Jump to content

Recommended Posts

Posted
4 hours ago, Railgunner2160 said:

wrong mod, that's from Planetary Exploration iirc

 

4 hours ago, NotIndustrious said:

 

I'm pretty sure that event is from EdwardEL's Planetary Exploration, not Lustful Void. 

 

 

Ah I see, thanks!

I thought it was from LV since it happened after the titans started smashing the pops so much, that they got a new trait, and i was sure that feature was from LV

Posted
12 hours ago, Kuzuma said:

 

 

 

Ah I see, thanks!

I thought it was from LV since it happened after the titans started smashing the pops so much, that they got a new trait, and i was sure that feature was from LV

 

The Sex Titans events and Titanic Evolution trait are from Lustful Void.

 

AFAIK, the Beast Takeover event chain/situation from Planetary Exploration triggers off any of the vanilla wildlife planet modifiers; Hostile Wildlife, Docile Wildlife and Titanic Life.

Posted

Question, how do I modify the perfect hybrid and titanic traits to give me negavtive opinion from all empire types? I wanna role play as a sexy super species that the whole galaxy is jellous of. But so far changing the trait opinion to -350 for both isn't doing anything and no one is declaring war on me? Anyone got any ideas? 

Posted

It seems that when i build an alien preservation center, the jobs (zookeeper) are never filled. could this be a bug or am i missing something?

Posted
7 hours ago, bigdickkus said:

Question, how do I modify the perfect hybrid and titanic traits to give me negavtive opinion from all empire types? I wanna role play as a sexy super species that the whole galaxy is jellous of. But so far changing the trait opinion to -350 for both isn't doing anything and no one is declaring war on me? Anyone got any ideas? 

So, when you edit traits you typically have to modify three files. First, you'll find it under Lustful Void\common\traits\lv_species_traits_bio_feminine. Edit that one so that it has all the features you'd like. Then, open up Lustful Void\localisation\YourLanguage\lv_traits_yourlanguage and fix it so the tooltips display what they should. Lastly, for other empire opinions, you'll have to modify Lustful Void\common\opinion_modifiers\lv_opinion_modifiers. I know titanic evolution and perfect hybrid are both in there, but if you want to edit something else you'd have to add it in here following the syntax. Modify those numbers in there how you like them and everything will gel.

Posted
7 hours ago, basviskoe said:

It seems that when i build an alien preservation center, the jobs (zookeeper) are never filled. could this be a bug or am i missing something?

That one might be a bug. Last time I built one, I vaguely remember that the building was erroneously adding both the individualist and gestalt versions of the jobs. So, if you're playing a hive you'd have (for example) 2 drone zookeeper jobs and 2 standard zookeeper jobs. Since you'd only have drones, those two get filled and the other two don't.

 

It'll probably get fixed later, I wouldn't worry about it unless you're actually not getting the ones that your pops *can* fill.

Posted
5 hours ago, RandoNord said:

I cannot for the life of me figure out how to get these mods working, tried joining the Discord server but it doesn't load anything 😂

Joining the Discord server in itself doesn't do anything to help you load mods.

Posted (edited)

I'm using the additional mod you've put onto the Steam Workshop that grants building slots. However it seems that with a Sexopolis, despite it saying it grants +9 slots, some of the districts don't actually get 9 building slots.

 

These Include:

Snuggle enforcement Zone

Sexologist Zone in the Comfort Districts Panel

Lithia

Gem Incubation Zone

Milker Zone

Sexologist Zone in the Sexologists Research Panel

 

Further Edit: It is not just the Sexopolis with the issue. Any of the LV added zones on regular worlds also do not get granted the correct building slots.

 

I've tried following the instructions in the Workshop for the mod and editing the zones.txt in the LV mod itself. But I'm likely doing it wrong as it seems to change nothing no matter what numbers I change.

 

Further Edit: This has now been fixed. It was a load order issue.

 

More and Scrollable Building Slots for Zones is now granting +9 slots to all LV zones as it should be

Edited by Serithiene
Posted (edited)

While on that subject, I don't think having so many LV districts on regular worlds is the right approach here. Least not if you want "balance". Perhaps it would be better if there was only one, but with all the LV zones as options? That, or just sprinkle the zones among existing districts (at least the "Milker" could be part of the agricultural).

Oh, btw: Robots keep joining Breeder jobs even without the necessary traits. You might want to have a look at that.

Edited by CheckUp
Posted

Hi, I have problems with More and Scrollable Building Slots for Zones, on Machine Worlds in Generator Nexuses, Mining Nexuses etc I have only 3 building slots, Centran Nexuses and on other worlds everything is fine
Mod is lowest on the modlist

image.png.791c99d1b6a8781b9e7a89b287944eb9.pngimage.png.44dd3c46adc73b48d878e836aa17be5e.png

Posted
6 hours ago, Faithful Fox said:

Hi, I have problems with More and Scrollable Building Slots for Zones, on Machine Worlds in Generator Nexuses, Mining Nexuses etc I have only 3 building slots, Centran Nexuses and on other worlds everything is fine
Mod is lowest on the modlist

image.png.791c99d1b6a8781b9e7a89b287944eb9.pngimage.png.44dd3c46adc73b48d878e836aa17be5e.png

I played around with the code a bit and got the following results: the game says there should be 9 slots, but only 3 are displayed
image.png.c315a32b151d848d9a4a1f9fb5aed8f2.png

Posted

Is there a patch for Se Humans/humanoids to appear mono gendered? Because the traits dont reflect this. Females spawn in a male only species and males appesr in a female only species.

