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Posted

Hey so I seem to be having some trouble, a couple hundred years into my game I realized milk cow jobs are just not appearing at all, and I'm not quite sure what the issue is, I thought I got the mod order mostly figured out but I have milk cow ranches but no jobs, despite it saying it should have some, any idea how to help?

Posted
On 1/3/2022 at 5:46 AM, Bloodly said:

 

And yet Spiritualist is barred from many of the sexual civics and origins.

 

It's sort of required for divine couplings.

 

But its not explicitly barred from any origins or any civics -- its just not on the list of requirements, for the stuff which has other requirements.

Posted
9 hours ago, SohCahToa said:

Reinstall or you’ve got a conflict. Milk cow jobs do benefit from these bonuses. 

I reinstalled the mod, i don't have any other mod, and even on a new game this bug persist, are you sure ?

Posted
1 hour ago, ghurdhyll said:

I reinstalled the mod, i don't have any other mod, and even on a new game this bug persist, are you sure ?

I'm actually not getting those bonuses either. Started a fresh game to test it out, I'm getting the +25% from governor with Rancher (specifically mentioning milk cows) and the 10% from Milk Rancher's civic, along with specific LV milk cow-affecting traits. Nothing from stability, the 2% from level 1 governor, no bonus from chattel slavery or from Serviles or Very Strong which give worker strata output but not specifically milk cow output. Etc.

Posted (edited)

I cant Bioengineer hybrid's anymore. is that intentional.

 

To clarify. Once I get a hybrid I cant Bioengineer the rest of the species to the hybrid. I get a clicking sound and all other subspecies are greyed out and cant be selected.

 

I gave the Hybrid trait to a pop via console and can bioengineer that. Is it the Psionic trait locking it out? 

 

Edit. Did some testing and it is the Psionic that is locking it out. I guess that's on Paradox. I can only Bioengineer once I have Transcendence Ascension.

 

Think I'll play with the Psionic # out of the event for now.

 

Once again love the mod thanks for the work.

Edited by azril
Posted
16 hours ago, ghurdhyll said:

I reinstalled the mod, i don't have any other mod, and even on a new game this bug persist, are you sure ?

 

14 hours ago, Schmee said:

I'm actually not getting those bonuses either. Started a fresh game to test it out, I'm getting the +25% from governor with Rancher (specifically mentioning milk cows) and the 10% from Milk Rancher's civic, along with specific LV milk cow-affecting traits. Nothing from stability, the 2% from level 1 governor, no bonus from chattel slavery or from Serviles or Very Strong which give worker strata output but not specifically milk cow output. Etc.

 

cow_prod.PNG.e4bc346821821f1f8843fb6c1b1b93b6.PNG

 

The modifiers I'm seeing in my game. Stability is there. What's missing?

 

2 hours ago, azril said:

I cant Bioengineer hybrid's anymore. is that intentional.

 

To clarify. Once I get a hybrid I cant Bioengineer the rest of the species to the hybrid. I get a clicking sound and all other subspecies are greyed out and cant be selected.

 

I gave the Hybrid trait to a pop via console and can bioengineer that. Is it the Psionic trait locking it out? 

 

Edit. Did some testing and it is the Psionic that is locking it out. I guess that's on Paradox. I can only Bioengineer once I have Transcendence Ascension.

 

Think I'll play with the Psionic # out of the event for now.

 

Once again love the mod thanks for the work.

 

There are two workarounds.

1. Assimilate all subspecies so they all get the psionic trait. Then you should be able to apply the template. Yes this requires having the ascension perk to have access to the assimilation ability. 

2. Downloading a mod such as Traits removable will let you use gene modding with all special traits. 

Posted (edited)
3 hours ago, SohCahToa said:

The modifiers I'm seeing in my game. Stability is there. What's missing?

Exept that you have LV extra which rework LV job, ands thus turn your point moot.

I don't use it because it seems to be really unbalanced.

Edited by ghurdhyll
Posted (edited)
49 minutes ago, ghurdhyll said:

Exept that you have LV extra which rework LV job, ands thus turn your point moot.

I don't use it because it seems to be really unbalanced.

 

None of my mods change the milk jobs such that it would fix whatever issue you are having. If they did then I would have told you the relevant fix you need to make. 

 

EDIT: @ghurdhyll Ok figured it out. The reason mine was working was because I had Gigastructure installed. Turns out Gigastructure has a patch hidden in their mod. 

What you need to do is from within lv_common_categories.txt under planet_lv_pops, change "parent = planet_pops" to "parent = planet_jobs_productive"

or just install Gigastructure.

Edited by SohCahToa
Posted
11 hours ago, SohCahToa said:

There are two workarounds.

1. Assimilate all subspecies so they all get the psionic trait. Then you should be able to apply the template. Yes this requires having the ascension perk to have access to the assimilation ability. 

