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Posted
23 hours ago, Ultim said:

I am liking this addon so far.

I however would like to suggest adding an option to restrict certain species from working in these jobs, maybe even a option to only have robots/synthetics work there as well.

 

Yes, I am aware of the Job manager mod in Steam's Workshop, but it haven't yet been updated, and it seem to be incompatible with some other mods i use as well (including LV).

 

That's not a bad idea, but outside the scope of what I want to touch right now.

 

Anyway, I gave the Sex Market a similar treatment, pulled my changes out into their own patch-mod, and opened up a repo. If this gets much bigger I'll create a separate Lovers Lab release for people, but for now I still hope that it just gets integrated here rather than stays as its own project. :)

 

https://github.com/BlueWinds/lvb/releases/tag/0.0.1 - LV.Blue.Edits.zip is the file. Install it alongside the 6/6/2019 release of Lustful Void as you would any other mod.

 

It removes the Sex Market and Brothel, and instead adds sex work jobs (locked behind a tech + policy choice) to Commercial Zones and, with a second research and policy choice, as jobs-per-pop without any construction needed.

Posted

Stellaris question for people; can you make a Authoritarian/Xenophobe civ that lets you use slavery? I am trying to work around the "You value xeno species to highly" tag that prevents you from taking slaves. Syncratic evolution; one race as sadistic/dominant the other as submissive/masochistic with the second servile pop as slaves is what I want. Any ideas?

Posted
1 hour ago, Ozvelpoon said:

Stellaris question for people; can you make a Authoritarian/Xenophobe civ that lets you use slavery? I am trying to work around the "You value xeno species to highly" tag that prevents you from taking slaves. Syncratic evolution; one race as sadistic/dominant the other as submissive/masochistic with the second servile pop as slaves is what I want. Any ideas?

I'm assuming you mean Xenophile here, and the only thing I can think of would be a combination of Parallel Evolution and Slaver Guilds for civics, since slaver guilds doesn't mesh with syncretic evolution.  it's not an ideal solution since you can't choose which pops are enslaved though.

Posted
29 minutes ago, Moonhaven said:

I'm assuming you mean Xenophile here, and the only thing I can think of would be a combination of Parallel Evolution and Slaver Guilds for civics, since slaver guilds doesn't mesh with syncretic evolution.  it's not an ideal solution since you can't choose which pops are enslaved though.

You are exactly right, Xenophile. I tried combining the two and I can confirm that you get a mixed bag of who gets enslaved which actually hurts as you end up with pops in the wrong specializations who take large penalties from the Submisive/masochistic/dominant/sadistic traits negatives.

Posted

When I go to download this mod, I see four different downloads. But I do not see any description of them in the download section.

 

I presume that this means I am expected to download all four of them, and then study how they are built, before using them...?

Posted
45 minutes ago, Moonhaven said:

I'm assuming you mean Xenophile here, and the only thing I can think of would be a combination of Parallel Evolution and Slaver Guilds for civics, since slaver guilds doesn't mesh with syncretic evolution.  it's not an ideal solution since you can't choose which pops are enslaved though.

 

14 minutes ago, Ozvelpoon said:

You are exactly right, Xenophile. I tried combining the two and I can confirm that you get a mixed bag of who gets enslaved which actually hurts as you end up with pops in the wrong specializations who take large penalties from the Submisive/masochistic/dominant/sadistic traits negatives.

Syncretic Evolution and Slaver Guilds used to be usable together before 2.2 I think, but I guess it was too powerful a combination or something and suddenly they're exclusive.

 

But yeah, sadly I think the only real options are via the pop enslaved ratio modifier which enslaves a portion of the entire population, or enslaving an entire species which xenophiles obviously don't like.

 

Really wish they'd make species rights less hard-coded and more moddable. Not only would it open up new possibilities with custom slavery, assimilation and purge types, but it would probably allow the enslaved ratio to be added to an individual species instead of being a blanket on the empire.

 

The only workaround with parallel evolution I can think of would require a bit of micromanaging by opening up specialist and ruler slots by relocating pops to force the game to switch their slavery status.

Posted

Is it just me or does inter breeding and brood parasites not work? Have all male and all female species on a single world, both with intercompatability traits, and with the interbreeding ascension perk. Nothing happens. 

Have brood parasite species alongside a normal one and they also get no events.