Posted
4 hours ago, sdgffgdfg said:

Is there a patch for Se Humans/humanoids to appear mono gendered? Because the traits dont reflect this. Females spawn in a male only species and males appesr in a female only species.

Are you using both the monogender traits (All male, all female) and the species setting in creation? (Male, female, mix, indeterminate)

Posted
11 hours ago, Schmee said:

Are you using both the monogender traits (All male, all female) and the species setting in creation? (Male, female, mix, indeterminate)

Yes, I am using those traits on multiple species. I probably should have been more specific. What I meant when I said that males and females appear in empires is that it's exclusively the pops that don't reflect the chosen gender, both in traits and Stellaris' normal gender selection. Leaders still follow the chosen gender rule and adhere to the chosen traits.

Posted
On 7/14/2025 at 5:44 AM, sdgffgdfg said:

Yes, I am using those traits on multiple species. I probably should have been more specific. What I meant when I said that males and females appear in empires is that it's exclusively the pops that don't reflect the chosen gender, both in traits and Stellaris' normal gender selection. Leaders still follow the chosen gender rule and adhere to the chosen traits.

I suppose I should have been more specific as well. Did you also, in addition to the traits, choose one of the monogender options here?

Screenshot 2025-07-15 074949.png

Posted (edited)

Some fixes,@Lithia<3.

game_rules:
can_fill_breeder_worker and can_fill_gem_incubator (and their hive counterparts) should have a "lv_can_pop_procreate = yes" limit.
I'm also wary about the Cosmogenesis checks for any of these precalcs (since I don't think the Lathe *should* have any lv jobs).

pop_jobs:
Jobs which need to be inaccessible to vanilla robots need a "possible = {}" check for being not mechanical or being smexy_robutts.


traits: (dominant, scary, sadistic, etc.)
Any trait which has a triggered_planet_growth_habitability_modifier must check for planet_owner instead of owner.
Traits with potential affecting other species must be in a triggered_planet_modifier scope instead of triggered_modifiers.

 

opinion_modifiers:

submissive_general_opinion and highly_dominant_general_opinion need a FROM to target the country. (and the code should be re-nested to avoid repeat).

Edit: The mod author Little Tee figured out you can add "generate_shipset = no" to species_classes to avoid adding unnecessary ships (i.e. the Tentacle and LV_robots; there are also ways to include them under existing species classes.)

Edited by CheckUp
Posted

image.png.277a78a7c3a31c3ebcb02a81bed8544e.png

Curious if anyone could help me out. Game will boot fine but LV and Calc's mods won't appear at empire creation but Tass and unlimited traits do. Is this a load order issue or something else causing non-workshop mods not to load even though they are present, up to date, and being detected. 

Posted
7 hours ago, CheckUp said:

@Sporty_uwu Your load order is wrong. Calc's mods need to be below the LV mods, and UI Dynamic need to be at the very bottom.

Same shit different day I'm afraid. Even with a trimmed down version (just LV and Calc's) nothing loads in. 

Posted

The "Prosperity Preacher" job from the Golden Rod outcome doesn't seem to get filled. Not sure if it's related to pops getting changed, but it just says "! Job requires Spirtualist". Given my nation is fanatic spiritualist I have more than enough pops in that faction, but it's still sitting empty.

Posted (edited)

@Sporty_uwu From that screenshot, I wager you're not on a Windows machine? In any case, what's probably happening is an issue with the directory hierarchy; has happened to me before -- dunno whether it's somehow Pdxs fault. Anyway: These authors stopped including the descriptor.mod file for some reason, and this was the most likely fix. What you need to do is copy the .mod file into a mod's directory, rename it to "descriptor.mod", open it with a text editor and either enter the full path to the mod or delete the "path=..." line (not sure about the second one, but it *should* work).

And if that doesn't work, then you need to add in the full path to the mod's folder in the .mod file (instead of path="mod/mod_name"). Obviously there's some hierarchy buggery going on here, but tbph I don't have the patience to test what's going on.

See more information about this at the wiki.

Edited by CheckUp
Posted
On 7/17/2025 at 8:33 AM, CheckUp said:

@Sporty_uwu From that screenshot, I wager you're not on a Windows machine? In any case, what's probably happening is an issue with the directory hierarchy; has happened to me before -- dunno whether it's somehow Pdxs fault. Anyway: These authors stopped including the descriptor.mod file for some reason, and this was the most likely fix. What you need to do is copy the .mod file into a mod's directory, rename it to "descriptor.mod", open it with a text editor and either enter the full path to the mod or delete the "path=..." line (not sure about the second one, but it *should* work).

And if that doesn't work, then you need to add in the full path to the mod's folder in the .mod file (instead of path="mod/mod_name"). Obviously there's some hierarchy buggery going on here, but tbph I don't have the patience to test what's going on.

See more information about this at the wiki.

Made an attempt with both methods still nothing. I'm currently building a new pc so maybe once that's done I'll take another shot at it. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...