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Posted
2 hours ago, humminahummina said:

Is there any way to turn agricultural districts into milking districts ala anglers and fishing? I turned a planet into a milking planet and all it seemed to do was give a boni to milking buildings.

 

Not unless you terraform it to a tentacle world or convert it to a Sexopolis. 

Posted
3 hours ago, humminahummina said:

Is there any way to turn agricultural districts into milking districts ala anglers and fishing? I turned a planet into a milking planet and all it seemed to do was give a boni to milking buildings.

I use the LV_Dairy patch from the "Assorted LV Patches" mod. It allows you to replace the farmers with dairy cow jobs if you have various combos, such as the milking tradition and you've set the planet as a dairy world or you have the Milk ranchers civic and the tradition. it also makes some other changes to the dairy genetic modding but it sounds like what you are looking for.

Posted
1 hour ago, assassin4d3ath said:

hello can somebody tell me what i did wrong? i cant choose slavery tech at beginning,

 

What it means is rather than being a guaranteed research option the tech has already been granted as a starting tech. No need to research it as it already is.

Posted (edited)

I play the Sex Bot origin, but in the game, Sex Bot jobs are filled by the biotrophies, instead of my main race O_o

Is it intended?

(Version 0.7.7, only non-LV mod is Calcifier's portrait pack) 

Edited by mihoshi
Posted

While playing around with the Tentacle World origin I noticed that the Festival of Bloom only affected a random few of my pops at a time with random trait adds/removals resulting in multiple species.

 

I didn't care for this so took a look. Diving into the script for the Tentacle Festival I noticed the use of the "break" command between if statements on some of the possible outcomes in the random list but not all. So when the script cycles through the pops and rolls on the random list as soon as it hits a break it will stop and the remaining pops won't be touched. 

 

To allow the script to run on all the planet's pops without stopping, I removed the break statements and used "else_if" instead. To keep from having a dozen plus new sub-species appearing, I switched the order of the random_owned_pop with the random_list. This way instead of rolling a random list of possible traits for each pop on the planet, the script will roll first for the change and then apply that change only to every owned pop on the planet (with the exception of the tentacles and robots). 

 

I did the same thing for the Festival of Corruption. Same for the Festival of Cleansing and I also consolidated its possibilities from 11 individual detrimental traits that could be removed into 4 groups instead. There might be a few bad traits that may be missing. 

 

From my brief testing it seems to work fine, but only for initial homeworld with one species (besides the tentacles). I'm not sure yet how it will work with tentacle worlds with multiple species with different traits present. Likely not well, as they might have traits like Titanic Evolution which are opposite to the traits the Tentacle Festival provides. What happens then? Don't know.

 

I've attached the altered file if anyone wants to take a look. It goes into the Lustful Void/events folder. Back up your existing lv_colony_events file first!

 

lv_colony_events.txt

Posted
2 hours ago, Calcifire said:

image.png.29a6a4497cba923343ecb0181f9bf7db.png

 

Don't tell me the devs don't play this game with Lustful Void. They know exactly what they're doing.

That sounds a lot more like Alien: Covenant.

Posted (edited)

Sexopolis project is not listed in the Sexual Mega-Projects Perk, it does work as intended though.

 

Edited by Skarrbringer
I thought that the Sexopolis Project was missing, because I was playing Rogue Servitor/Failed Install/etc but now I see that it's just not explicitly labeled
Posted (edited)
2 hours ago, Frisky Kitsune said:

Can anyone tell me how I can get the "Tentacular Awakening" tech? Or is that locked behind the specific origin? I'm pretty far in the game and didn't encounter it yet.

think it requires 1) xenophile or fanatic xenophile ethics and 2) tentacle world seeding tech and/or Tentacle symbiosis tech.
may also need you to have symbiosis'd a tentacle infestation (eg removed the tentacle blocker WITHOUT purging them) and/or the genetic uplift tech.

Edited by necrontyr525
Posted (edited)

Xenophile I have, the other 2 techs I've not encountered yet ... also no tentacle blocker on none of my planets ... great! 🤪

Genetic Uplift I have, maxed out Genetics tradition even.

 

Edit: Lol, nevermind, just got it.

Edited by Frisky Kitsune
Posted

The event 'captured by natives', I assume that there is supposed to be a conclusion to it? Every time it occurs, and I go through the normal event chain, when it finally comes time to either rescue or leave the scientists, nothing happens for the rest of the game. 

Posted

Anyone have an issue where the selection for the Lewd Advisor is missing? Its installed on my mod list at the end of the load order but the selection is no longer showing up in the game. I am terribly broken, I miss Lexxi's voice.

Posted
8 hours ago, Reigor said:

Anyone have an issue where the selection for the Lewd Advisor is missing? Its installed on my mod list at the end of the load order but the selection is no longer showing up in the game. I am terribly broken, I miss Lexxi's voice.

I remember I had that issue but I unfortunately don't remember what fixed it. I think it was merely pushed around so they game me a differnt advisor and simply changing it back worked.

Posted

Found a bug, or at least a compatability issue.

Built a synaptic Lathe on my last run and it got the tentacle surprise blocker on it.  Only problem: there is no way to clear blockers off of they synaptic lathe. so it was stuck at 5/6 districts for the rest of the game.

 

still won (cosmogenisis + diplo game == OP) but was quite odd.

Is there a way to have that event check for megastructure / habitat type and exclude the Synaptic Lathe?

Posted

Does anyone else have a new issue where the Hive Mind-specific LV civics aren't appearing? Origins work, individual and Machine civics work, but not organic Hive Minds.

Posted
39 minutes ago, Draknowin said:

Does anyone else have a new issue where the Hive Mind-specific LV civics aren't appearing? Origins work, individual and Machine civics work, but not organic Hive Minds.

Did you install the LV Base Game Overwrites 0.7.7 file? Since the Hive-Mind LV civics need some base game overwriting for portions of their functionality so they are in a separate download.

Posted
34 minutes ago, Railgunner2160 said:

Did you install the LV Base Game Overwrites 0.7.7 file? Since the Hive-Mind LV civics need some base game overwriting for portions of their functionality so they are in a separate download.

I am... an idiot. In the midst of troubleshooting my modlist for the new update, I must've missed that - thank you.

Posted

I've tried to look back for anyone experiencing the same issue but couldn't find any. My dominant species is being feminized even though I've never used the feminization decision. It only occurred in the last few years of my game and the pops are spread out across practically all my worlds. I'm new to the mod but is there any way to stop the process right now or will I have to just constantly reapply my species template to change them back? idk

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