Edit: nevermind, apparently it just takes ages.

Posted
4 hours ago, heehatatt said:

Is it just me or does inter breeding and brood parasites not work? Have all male and all female species on a single world, both with intercompatability traits, and with the interbreeding ascension perk. Nothing happens. 

Have brood parasite species alongside a normal one and they also get no events.

Edit: nevermind, apparently it just takes ages.

In a trial game, it seemes brood parasites will act when citizenship of the spicies is residency or they have imposed controls on reproduction

Posted

So i have a bit of a problem. Some of the traits are not showing up, even though i have gene tailoring researched. Maybe i'm just dumb and i'm doing something wrong, but i wanted to add intercompatible womb to my species but the trait isn't there.

Posted
10 hours ago, Raana said:

 

Syncretic Evolution and Slaver Guilds used to be usable together before 2.2 I think, but I guess it was too powerful a combination or something and suddenly they're exclusive.

 

But yeah, sadly I think the only real options are via the pop enslaved ratio modifier which enslaves a portion of the entire population, or enslaving an entire species which xenophiles obviously don't like.

 

Really wish they'd make species rights less hard-coded and more moddable. Not only would it open up new possibilities with custom slavery, assimilation and purge types, but it would probably allow the enslaved ratio to be added to an individual species instead of being a blanket on the empire.

 

The only workaround with parallel evolution I can think of would require a bit of micromanaging by opening up specialist and ruler slots by relocating pops to force the game to switch their slavery status.

This seems to be something I keep running up against; hard coding sucks! It seems that slavery and purging are particularly bad with not being able to access the code for moders. Ah well I will just need to keep trying things until I get something I like.

Posted
On 6/7/2019 at 1:40 AM, BlueWinds said:

The brothel and sex market are pretty similar to certain base-game buildings. How would you feel about, instead of making them their own building tree, adding policies that reflavor the jobs at existing, in-game buildings?

 

I'm attaching a small example, and wanted to know if people (especially @Lithia<3) are interested in more of this sort of thing before I spend time on it.

 

This attachment is the Lustful Void mod, but rather than adding a Brothel and Bordello, it adds another research, "Sex Trade Policy", which allows you to decide how you want sex work in your empire - if allowed / encouraged, it adds Escort / Whore jobs to the Commercial Zone (in addition to its default jobs).

 

Also, git repo please? Way nicer to share this sort of change, and merge it with other changes you may already be working on. The above changes just added, for example, which I haven't included here yet.

 

(also this is my first time touching a Stellaris mod, sorry if I messed anything up - tested it in-game and seemed to work fine)

!!Lustful Void With Modded Sex Jobs.zip 17.49 MB · 57 downloads

These buildings are a framework for future content, including things like specializations with policies, event chains and even civics. I'll take a look at what you did though...also I tried GitHub and after talking to support they confirmed that they can't do what I need, but would "send the idea to their dev team". So I won't be using that unfortunately, sorry.

 

On 6/7/2019 at 11:01 AM, Bloodly said:

Reminded of something. 

 

Way back in the days of 1.1 Stellaris, there was a small event mod.  Tiny really.  Randomly, two techs would show up by event.  Two pieces of equipment.  Babel sensors and Aetherial ship power systems.  Powered by tiny little creatures making love.  The text even said "Yes, let's power our ships with love."

 

Seems to be something that should be resurrected.

 

...While we're at it: Ravage Bombardment isn't showing up for Brood Swarm.  Admittedly, it might because we're Futanari, or it might be because we're a Hive.

Things like that will be worked on after I get all the mods integrated...which will happen within the next month probably.

 

12 hours ago, sen4mi said:

When I go to download this mod, I see four different downloads. But I do not see any description of them in the download section.

 

I presume that this means I am expected to download all four of them, and then study how they are built, before using them...?

You only need the main archive with the mod's name, the rest is situational/optional.

 

2 hours ago, Tsundere Mango said:

So i have a bit of a problem. Some of the traits are not showing up, even though i have gene tailoring researched. Maybe i'm just dumb and i'm doing something wrong, but i wanted to add intercompatible womb to my species but the trait isn't there.

You need the "candy" techs and maybe some others depending on exactly which traits you want.

