VeePone Posted June 22, 2019 Posted June 22, 2019 I gave the BlueWinds addon a try before it got yeeted down. I have to say, I really loved the changes it made. I'd like to see it full-on integrated in the future, if you're down for that. 2
ag12 Posted June 22, 2019 Posted June 22, 2019 So, I've had a bit of time at my hands and with the new DLC coming out decided to pick up Stellaris again - and after checking LL for mods for the game as I always do for games these days, I got this mod. I just thought I'd give my two cents on how the mod works and what I'd like to see improved. I'd argue that the most important mechanic is the whole milk cow building chain, but I'm not sure if the boni from different traits stack correctly. It would be nice if instead of telling me something has a 'substantial' effect on milk production/sex jobs/other species, it'd be specific and tell me exactly what the boni are. I like to minmax heavily and 'moderate', 'substantial', etc just is not accurate enough for me to be able to make informed decisions on where to spend my gene tailoring points. Sure, there's an RP element to the whole thing, so I went for all the kinky perks anyway, but it would be great to see the exact modifiers. Especially, since I have a suspicion that the traits for milk production don't stack correctly. There didn't seem to be any noticable difference in production after gene tailoring perfect cow girls from my mediocre slaves. It's entirely possible I haven't understood one of the mechanics, but on first glance there might be an issue with the stacking. Also, I love the fact that there's decisions about the milk cow policy, but I'd much prefer it if that decision was set in the species rights instead of empire policies - I basically ended up with three core planets stacked with my original species and specialists all the way except some amenities produced by ... 'workers' as well as two dedicated slave planets with minimal specialist infrastructure (something like ~10 master species, ~70 slaves). I dedicated one of those planets to produce insane amounts of food and consumer goods for my entire empire by stacking 10 milk cow farms filled with basically perfect gene-tailored cows, which worked well enough. So well, I had them make unity instead of the extra food/cg. However, the other planet I wanted to set up as a breeding planet to grow different species, like the 'workers' for my home world, slave soldiers and, obviously, the breeding slaves. Now the issue is that I have to choose empire-wide for whether the cows make food/cg or use cg to boost growth - but since I had two different sorts of cow girls, one with max milk and one with max growth, that didn't quite make sense. I'd like the one planet to produce food/cg/unity in the milk farms and the other planet to boost growth for my other species. That would be possible if the decisions about free use etc were species dependant. Anyway, I'll play some more and if I stumble across anything else, I'll let you know. Overall, great work! Well done, thanks!
cptnnutt Posted June 24, 2019 Posted June 24, 2019 On 6/22/2019 at 4:00 PM, VeePone said: I gave the BlueWinds addon a try before it got yeeted down. I have to say, I really loved the changes it made. I'd like to see it full-on integrated in the future, if you're down for that. *this post definitely not made by BlueWinds*
VeePone Posted June 24, 2019 Posted June 24, 2019 2 hours ago, cptnnutt said: *this post definitely not made by BlueWinds* Nah, man. Just a random dude who tried out the mod before it got yeeted. It made everything feel less awkwardly integrated. Chill. Also, there wouldn't really be an issue with mod ownership/permissions and shit if it was just straight integrated.
Zorlond Posted June 24, 2019 Posted June 24, 2019 Enjoying the Nymphic Hosts civic so far, but I have some thoughts. Considering the -100 Relations malus Nymphic Hosts get, on top of the -30 for Hive Mind (and probably more malus for Horny), the ability to form a Federation seems... impractical. Sure, I could -maybe- see it happening, but not without a ton of difficulty (gifts max out at +100 Relations). Perhaps consider swapping the Adaptability Traditions for something more practical for a hive-minded species of horny women?