2. Downloading a mod such as Traits removable will let you use gene modding with all special traits. 

 

Thanks I'll just edit the mod file to remove Psionic trait on the event. It always seemed odd to me to get Psionic from it anyway. If I want Psionic I can just take the ascension. It just doesn't fit for me narratively.

 

 

Posted (edited)

Yes I used to do this with older play through's but with the low starting numbers it takes forever, as by year 100 I can have 2000 pop and and 300 subspecies and my computer has a heart attack just scrolling though the list pops.

 

Giving it the head start helps, and means I don't have to insanely micro a hybrid on to all my planets to start conversion.

 

But its more the narrative of it. I don't think it fits the event. Just my opinion of course.

Edited by azril
Posted

I had fun poking around the code yesterday to work out why I was locked out of Bioengineering. (Above posts have details) So I thought I would try something and learn a little modding in the process.

 

I'm trying to make Biological Mimicry available to Machanist Origins, not just Machine Intelligence.

 

I've not been able to get it to work but not sure why. My Programming experience is limited to industrial logic computers and a little Basic, and that was years ago. Can someone check my work here and see where I have gone wrong.

 

# Machine Empire Traits Unlock
tech_lv_biological_mimicry = {        # Biological Mimicry
    cost = @tier4cost1
    area = engineering
    tier = 4
    category = { industry }
    is_rare = yes
    prerequisites = or =    # I think it might be this or command at fault
                        { "tech_robomodding_m" "tech_binary_motivators" }
                        { "tech_robomodding"   "tech_robomodding_points_1" }
    weight = @tier4weight1
    
    modifier = {
        ROBOT_species_trait_points_add = 6
        MACHINE_species_trait_points_add = 6
    }

    potential = {
        or = {
            has_authority = auth_machine_intelligence
            has_origin = origin_Mechanist
            NOT = { has_civic = civic_machine_terminator }

     

Posted
7 hours ago, azril said:

I had fun poking around the code yesterday to work out why I was locked out of Bioengineering. (Above posts have details) So I thought I would try something and learn a little modding in the process.

 

I'm trying to make Biological Mimicry available to Machanist Origins, not just Machine Intelligence.

 

I've not been able to get it to work but not sure why. My Programming experience is limited to industrial logic computers and a little Basic, and that was years ago. Can someone check my work here and see where I have gone wrong.

 

# Machine Empire Traits Unlock
tech_lv_biological_mimicry = {        # Biological Mimicry
    cost = @tier4cost1
    area = engineering
    tier = 4
    category = { industry }
    is_rare = yes
    prerequisites = or =    # I think it might be this or command at fault
                        { "tech_robomodding_m" "tech_binary_motivators" }
                        { "tech_robomodding"   "tech_robomodding_points_1" }
    weight = @tier4weight1
    
    modifier = {
        ROBOT_species_trait_points_add = 6
        MACHINE_species_trait_points_add = 6
    }

    potential = {
        or = {
            has_authority = auth_machine_intelligence
            has_origin = origin_Mechanist
            NOT = { has_civic = civic_machine_terminator }

     

You do multiple prerequisites like this 

 

prerequisites = { "tech_droid_workers" "tech_colonial_centralization" }

 

Just a space separating the two techs. 
 

https://stellaris.paradoxwikis.com/Technology_modding

Posted

Right, but the prerequisites are mutually exclusive as they are the techs form Machine Empires and Normal Empires. So I cant put all the techs in as then nether of the empires would see the tech as nether can complete the prerequisites. That's why I tried an  "or" command to separate the different Empire prerequisites.

 

I guess I have to make a separate tech just for normal empires or change the prerequisites entirely. Making a new tech for it seems simpler.

Posted

This is a really great mod! Thanks for all the loving work!

 

Two quick questions:

 

Is it on purpose that with the Tentacle World start the planet has a bunch of unemployed specialists on it but no foundry or civilian industry to put them to work in? It feels like this might be a small bug?

 

The Intercompatible Womb trait is disabled by default and says that it can be enabled in the LV options menu. But I could only find the option that allows removal of special traits, not the one that enables the Intercompatible Womb trait. What am I missing?

Posted (edited)

I'm not sure if this has been noted but Hive Minds can't use planet decisions you unlock from the "Breeding tradition" as they require consumer goods which a Hive Mind can't produce.

Edited by aether101UwU
Posted
23 hours ago, azril said:

Right, but the prerequisites are mutually exclusive as they are the techs form Machine Empires and Normal Empires. So I cant put all the techs in as then nether of the empires would see the tech as nether can complete the prerequisites. That's why I tried an  "or" command to separate the different Empire prerequisites.

 

I guess I have to make a separate tech just for normal empires or change the prerequisites entirely. Making a new tech for it seems simpler.

 

I think or  = needs to be inside curly braces.

 

(Also, it is good to follow indentation style so you can quickly notice problems.)

