from apps/common 5) If you do an autobackup, check to see if any files were only partially uploaded or had errors uploading. This is the step I missed.
JerichoAzariah Posted July 7, 2024 Posted July 7, 2024 anyone know if the current version of gigastructure mod is viable enough for lustful void? just noticed it got updated for current stellaris patch
BMLlednar Posted July 9, 2024 Posted July 9, 2024 (edited) On 7/6/2024 at 10:09 PM, JerichoAzariah said: anyone know if the current version of gigastructure mod is viable enough for lustful void? just noticed it got updated for current stellaris patch Seemed to work fine for me. The game I was just playing crashed for completely different reasons...that I intentionally caused. For science! On that note... On 6/25/2024 at 10:55 AM, Arcess said: Intended behaviour. Intended or not, the behavior should probably be looked at now that Virtual ascension exists. Adding a new concubine job for every other pop is a pretty massive feedback loop with the ability to instantly create new pops to fill empty jobs. It doesn't really take too many more "job per x pops" effects for that feedback loop to go infinite. Edited July 9, 2024 by BMLlednar
XavierMace Posted July 9, 2024 Posted July 9, 2024 On 7/6/2024 at 10:09 PM, JerichoAzariah said: anyone know if the current version of gigastructure mod is viable enough for lustful void? just noticed it got updated for current stellaris patch It's working fine for me playing with my sexy, sexy, frameworld.
JerichoAzariah Posted July 10, 2024 Posted July 10, 2024 (edited) if dat is true, is it possible expect more possible lustful update that would add more "lustful" giga-structures side note: I'm having a hard time getting a couple of ascension path that looks like they require a certain research to be completed in order access said ascension path, but I can't seem to find the research needed even though I have already researched over 200 - 300 research project. Am I doing something wrong? I think the mod for these two unique ascension path are from tempting tides mod Edited July 10, 2024 by JerichoAzariah
Katz Posted July 10, 2024 Posted July 10, 2024 You need the right ethics. Bimbo needs All Female primary species, Tantric needs Spiritual, Concubinage needs xenophile.
JerichoAzariah Posted July 10, 2024 Posted July 10, 2024 SERIOUSLY!? and here I thought it was all about conducting the needed research for it. Thanks for the info.
XavierMace Posted July 11, 2024 Posted July 11, 2024 Not sure if this has been reported already or not, but I've been doing my first individualist machines (instead of gestalt) playthrough and finding a lot of mods don't appear to account for this new option, including LV (unless I've got some other mod conflict I can't find). Playing individualist machines, you get the bio version of LV buildings/jobs/etc instead of machine, many of which can't be worked by machines (IE whores instead of sexbots). You also don't get access to the nurturing tree that you get with gestalt machines. On the other end of the spectrum, you get access to the milking tree but your pops can't work milking jobs. It's not unplayable, but you end up with a ton of largely unusable buildings/jobs/techs. However, I'm also assuming accounting for this is also a massive amount of work so I'm guessing this wouldn't be a quick fix if it gets addressed at all.
BMLlednar Posted July 11, 2024 Posted July 11, 2024 Not sure if this has been mentioned already, but there's a significant bit of weirdness with the governor traits in this mod. Vanilla traits all just have the sector effect be a weaker version of the planet effect, because the sector effect doesn't apply to the world the governor is actually ON. This has very strange effects in this mod, where ranchers for example boost milk cow output on every planet EXCEPT the one they're actually governing.
XavierMace Posted July 14, 2024 Posted July 14, 2024 On 7/8/2024 at 10:33 PM, BMLlednar said: Seemed to work fine for me. The game I was just playing crashed for completely different reasons...that I intentionally caused. For science! On that note... Intended or not, the behavior should probably be looked at now that Virtual ascension exists. Adding a new concubine job for every other pop is a pretty massive feedback loop with the ability to instantly create new pops to fill empty jobs. It doesn't really take too many more "job per x pops" effects for that feedback loop to go infinite. @Lithia<3 So, yeah.... Just took virtuality for the first time. Can confirm, game basically self destructs when using with LV. 2 planets, 616 pops and game was running butter smooth before finishing the virtuality tree at the end of 2266. Finished the tree, game slowed to a crawl by the end of the first month. After one month, I was at 798 pops and performance is hosed (i7-12700KF). In 6 months, still only 2 planets, but 1,468 pops and game is 100% unplayable with it taking minutes per in game day. This was probably compounded by the potential issue I mentioned last week with individualist machines so it's probably creating pops for jobs they can't fill too.
rokkija3 Posted July 15, 2024 Posted July 15, 2024 I've watched all the YT tutorials and read the wiki, but is there a way to install mods and have them work when playing through the Steam launcher? The version I have now crashes after 5min into the start. Any feedback would be greatly appreciated.
rokkija3 Posted July 15, 2024 Posted July 15, 2024 54 minutes ago, rokkija3 said: I've watched all the YT tutorials and read the wiki, but is there a way to install mods and have them work when playing through the Steam launcher? The version I have now crashes after 5min into the start. Any feedback would be greatly appreciated. I'm such an Idiot, downloaded the latest version and it works perfectly. Thank you!
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