teutonicguy Posted June 24, 2019 Posted June 24, 2019 After doing a bit of testing and looking at the code, I think I've identified the problem with the robot rape event, and others like it. So, lv_event_mods.1 is triggered by population changes, and when it happens it runs lv_event_mods.2 on every pop on the planet. This part works ok I think. The problem is the order in which lv_event_mods.2 runs, especially on planets with mixed population. Since some of the events have a add/remove to planet modifier, if your lewd minded all female with cybernetic wombs pops get evaluated last, the modifier sticks on the planet. If it evaluates your gestalt mind synth seeder robots last, it'll remove the modifier, even though there are pops on the planet that qualify. Assuming it wasn't tried before and failed, it might work better to limit the pop scope modifiers to the pop events, and move the planet modifying checks over to lv_event_mods.1. I'll do a bit of testing and code tweaking and see what I come up with. Is there a git I can submit changes to? EDIT: Works like a charm! added and else_if and the mod doesn't fall off. So, to keep things similar to now, I'll keep everything in .2 and I'll look for other planet modifiers that might be getting affected like this one. Spoiler # Minifacturing Fabrication Womb if = { limit = { OR = { AND = { has_citizenship_rights = no pop_has_trait = trait_lv_cybernetic_minifacturing_fabrication_womb } AND = { OR = { pop_has_trait = trait_lv_submissive pop_has_trait = trait_lv_masochistic pop_has_trait = trait_lv_lewd_mind pop_has_trait = trait_lv_sex_crazed has_ethic = ethic_materialist } pop_has_trait = trait_lv_cybernetic_minifacturing_fabrication_womb } } planet = { any_pop = { OR = { pop_has_trait = trait_lv_biomechanical_breeder pop_has_trait = trait_lv_synth_seeder } } } } # Pop qualifies if = { # So if not already one, add the mod. limit = { planet = { NOT = { has_modifier = lv_robot_rape_static } } } planet = { add_modifier = { modifier = lv_robot_rape_static days = -1 } } } } else_if = { limit = { OR = { pop_has_trait = trait_lv_biomechanical_breeder pop_has_trait = trait_lv_synth_seeder } planet = { any_pop = { OR = { AND = { has_citizenship_rights = no pop_has_trait = trait_lv_cybernetic_minifacturing_fabrication_womb } AND = { OR = { pop_has_trait = trait_lv_submissive pop_has_trait = trait_lv_masochistic pop_has_trait = trait_lv_lewd_mind pop_has_trait = trait_lv_sex_crazed has_ethic = ethic_materialist } pop_has_trait = trait_lv_cybernetic_minifacturing_fabrication_womb } } } } } # Pop qualifies if = { # So if not already one, add the mod. limit = { planet = { NOT = { has_modifier = lv_robot_rape_static } } } planet = { add_modifier = { modifier = lv_robot_rape_static days = -1 } } } } else = { # DOES NOT qualify if = { limit = { planet = { has_modifier = lv_robot_rape_static } } planet = { remove_modifier = lv_robot_rape_static } } } 3
Lithia<3 Posted June 24, 2019 Author Posted June 24, 2019 @ag12 Species rights are mostly hard-coded unfortunately. Also, I'll think about making the localizations a bit more...informative. Like I've said before, this is still just a framework and many things are really just placeholders and possibly buggy. They'll get refined and fixed with time lol @teutonicguy I'll take another look at github since more people are interested in that now. The discord server does what I wanted it to do anyway, so I can just ignore that feature I didn't like. Thanks for finding that bug though! I thought it might be in there but haven't had time to take a look yet. 4
robot0302 Posted June 25, 2019 Posted June 25, 2019 Hmmm...what about cyborg-genital traits for cyborg pops? like 'you can remain biological with synth ascension, here's some new trait' thingy. maybe bonus for some specialist jobs or cheaper than ordinary genital traits is will be great. 1
death Posted June 25, 2019 Posted June 25, 2019 do u plan on incorporating the rest of MASSA like the slave market building and the other buildings the observation outpost event chains slave prostitute policy and civics also do u plan on adding in any more slave related stuff
snarfies Posted June 25, 2019 Posted June 25, 2019 I really like the Salacious Machines building chain. I've tried a standard bio species, and I'm a little less sold on their building chains. Salacious Machines had a nice build over time - you began with the Basic Settlements, and then worked your way up to Fancy Metacity. They were a nice little energy bonus, but not OP. The bio chains are just kinda handed to you, and are totally OP. Dairy Farm and its upgrades mean you will never have to build Civilian Industries, Agriculture Districts, or any food buildings. I was set to fully militarized economy and was still drowning in consumer goods, despite having upgraded Brothels and Sex Markets. I guess the downside is that those seem to be the jobs that pops really really want, as I sometimes had to manually shuffle pops out of those positions or they wouldn't do anything else, but that isn't my idea of fun. My suggestion would be to not have any of those chains immediately available. Gate them, and their upgrades, behind techs, and maybe gate Brothels behind the Supported Brothels civic, like how Pleasure Gardens are gated behind the Sexual Idyll civic. Also: Brood Parasite malus is still not being applied to "victim" pops. At least, there's no text saying its occurring.