Posted
16 hours ago, sen4mi said:

 

I think or  = needs to be inside curly braces.

 

(Also, it is good to follow indentation style so you can quickly notice problems.)

 

I think they were if you mean these  {---}. If not can you explain further. And you right I will have to read up on standard styles again. Its been a while since I did any Programming.

 

On 1/7/2022 at 12:34 PM, Zod said:

This is a really great mod! Thanks for all the loving work!

 

Two quick questions:

 

Is it on purpose that with the Tentacle World start the planet has a bunch of unemployed specialists on it but no foundry or civilian industry to put them to work in? It feels like this might be a small bug?

 

The Intercompatible Womb trait is disabled by default and says that it can be enabled in the LV options menu. But I could only find the option that allows removal of special traits, not the one that enables the Intercompatible Womb trait. What am I missing?

 

As for the Tentacle World start it also happens with other starts like the Parallel Evolution. I think this a throw back from when paradox changed planets. I like the idea. Your population has gotten so big you "must" go to space and find new homes. If you expand quickly you can mitigate the problem and have a pop boost over other empires. More pop more better, after all.

 

As for the Intercompatible Womb. Maybe its under Biohybrids as the womb's are for hybrids. It seems to be working fine for me. with everything enabled.

 

LV options menu is in Edicts for any that cant find it.  

Posted
8 hours ago, azril said:

 

I think they were if you mean these  {---}. If not can you explain further. And you right I will have to read up on standard styles again. Its been a while since I did any Programming.

 

 

As for the Tentacle World start it also happens with other starts like the Parallel Evolution. I think this a throw back from when paradox changed planets. I like the idea. Your population has gotten so big you "must" go to space and find new homes. If you expand quickly you can mitigate the problem and have a pop boost over other empires. More pop more better, after all.

 

As for the Intercompatible Womb. Maybe its under Biohybrids as the womb's are for hybrids. It seems to be working fine for me. with everything enabled.

 

LV options menu is in Edicts for any that cant find it.  

 

I'm not sure you can use or for technologies. I've asked in the stellaris modding discord. I'll edit when I hear back. 

I think the OP is correct, the settings for intercompatible womb don't seem to be implement yet. They work fine like you said but there's no option to disable the feature from what I can tell. 

Posted (edited)
On 1/9/2022 at 10:05 AM, staubgeist said:

Wouldn it be possible to add a Invasive Breeders tab to the species panel to toggle which species should be able to be replaced?

it would totally be possible, and is already the case, with the in-game restriction :

slave and pops with pop control enableb can't replace pop.

Adding another tab to do that again would circonvent some core mechanics of the game, like xenophiles not being able to control pop at all so adding that tab would be detrimental to the game i think as it would be a "cheat".

Edited by ghurdhyll
Posted (edited)
On 1/8/2022 at 6:08 PM, azril said:

 

I think they were if you mean these  {---}. If not can you explain further. And you right I will have to read up on standard styles again. Its been a while since I did any Programming.

 

I had thought that instead of

 

    prerequisites = or =    # I think it might be this or command at fault
                        { "tech_robomodding_m" "tech_binary_motivators" }
                        { "tech_robomodding"   "tech_robomodding_points_1" }

 

you should have had

 

    prerequisites = {

            OR =    # I think it might be this or command at fault
                   { "tech_robomodding_m" "tech_binary_motivators" }
                   { "tech_robomodding"   "tech_robomodding_points_1" }

   }

 

But when I read https://stellaris.paradoxwikis.com/Technology_modding#Prerequisites I see that that does not make sense

 

Perhaps this would work:

 

    potential = {
        from = {
            AND = {
                OR = {
                    AND = {
                        has_technology = "tech_robomodding_m"
                        has_technology = "tech_binary_motivators"
                    }
                    AND = {
                        has_technology = "tech_robomodding"
                        has_technology = "tech_robomodding_points_1"
                    }
                }
                OR = {
                    has_authority = "auth_machine_intelligence"
                    has_origin = "origin_Mechanist"
                    NOT = {
                        has_civic = "civic_machine_terminator"
                    }
                }
            }
        }
    }

 

(though perhaps that second element of the top AND block should be an owner = instead of a from =?)

Edited by sen4mi
Posted

What a mod! First of all huge huge kudos, this is amazing. I am a noob in stellaris so it was hard for me to get into but it was really fun to explore. I'm pretty sure someone has raised this by now but in case it wasn't brought up, tentacle symbiosis possibly needs a rework. With all the sex job output buffs you can stack, even without using the cheat trait, their lab districts spit out a ridiculous amount of science, easily 1k a month in early game. The difficulty in playing them comes in managing customer goods and rare resources, but it's nowhere near enough of a drawback when you have lance weapons before the AI properly starts fielding destroyers :D I would love to see this origin reworked, possibly with the tentacle core getting more events to play on it's sentience, rather than it just being a terrain feature.

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