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Posted
4 hours ago, schroecat said:

We *should* be able to, but this is presently broken by patch 3.3.

 

I'm not sure what has changed, but on 3.3 I can't upgrade:

- Sapient Dairy Ranch to Sapient Dairy Estates;

- Brothel to Bordello; or

- Comfort Zone to Comfort Megaplex.

Similarly Specialised Creamery can also no longer be constructed.

 

Edit:  And suddenly I fixed it while I was stuffing around with the building files, but I don't even know what I did...

 

Edit 2: I've got it.  The broken component is:

allow = {
        buildings_upgrade_allow = yes
  }

For whatever reason, this scripting no longer functions.

 

I made it work by replacing this with:

allow = {
        has_upgraded_capital = yes
    }

 

Now obviously these do slightly different things, but it's working for me and I'm just going to keep it this way for now.  I'll let the brains trust pick it up and run with it from here.

 

 

 

Thanks for the information, i wasnt sure if its a problem just for me.
That solution worked for me too

Posted

Had a strange run-in with the new patch mechanics today. Not really LV's fault, but thought I'd share.

 

There has been some modifications to Reform Government. Originally, it was a flat 250 Influence cost to do this, allowing one to add Civics after getting research (and possibly modded Ascension Perks) done. Well, Paradox changed this so that Empire Size directly determines the cost of Reforming Government, making it Size*10 in cost. But the capacity cap for Influence hasn't changed.

 

This means my empire of hyper-breed-happy-sluts quickly managed to populate the empire up to 108 Empire Size before I was ready to Reform. This made the cost 1080, which is impossible to save up to since Influence cap is 1000. Fortunately, I use Production Revolution, which allows me to 'hide' a chunk of population in it's Manpower stat, which doesn't count to Size. But once I did this, and brought the cost down to about 850, I paid for the Reformation....

 

And the game didn't take the Influence away. Not one point. I still had almost 900 influence, and still had it after waiting a month to tick over.

 

Weird.

Posted

pretty sure that in the new 3.3 update, government reform requires Unity instead of influence. I'm not sure if LV, being from the last patch, overrides that back to influence, but if not, that would be why you didn't see your influence go down at all.

Posted

Well it definitely prevented me from attempting to Reform while the Influence cost was too high. So, it's looking at Influence, but taking from Unity? That doesn't make sense.

Posted (edited)
38 minutes ago, nerdy gamer said:

how to i install this mod correctly? i don't see a difference, so i'm assuming i did something wrong. anyone willing to do a step by step tutorial with/for me?

Go to C:\Users\userName\Documents\Paradox Interactive\Stellaris\mod
Unpack the contents of the archive into it so that a folder and a file with the .mod extension appear in it.
Open the Paradox launcher, select the mods tab.
On the right, click on the update icon.
Next, go to the game sets tab and add + enable the mod.

*If you are playing on version 3.3, then there is no point in installing the mod. It's been updated for now. Most likely it will be updated next week.

Edited by Normone
Да
Posted
21 hours ago, Zorlond said:

There has been some modifications to Reform Government. Originally, it was a flat 250 Influence cost to do this, allowing one to add Civics after getting research (and possibly modded Ascension Perks) done. Well, Paradox changed this so that Empire Size directly determines the cost of Reforming Government, making it Size*10 in cost. But the capacity cap for Influence hasn't changed.

 

You may have a UI mod or something obscuring the new mechanics.  In my current game, with LV and a dozen or so other mods, Reform Government now costs Unity.  My current cost to reform is over 14,000, and the Reform button is available to click, with no warnings about insufficient resources.

Posted
18 hours ago, Normone said:

Go to C:\Users\userName\Documents\Paradox Interactive\Stellaris\mod
Unpack the contents of the archive into it so that a folder and a file with the .mod extension appear in it.
Open the Paradox launcher, select the mods tab.
On the right, click on the update icon.
Next, go to the game sets tab and add + enable the mod.

*If you are playing on version 3.3, then there is no point in installing the mod. It's been updated for now. Most likely it will be updated next week.

i can't find them in "playsets" only in "all installed mods"

Posted

While we wait for the post-update mod fuckery to clear up in a few weeks, I thought I'd give a suggestion for a few mods that pair well with LV (and worked fine as of 3.2): Carrying Capacity and Ecology Mod

 

The whole point of LV is to crank up pop growth to ridiculous levels and have fun doing it, but on vanilla pop growth model the number of pops can get unruly and very difficult to manage, very quickly.

