armand12 Posted June 18, 2025 Posted June 18, 2025 Putting (non-tentacle) feelers out there. What do people think of turning sex-based jobs into modified base jobs as opposed to replacements? I'm trying to think of ways to better integrate the jobs with vanilla ones. I.e., sexologists are just a biologist specialization, cows are a farmer specialization, gem incubators are a mining specialization, etc. I'm just bothered how there's whole branches of the tech tree you just ignore if you pick a sexiconomy origin since the buildings they unlock don't affect your jobbers. Am I the only one? 1
XavierMace Posted June 18, 2025 Posted June 18, 2025 4 hours ago, armand12 said: Putting (non-tentacle) feelers out there. What do people think of turning sex-based jobs into modified base jobs as opposed to replacements? I'm trying to think of ways to better integrate the jobs with vanilla ones. I.e., sexologists are just a biologist specialization, cows are a farmer specialization, gem incubators are a mining specialization, etc. I'm just bothered how there's whole branches of the tech tree you just ignore if you pick a sexiconomy origin since the buildings they unlock don't affect your jobbers. Am I the only one? The catch is, unless I'm misunderstanding what you're suggesting, is that just turns LV into yet another set of buffs for vanilla jobs which kinda kills the flavor/point as literally everybody will have sexiconomy now as there's no downside or need to build for sexiconomy. That would also make the LV planet types problematic since they lack vanilla districts and therefore those base jobs. This would require pretty much a complete rebuild of the mod just to avoid having some techs in the tech tree which you don't care about which is a problem that exists either way. Seems like a lot of work for a debatable result. Or maybe I'm not understanding what you're suggesting.
armand12 Posted June 18, 2025 Posted June 18, 2025 I just feel like splitting tech between normal and sexy creates a lot of bloat that really bogs things down. Then again, I guess that could be viewed as a sort of balance? I don't know, it just seems like a waste to just ignore the vanilla districts entirely once you start pumping out your fave world type(s). Maybe have a few buildings like the ones that boost the zone but they convert some of the jobs over? You know, so you can get SOME scaling jobs before conversion.
anotherLurker Posted June 18, 2025 Posted June 18, 2025 (edited) 7 hours ago, armand12 said: Did you put the scrollable at the bottom of your modlist with all UIOD mods below it as well? I have it at the very bottom, below the UI Overhaul mods I have (UIO, 12 traditions, and Ascension Slots). Unless I misunderstood, that's how it's supposed to go. Just in case the idea that I don't have the mod is because the scrollbars are hard to see in the screenshot I put up, they are there. I have 9 build slots in all districts, and you can see the scroll bars in the screenshot even if they're small. Thanks for taking the time to try and help Edited June 18, 2025 by anotherLurker typo
HareVishnu Posted June 18, 2025 Posted June 18, 2025 Some "bugs" I found: The trait 'Erogenous Anus' has a tooltip that says it grants +10% Sex Jobs Efficiency, but it actually adds a -10% Sex Job Efficiency modifer. Feminization does not apply traits due to change_scoped_species = no being applied in every block that applies feminization. I assume this is intentional and part of the trait balance rework? Milking worlds likewise do not apply traits for the same 'change_scoped_species = no' lines in each of its blocks. Milk cow transformation should check for the 'Prize Cow' trait because it is possible to have the trait without the modifier 'lv_milk_cow_transform_complete' from Species Projects and Sub Species Integration (I tested this by editing the mod to make both feminization and milk cow transformation apply, and noticed that my prize cows were getting the milk cow transformations applied again after I Species Project-ed Prize Cow onto all of my pops) The traits 'Neuron Saliva', and 'Addictive Cum' both require the 'Genetic Resequencing' tradition choice which is no longer available if you have the Biogenesis DLC. Assuming 'Can remove phenotype traits' is the condition required, then in Biogenesis the traditions necessary are 'Planned Polymorphism' (Mutation), and 'Genotype Regeneration' (Purity), with respective code names: 'tr_mutation_planned_polymorphism', and 'tr_purity_genotype_regeneration'. This does mean that Cloning has no way to add these traits but that may be thematically appropriate? Thanks for the making and maintaining this mod. 2
armand12 Posted June 19, 2025 Posted June 19, 2025 TIL that the ancient refinery applies to gem incubators as well... Now I gotta go test the new research buildings and see if they stack on sexologists or not, farming buffs on cows, etc...
Fakenet Posted June 19, 2025 Posted June 19, 2025 (edited) On 6/6/2025 at 9:08 PM, greenguy54 said: I'm having the same problem but I don't have the vanilla frameworks continued mod, were you able to find any other mods that might have caused it while you were investigating? On my setup it was Mango's Lewd Diplomacy and Wild Lascivity. Seems like those have events that get triggered by pops but those just aren't there anymore. MLD might get an update but WL has been abandoned for 4 years. Edited June 19, 2025 by Fakenet 1
yanqui99 Posted June 22, 2025 Posted June 22, 2025 I have a quick question... is there a way to turn down the frequency of tentacle worlds that spawn in the galaxy? I had a start game where I was surrounded by tentacle worlds. The only problem is, they don't have the zones to build up a regular industry or anything. It would have been cool to have them later in the game, but not when I was just starting out.