CaCO3 Posted June 25, 2019 Posted June 25, 2019 2 hours ago, snarfies said: I really like the Salacious Machines building chain. I've tried a standard bio species, and I'm a little less sold on their building chains. Salacious Machines had a nice build over time - you began with the Basic Settlements, and then worked your way up to Fancy Metacity. They were a nice little energy bonus, but not OP. what mod are you talking about?
cptnnutt Posted June 25, 2019 Posted June 25, 2019 8 minutes ago, CaCO3 said: what mod are you talking about? it's a lustful void thing, machine empires can build to account for and integrate organic lifeforms through planet buildings
CaCO3 Posted June 25, 2019 Posted June 25, 2019 Which kind of machine empire? I have never seen such buildings ... ?
teutonicguy Posted June 26, 2019 Posted June 26, 2019 Turns out I wasn't quite right the first time. I moved the robot rape part out of mods.2 and into mods.1 and it works better. The modifier was still disappearing even though there are valid pops on the planet, which makes sense when I looked at the logic again. I think I've finally tweaked it so that the robot rape event fires properly when there are cyber womb organic pops and seeder robot pops. If I have time I'll look into doing the same treatment on the unity static modifiers, since I think the same issue might be happening. lv_event_mods.1 below: Spoiler planet_event = { # Planet event triggered by on_action (and potentially manually) whenever the planet's population will change, either increasing or decreasing. id = lv_event_mods.1 hide_window = yes is_triggered_only = yes trigger = { exists = owner } # Shouldn't be necessary, but just in case. immediate = { #For testing purposes, count how many times this has evaluated on the planet #change_variable = { which = evaluations value = 1 } owner = { every_owned_pop = { limit = { planet = { is_same_value = ROOT } is_sapient = yes } pop_event = { id = lv_event_mods.2 } # Fire mod assignment event for every pop on the planet whose population changed } } planet_event = { id = lv_event_mods.15 days = 10 } if = { limit = { planet = { AND = { any_pop = { OR = { AND = { has_citizenship_rights = no pop_has_trait = trait_lv_cybernetic_minifacturing_fabrication_womb } AND = { OR = { pop_has_trait = trait_lv_submissive pop_has_trait = trait_lv_masochistic pop_has_trait = trait_lv_lewd_mind pop_has_trait = trait_lv_sex_crazed has_ethic = ethic_materialist } pop_has_trait = trait_lv_cybernetic_minifacturing_fabrication_womb } } } any_pop = { OR = { pop_has_trait = trait_lv_biomechanical_breeder pop_has_trait = trait_lv_synth_seeder } } } } } # Pop qualifies if = { # So if not already one, add the mod. limit = { planet = { NOT = { has_modifier = lv_robot_rape_static } } } planet = { add_modifier = { modifier = lv_robot_rape_static days = -1 } } } } else = { # DOES NOT qualify if = { limit = { planet = { has_modifier = lv_robot_rape_static } } planet = { remove_modifier = lv_robot_rape_static } } } } }
dienow Posted June 27, 2019 Posted June 27, 2019 11 hours ago, teutonicguy said: Turns out I wasn't quite right the first time. I moved the robot rape part out of mods.2 and into mods.1 and it works better. The modifier was still disappearing even though there are valid pops on the planet, which makes sense when I looked at the logic again. I think I've finally tweaked it so that the robot rape event fires properly when there are cyber womb organic pops and seeder robot pops. If I have time I'll look into doing the same treatment on the unity static modifiers, since I think the same issue might be happening. lv_event_mods.1 below: Hide contents et al Do you need to remove the fabrication entry from .2 to get this to work? Because the event is not correctly increasing pop assembly for my robots. (Or the bonus is not appearing when looking at the assembly bonus screen?) Can you just post your corrected file?