 

 

Sorry if I'm a bit inactive these days, just a bit busy...sorry about that. I plan to fully integrate massa next to make up for it! lol

Posted
7 hours ago, kiargo said:

In a trial game, it seemes brood parasites will act when citizenship of the spicies is residency or they have imposed controls on reproduction

I wonder if there are other conditions preventing it for hive minds. My hive's main species has brood parasite and all-male while the secondary species (via symbiotic evolution) is all-female, and I'm also running the assimilator civics in the mod which means other species are automatically assimilated as full hive drones over time. Regardless of pop controls I'm still not getting brood parasite events, while the all-male/female events trigger fine.

4 hours ago, Ozvelpoon said:

This seems to be something I keep running up against; hard coding sucks! It seems that slavery and purging are particularly bad with not being able to access the code for moders. Ah well I will just need to keep trying things until I get something I like.

I've actually been wondering if it might be possible to have certain jobs auto-enslave whatever pops are working them. Not sure if it can be done of course, but if it can be done it could be a way to work around the hard-coded limitations.

1 hour ago, kiargo said:

Just out a curiosity, it will add portraits in a future?

Eventually. Lithia mentioned wanting to make animated portraits in Maya a few pages back, and I'd finished drawing up some sketches not long before because I'd had a similar idea.

 

I think the plan is to eventually have a template available so anyone can easily make their own portraits once more of the main mod is complete.

Posted
3 hours ago, Lithia<3 said:

These buildings are a framework for future content, including things like specializations with policies, event chains and even civics. I'll take a look at what you did though...also I tried GitHub and after talking to support they confirmed that they can't do what I need, but would "send the idea to their dev team". So I won't be using that unfortunately, sorry. 

What are you trying to do that it doesn't support? I was mostly just thinking of it as a place to hold the code, and to allow other people to submit code changes.

Posted

Any particular reason why modifying a species to have the Exhibitionist trait is ultimately linked to having a pre-sentient species inside your empire's borders? It requires the Epigenetic Triggers tech, which never comes up for research if you don't have a potential Uplift target available. It seems a rather odd connection to force.

Posted

That moment when you celebrate digging up a tier 3 outfitted cruiser only for its sensors to spot your definitely-going-to-be-hostile-when-first-contact-goes-through neighbor excavating the grand herald...

 

So glad I have a lot of alloys being mined atm, because my brood hive is gonna need a swarm of corvettes here soon. Almost want to try a preemptive attack to get the herald for myself.

 

Also, I wonder if an alternative for the new sex trade and brothel chain should be added for non-rogue servitor gestalt empires. Granted I am loving the bonuses since they put the crappy maintenance depots to absolute shame with amenities income, but the theming just feels odd since the gestalt mind is technically having sex with itself. So there's no real need for payment or trade.

 

10 hours ago, Zorlond said:

Any particular reason why modifying a species to have the Exhibitionist trait is ultimately linked to having a pre-sentient species inside your empire's borders? It requires the Epigenetic Triggers tech, which never comes up for research if you don't have a potential Uplift target available. It seems a rather odd connection to force.

I was wondering why that trait never showed up in my genemodding list. I honestly can't remember the last time I actually had presapients spawn in a game for me.

Posted
17 hours ago, Raana said:

Also, I wonder if an alternative for the new sex trade and brothel chain should be added for non-rogue servitor gestalt empires. Granted I am loving the bonuses since they put the crappy maintenance depots to absolute shame with amenities income, but the theming just feels odd since the gestalt mind is technically having sex with itself. So there's no real need for payment or trade.

 

I was wondering why that trait never showed up in my genemodding list. I honestly can't remember the last time I actually had presapients spawn in a game for me.

Some kind of Royal harem? The amenities coming from the drones servicing the queen of the swarm in my mind, not the drones getting on with the other drones of course.

 

If I remember correctly you also had a version of your update that included combat bonuses for your swarm civics; would you mind posting an updated file for those?

Posted
On 6/9/2019 at 7:13 PM, Lithia<3 said:

These buildings are a framework for future content, including things like specializations with policies, event chains and even civics. I'll take a look at what you did though...also I tried GitHub and after talking to support they confirmed that they can't do what I need, but would "send the idea to their dev team". So I won't be using that unfortunately, sorry.

 

Things like that will be worked on after I get all the mods integrated...which will happen within the next month probably.

 

You only need the main archive with the mod's name, the rest is situational/optional.

 

You need the "candy" techs and maybe some others depending on exactly which traits you want.