 

Carrying Capacity creates a system that dynamically modifies the pop growth rate for each planet individually, using a planetary deposit that modifies growth based on a bunch of things like planet size, housing, and number of free districts. So each regular planet has a soft "cap" of up to 400 biological pops, and the speed of growth dynamically adjusts based on how close you are to to the cap, with the cap updating every few years (though I suggest tweaking the BASE_POP_GROWTH modifier in carry_defines.txt from 2 to 3, to be less slow and more in-line with vanilla growth speed, since that's what LV was based off of)

 

Ecology mod is similar in that it creates waste/pollution as a resource/planetary deposit, and how you manage that impacts a bunch of things like pop growth, habitability, trade value, etc. 

 

Using both mods adds a fun and more manageable pop growth mechanic, where it lets you use LVs traits, policies and other mechanics to their fullest potential by making it something of a game to fight dynamically changing pop growth modifiers with every lewd tool LV has to offer.

Posted (edited)

Currently, most empire based stuff that took influence now take Unity. Leaders have a Unity upkeep, and reform uses it too. If I remember, you also build megastructures without influence. The only thing that I think still uses it are outposts.

Edited by MagnaSonic3000
Posted (edited)

Got a little issue. I don't think it's LV's fault, I think it's just an unfortunate interaction with Production Revolution and possibly Ethics and Civics Classic (in Steam Workshop).

 

So I'm running a slaver empire (Caste System civic from E&CC, 40% enslaved pop ratio), I have the Species Slavery Type set to Domestic Servitude. This normally would create jobs for unemployed slaves to fill, not very efficient but more efficient than sitting around all day doing nothing. But it doesn't work. The Domestic Servant jobs aren't created, slaves remain unemployed, and nothing happens.

 

Cue the Sexual Slavery tech. I research it, implement the Slavery Prostitution Policy, and now unemployed slaves are being given Sex Slave jobs (again, not efficient, but better than nothing). The jobs are being created, and slaves are filling them. All good, right? Uh, not quite. The Sex Slave job is getting priority over some other jobs, like Comfort Worker, sometimes Breeder or Milk Cow. So, my excessively horny mega-sluts are running off to become someone's private sex toy rather than working as a masseuse or lying around just being pregnant or milked all day.... which actually makes perfect sense, but it's still a little disruptive to my job queues.

 

What makes it worse is the interaction this has with Production Revolution. Unemployed slaves that are supposed to be Domestic Servants somehow don't register to PR's mechanisms that slot unemployed pops into its Manpower stat. So the unemployed slaves just sit there, stuck. And when Sex Slave jobs come along, PR doesn't touch them, because they're employed. And since my girls prefer to be Sex Slaves, PR tries to bring pops out of Manpower to fill jobs. A percentage of which become slaves because slave empire, who run off to be Sex Slaves. So I end up with a quarter of the visible population being Sex Slaves, which throws Manpower out of whack, cutting deep into production of resources. Everyone's quitting their jobs working 9-5 on the production lines to beg random people to take them as their personal sex pet.... Which, again, makes perfect sense for these girls even though they're not Submissives, they're Just That Horny....

 

Ugh, I have discovered the Crisis, and it is Thirsty Thots. :P

Edited by Zorlond
Posted
9 hours ago, Zorlond said:

Got a little issue. I don't think it's LV's fault, I think it's just an unfortunate interaction with Production Revolution and possibly Ethics and Civics Classic (in Steam Workshop).

 

So I'm running a slaver empire (Caste System civic from E&CC, 40% enslaved pop ratio), I have the Species Slavery Type set to Domestic Servitude. This normally would create jobs for unemployed slaves to fill, not very efficient but more efficient than sitting around all day doing nothing. But it doesn't work. The Domestic Servant jobs aren't created, slaves remain unemployed, and nothing happens.

 

Cue the Sexual Slavery tech. I research it, implement the Slavery Prostitution Policy, and now unemployed slaves are being given Sex Slave jobs (again, not efficient, but better than nothing). The jobs are being created, and slaves are filling them. All good, right? Uh, not quite. The Sex Slave job is getting priority over some other jobs, like Comfort Worker, sometimes Breeder or Milk Cow. So, my excessively horny mega-sluts are running off to become someone's private sex toy rather than working as a masseuse or lying around just being pregnant or milked all day.... which actually makes perfect sense, but it's still a little disruptive to my job queues.