JankinT Posted June 22, 2025 Posted June 22, 2025 How would the trans sex policy work? when I use the trans sex policy, it just separate the species into two genders, and does nothing else.
anotherLurker Posted June 22, 2025 Posted June 22, 2025 10 hours ago, yanqui99 said: I have a quick question... is there a way to turn down the frequency of tentacle worlds that spawn in the galaxy? I had a start game where I was surrounded by tentacle worlds. The only problem is, they don't have the zones to build up a regular industry or anything. It would have been cool to have them later in the game, but not when I was just starting out. Wait. They spawn naturally? I have never seen that
NotIndustrious Posted June 22, 2025 Posted June 22, 2025 2 hours ago, anotherLurker said: Wait. They spawn naturally? I have never seen that I've never been sure if it's a consequence of my playing such a heavily modded game or not, but I have definitely seen lots of naturally-occurring Tentacle Worlds across various versions of the mod and game. If it is intended behavior, I do think their spawn rate should be toned down a bit. Sometimes, it seems like they spawn just like any regular planet type, rather than something rare like a Gaia World or Relic World.
Azuka124 Posted June 22, 2025 Posted June 22, 2025 me enctanta el mods quisiera que exista un parche con Gigastructural Engineering y lustful void
pleasedontbetaken2 Posted June 23, 2025 Posted June 23, 2025 Can we get an option to start in the Sol system for Sexopolis origin please?
armand12 Posted June 23, 2025 Posted June 23, 2025 6 hours ago, Azuka124 said: me enctanta el mods quisiera que exista un parche con Gigastructural Engineering y lustful void La Ingeniería Gigaestructural y el Vacío Lujurioso funcionan bien juntos, pero las gigaestructuras no tienen variantes lascivas. Puedes crear mundos anulares y hábitats lascivos, incluso los mundos anulares adicionales proporcionados por giga. Traductor de Google
XavierMace Posted June 23, 2025 Posted June 23, 2025 19 hours ago, NotIndustrious said: I've never been sure if it's a consequence of my playing such a heavily modded game or not, but I have definitely seen lots of naturally-occurring Tentacle Worlds across various versions of the mod and game. If it is intended behavior, I do think their spawn rate should be toned down a bit. Sometimes, it seems like they spawn just like any regular planet type, rather than something rare like a Gaia World or Relic World. On 6/21/2025 at 10:32 PM, yanqui99 said: I have a quick question... is there a way to turn down the frequency of tentacle worlds that spawn in the galaxy? I had a start game where I was surrounded by tentacle worlds. The only problem is, they don't have the zones to build up a regular industry or anything. It would have been cool to have them later in the game, but not when I was just starting out. What other mods are you playing with, I don't recall ever seeing a naturally occuring tentacle world in any of my LV playthroughs.
Master Don Posted June 23, 2025 Posted June 23, 2025 it appears there are issues between lv and cinder
NotIndustrious Posted June 24, 2025 Posted June 24, 2025 9 hours ago, XavierMace said: What other mods are you playing with, I don't recall ever seeing a naturally occuring tentacle world in any of my LV playthroughs. My exact playlist various across game versions, but I consistently use some mods that effect galaxy generation (Other than LV): Gigastructral Engineering, Planetary Diversity, and More Events.
armand12 Posted June 24, 2025 Posted June 24, 2025 5 hours ago, NotIndustrious said: My exact playlist various across game versions, but I consistently use some mods that effect galaxy generation (Other than LV): Gigastructral Engineering, Planetary Diversity, and More Events. I've noticed it as well, before calcified updated my run had 3 tentacle worlds within reach, after I put calcs directors cut in the new run had one within my starting cluster, still too early to tell how many are in the galaxy as yet.
XavierMace Posted June 24, 2025 Posted June 24, 2025 14 hours ago, NotIndustrious said: My exact playlist various across game versions, but I consistently use some mods that effect galaxy generation (Other than LV): Gigastructral Engineering, Planetary Diversity, and More Events. I use Giga, but not PD. PD would seem like a likely candidate to affect spawning of tentacle worlds.
uRude Posted June 24, 2025 Posted June 24, 2025 Hey, I have a question about More and Scrollable Building Slots for Zones. So i have some mods that add building slots through perks and traditions and stuff. For example, most of my districts should have 15 building slots now but Scrollable Building Slots seems to limit me to only scroll down to my 6 - 9th building slots so I can't access the 10th to 12th slots or the 13th to 15th slots. Has anyone else encountered this issue? Maybe someone knows their way around the code with a possible fix?
LordOfJesters Posted June 29, 2025 Posted June 29, 2025 I'm having a problem where it's Giving me an error in the launcher saying the path in its descriptor file is invalid or does not exist. I put both the mod file and the folder into the stellaris mod file. Am I missing a step, or something?
NotABadPerson Posted June 29, 2025 Posted June 29, 2025 (edited) Is there a way to just outright remove/disable Pleasure Suits? Other than just manually going into the mod folder and editing the relevant .txt files? In the late-game, the auto-reserach keeps picking it, and I hate how it either constantly interrupts the game to give my leaders negative traits, or I have to deal with a permanent 10 crime debuff on the whole empire for some paltry "benefits". Edited June 29, 2025 by NotABadPerson
Kuzuma Posted June 30, 2025 Posted June 30, 2025 Anyone knows what happens on this event? I got this on a titanic life world.
Railgunner2160 Posted June 30, 2025 Posted June 30, 2025 wrong mod, that's from Planetary Exploration iirc
NotIndustrious Posted June 30, 2025 Posted June 30, 2025 6 hours ago, Kuzuma said: Anyone knows what happens on this event? I got this on a titanic life world. I'm pretty sure that event is from EdwardEL's Planetary Exploration, not Lustful Void.
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