 

 

Sorry if I'm a bit inactive these days, just a bit busy...sorry about that. I plan to fully integrate massa next to make up for it! lol

rest and personal matters should not be forgotten,everything is fine !
I wish you more strength in all things !

Posted
8 hours ago, Ozvelpoon said:

Some kind of Royal harem? The amenities coming from the drones servicing the queen of the swarm in my mind, not the drones getting on with the other drones of course.

 

If I remember correctly you also had a version of your update that included combat bonuses for your swarm civics; would you mind posting an updated file for those?

Could work since amenities are supposed to represent the fulfillment of daily needs. Which for a hive mind would be making sure the primary mind has everything it needs to function properly. Maybe with variant themes depending on whether the main species is male/female-only or a brood parasite, and probably one for machine assimilators too since they're a bit different style-wise as well.

 

Also, yeah the bonuses seem to be enough to dissuade most empires from direct confrontation unless backed up by a strong ally or federation. With maybe the exception of my current game where my neighbor will probably have the grand herald by year 20. ?

 

Also, pulled the additional bonuses from the hive syncretic civic in exchange, because combining it with the breeder civics turned out to be a bit overkill on habitability and social research.

Hive Breeder Modifiers.rar

Posted
1 hour ago, Raana said:

Could work since amenities are supposed to represent the fulfillment of daily needs. Which for a hive mind would be making sure the primary mind has everything it needs to function properly. Maybe with variant themes depending on whether the main species is male/female-only or a brood parasite, and probably one for machine assimilators too since they're a bit different style-wise as well.

 

Also, yeah the bonuses seem to be enough to dissuade most empires from direct confrontation unless backed up by a strong ally or federation. With maybe the exception of my current game where my neighbor will probably have the grand herald by year 20. ?

 

Also, pulled the additional bonuses from the hive syncretic civic in exchange, because combining it with the breeder civics turned out to be a bit overkill on habitability and social research.

Hive Breeder Modifiers.rar 2.83 kB · 2 downloads

Thanks!

Posted

(Quoting is broken for me, on LL right now - i keep getting the wrong post quoted, so this is manual copy and paste, but it looks ok):

 

Quote
On 6/8/2019 at 11:32 PM, sen4mi said:

When I go to download this mod, I see four different downloads. But I do not see any description of them in the download section.

 

I presume that this means I am expected to download all four of them, and then study how they are built, before using them...?

You only need the main archive with the mod's name, the rest is situational/optional.

 

That was how I eventually did it.

 

I hope I do not need the other stuff.

 

(Thanks.)

Posted

Greetings my fellow Individuals of Culture.

 

Having recently bought and enjoyed Stellaris, I am now looking to add some lust to the Galaxy, as it can clearly be a rather dull place.

 

I have a few questions with regards to this mod as a result:

 

  1. Is it usable out of the box, or would I have to make new species/empires?
  2. If I have to make new species/empires is there a way to prevent the originals from spawning? I don't want to directly edit the original default empires unless I can easily reset them.
  3. If I have to make new species/empires, I don't suppose there is a handy mod that will get around that requirement somewhere for me?
  4. What compatible species/empires/portrait mods would those of you recommend?

I'm admittedly new to modding Stellaris (and I suppose kinda new to Stellaris?), so advice on how to properly get the Galaxy lubed would be welcome. For reference, I have already downloaded the UI mod linked in the description.

Posted

@Legowaffles

#s 1&3. It should be usable on an in-progress game. Though you'd be missing out on the features that come with the modded species traits. Namely a few pop up events, opinion changes with other empires, and bonuses to the mod's building chains. Granted you can always use the base game's genetic modification feature to add those traits to your species. So you'd mostly just have to wait for those features. The main thing you'd miss out on would be the survey events that come with the mod if you've run out of things to survey before loading the mod.

 

# 2. I use this mod to disable the vanilla default empires to keep them out of my games. For custom empires you've made, just toggle the box with the eagle in the empire selection menu until they're grayed out to prevent your custom empires from spawning.

 

# 4 There's a few portrait mods floating around the forums. I haven't used too many of them myself, but I know SSX is up to date and has a wide array of portraits to choose from.

 

Personally I'd recommend starting fresh since more features would be available right away. Plus having a few custom empires with lewd portraits set to always spawn is a bit more reliable than hoping the randomly generated ones spawn with the portraits.

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