 

What makes it worse is the interaction this has with Production Revolution. Unemployed slaves that are supposed to be Domestic Servants somehow don't register to PR's mechanisms that slot unemployed pops into its Manpower stat. So the unemployed slaves just sit there, stuck. And when Sex Slave jobs come along, PR doesn't touch them, because they're employed. And since my girls prefer to be Sex Slaves, PR tries to bring pops out of Manpower to fill jobs. A percentage of which become slaves because slave empire, who run off to be Sex Slaves. So I end up with a quarter of the visible population being Sex Slaves, which throws Manpower out of whack, cutting deep into production of resources. Everyone's quitting their jobs working 9-5 on the production lines to beg random people to take them as their personal sex pet.... Which, again, makes perfect sense for these girls even though they're not Submissives, they're Just That Horny....

 

Ugh, I have discovered the Crisis, and it is Thirsty Thots. :P

 

E&CC and LV modify the file that handles civics. You need a patch to run them together. If you understand coding you can use Irony Mod Manager to create a patch.

Posted

Actually, E&CC and LV run fine together, there's no conflict in the civics themselves. The file names are different, as are the civic names, so they supplement each other, and both sets of civics show up in game and work fine. I have WinMerge, comparing the two mods is pretty easy. It's just how Production Revolution handles slavery, and LV's Sex Slaves in particular (PR doesn't even know they exist), that causes the interaction.

Posted (edited)

The conflict is with the temple buildings. If you don't patch it you will either get one mod's civic or the other. I have created that patch in Irony a few times now.

 

There may be others, but I have had to add the concubines code to the temples every time.

Edited by Isangrad
Additional Information
Posted
1 hour ago, nerdy gamer said:

i only see the mods in "all installed mods" not in "playsets" so i can't activate them. what do i do?

Top right corner of the launcher when you're underneath playsets there's a button called "add more mods". Click that, and it'll open up a window with all unassigned mods where you can tick the boxes and add them to your selected playset. Then you can enable/disable/adjust load order from there.

Posted
On 3/3/2022 at 2:30 PM, Schmee said:

Top right corner of the launcher when you're underneath playsets there's a button called "add more mods". Click that, and it'll open up a window with all unassigned mods where you can tick the boxes and add them to your selected playset. Then you can enable/disable/adjust load order from there.

thank you SO much! FINALLY it worked! XD

Posted (edited)

Not sure if this has been mentioned before, but I think this mod is preventing spiritualist empires from building temples on their colonies with the latest update.

Edited by ElsissSurana
Posted
4 hours ago, ElsissSurana said:

Not sure if this has been mentioned before, but I think this mod is preventing spiritualist empires from building temples on their colonies with the latest update.

It very well might be since it hasn't been updated after the last game update.

Posted
8 hours ago, ElsissSurana said:

Not sure if this has been mentioned before, but I think this mod is preventing spiritualist empires from building temples on their colonies with the latest update.

It is.

 

There is a file in 'mod\lustful void\common\buildings' named '08_unity_buildings_lv_overwrites.txt'.  This file overwrites the Temple, Holotemple, Sacred Nexus, Sacrificial Temple, Grim Holotemple, Temple of Grand Sacrifice, and Citadel of Faith to add Concubine jobs.  This is what is breaking the Temples.

 

Fortunately, this is pretty easy to fix.  Just go to your main Stellaris folder (probably C:\Program Files (x86)\Steam\steamapps\common\Stellaris) and navigate to 'Stellaris\common\buildings\' and then copy '08_unity_buildings.txt'.  You want to copy this file into 'mods\lustful void\common\buildings'.  Then it's just a matter of going through the old Lustful Void file, finding the lines that add the concubines for each building and adding those to the file you copied.  When everything is done, just save it as "08_unity_buildings_lv_overwrites.txt' and delete any other files in the directory that start with '08_unity_buildings'.

 

Alternatively, if you don't want to use concubines then you can just delete the file instead, which saves a bit of time and stuffing around.

Posted

Looking forward to this being updated for the latest 3.3 patch, as some people have said it currently doesn't work fully with it for the changes with unity and such. I'll have to have it disabled until then but it has been fun using it :)

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