teutonicguy Posted June 27, 2019 Posted June 27, 2019 11 hours ago, dienow said: Do you need to remove the fabrication entry from .2 to get this to work? Because the event is not correctly increasing pop assembly for my robots. (Or the bonus is not appearing when looking at the assembly bonus screen?) Can you just post your corrected file? Yes, you'd remove everything related to the robot rape from mod.2. I changed the modifier in a different file, that's why it's not affecting production. It's in \common\static_modifiers\lv_static_modifiers.txt, line 220 ish. The modifier needs to be planet_pop_assembly_multi instead of what it was. lv_robot_rape_static = { # Robot Rape Assembly Bonus icon = "gfx/interface/icons/planet_modifiers/pm_lv_robot_rape_bonus.dds" icon_frame = 2 planet_crime_add = 10 planet_pop_assembly_mult = 0.25 } Hopefully it's ok to add these? I'm mainly posting bugs and the fixes I've found so they can be incorporated into the next version. lv_static_modifiers.txt lv_event_mods.txt
dienow Posted June 28, 2019 Posted June 28, 2019 11 hours ago, teutonicguy said: Hopefully it's ok to add these? I'm mainly posting bugs and the fixes I've found so they can be incorporated into the next version. As far as I know, it's okay to add files like these as long as you're making sure people know they're unofficial, personal fixes and such? I appreciate you doing so. I'll test this and see how it works, then let you know the results.
turnerd20 Posted June 29, 2019 Posted June 29, 2019 I'm loving this mod, especially the sexy adviser voices and the loading screens
Bloodly Posted June 29, 2019 Posted June 29, 2019 Explain to me the 'Salacious Machine' civic, because I don't understand it. You get new tech which brings a new building with new jobs, which need actual biological people(The building gives you more housing to make up for this). Salacious Machine blocks the other 'special starts'. As a Gestalt Consciousness, you can't make Migration Treaties to get people to come to you. If you're intended to raid, you don't get raiding stance by default. You don't start with people, as a Rogue Servitor would. So how exactly is it meant to function? I mean, if it's not ready yet, that's fine. Also it takes 8 trait points to make a robot that can please male and female(4 for Synth Penis, 4 for Synth Vagina).
Lithia<3 Posted June 29, 2019 Author Posted June 29, 2019 @teutonicguy Thanks for saving me some time lol...I'll add it to the next update. @Bloodly LV does not have a civic called 'Salacious Machine'.
Ultim Posted June 29, 2019 Posted June 29, 2019 I think that Sexy Xenos is the mod which has the "Salacious Machine" civic. 1
teutonicguy Posted June 30, 2019 Posted June 30, 2019 6 hours ago, Lithia<3 said: @teutonicguy Thanks for saving me some time lol...I'll add it to the next update. @Bloodly LV does not have a civic called 'Salacious Machine'. YW. I don't have a ton of free time so I fix what I find in my current game. For example, I spent a bunch of time fiddling with the hybrid generation code to use the "create_half_species" call, because I kept getting robot pops that started growing like organics, and it doesn't look like the damn thing works with robots. Either that or I've got my scoping wrong again. Back to the drawing board.
robot0302 Posted June 30, 2019 Posted June 30, 2019 i got some problem. after synthetic evolution and became synth all my biological pops, every pops in prostitution and milking jobs unemployed. how can i fix it?
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now