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[mod] LV Extras - Sex Alderson Disk, Combination Traits, Civics, & More


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7 hours ago, SohCahToa said:

It seems like maybe you're not using LV Patches. LV Patches will change all megastructures to use sexologists (however you do not need the civic in my version). It adds the milking buff to sexologists too. I didn't change the sexbot city though. That seems like a few feature rather than a patch. 

 

...Huh?

 

That was a suggestion, so megas don't devalue civic.

Edited by MstrN
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On 12/14/2021 at 9:39 PM, MstrN said:

 

...Huh?

 

That was a suggestion, so megas don't devalue civic.

 

Oh. For some reason I thought you were saying that they weren't showing up. 

 

The only thing about needing the civic is that right now its limited to materialists. That kind of makes sense but the problem is that other empires will have trouble generating enough research without using sexologists if they are using too many sex traits (since these traits lower pop job output). Maybe making you still need to use the civic but opening it up more more empire types would be a reasonable alternative. 

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At a first glance, that's a reasonable intent; but in the LV itself, as far as I can tell, there's only 5 traits that actually cripple research output (-20%~-50%), and they are counter-balanced by enormous boosts to LV jobs (one at +50%, four at +100%), which, when turned into research boost, or even stacked, is, well, absolutely bonkers, with each trait giving about 10 trait points worth of research boost.

I'd even say that what civic gives should be even less avaliable, even locked behind ascension perk, and civic itself, while made avaliable to anyone, could be limited to swapping half of researcher jobs to sexologists in research buildings, while increasing the share of sexologist jobs in sexology districts on sex habitats/worlds/megas from 25% to 50%.

 

Although I think this should rather be brought up in KV thread. I assume you'd rather avoid doing such drastic changes in what's intended as a compatibility patch.

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13 hours ago, Anonymous said:

Ya forgot to put description for the "triggered_opinion_lvextra_lustful" opinion modifier in the localization file.

 

Thanks. Fixed on my side. Will come with the next update. 

 

EDIT: I posted and update for LV Extras. LV Patches will need some more time.

Edited by SohCahToa
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On 12/19/2021 at 9:02 PM, klkadf said:

So I made a simplified chinese translation file for LV extra. Not tested it yet but won't be any problem there. Mainly it's for my personal use but... well, no one can definitely say it won't help others lol

May make a file for LV patches later if I have time. 

And thank you for your hard work and the mod!

 

lvextra_l_simp_chinese.yml 11.37 kB · 0 downloads

Thanks. 

On 12/19/2021 at 9:24 PM, Railgunner2160 said:

Minor bug with the Sexual Alderson Disk start from LV Extras, it lacks the policies that allow you to choose what the Sexologists and the Gem Incubators create. As such you can't choose whether to have alloys or minerals, or if your researchers produce research or act as administrators....

Hmm…are they supposed to be available at the start? Don’t you need to research a technology? I’ll have to double check this but thanks for the info. 

EDIT: I see the problem now. Working on some way to fix it. 

EDIT2: Should be fixed.

Edited by SohCahToa
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LV Patches Is Not Compatible With LV 0.6.5

 

2.2.0

  • New (Second) district for birch world (Still WIP)
  • Modified jobs for birch world districts
  • Added support for hive mind jobs to birch world districts
  • New Stud trait icon courtesy of Ascens TYVM
  • Unlocked the policies to fix where Sexologist and gem jobs were missing their production output
    • Warning: I had to override a LV File for this to work. Beware of conflicts.
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3 hours ago, SohCahToa said:

LV Patches Is Not Compatible With LV 0.6.5

 

2.2.0

  • New (Second) district for birch world (Still WIP)
  • Modified jobs for birch world districts
  • Added support for hive mind jobs to birch world districts
  • New Stud trait icon courtesy of Ascens TYVM
  • Unlocked the policies to fix where Sexologist and gem jobs were missing their production output
    • Warning: I had to override a LV File for this to work. Beware of conflicts.

Which LV file did you have to override?

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Tentacle world is sooooo good, but also very op at the start. I would love an ascension path to get there starting with some kind of quest series. This is often what I thought that the flesh path should take with bioformed ships and not having hundreds of different species outcomes. Seriously love this mod tho! It's awesome. 

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Minor issue with Sex Alderson start. There's no source of Consumer Goods other than the Sexologists, so you're stuck spending ten years with either research or consumer goods, but not both. Even reducing the active Sexologist jobs down to 2 (and reducing Escort and Whore jobs as well) consumes more than basic income. Lithia changed LV so that milk cows don't produce CG anymore, so there's no income there. And All You Need Is Loving mod isn't working anymore, so no CGs from trade either. Might I recommend adding a single Civilian Industries building to the initial setup to cover at least basic CG needs at the beginning? Not really important, just a thought, as a species would have had to have some sustained CG creation just to get to the game's start point.

Edited by Zorlond
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13 hours ago, Tyrgalon said:

Which LV file did you have to override?

 

9 hours ago, Railgunner2160 said:

IIRC It's "lv_policies.txt"

Yes sorry I should have put that in the change list. 

6 hours ago, Sybian said:

Tentacle world is sooooo good, but also very op at the start. I would love an ascension path to get there starting with some kind of quest series. This is often what I thought that the flesh path should take with bioformed ships and not having hundreds of different species outcomes. Seriously love this mod tho! It's awesome. 

Interesting idea. Right now though LV is working on a big update to tentacle stuff. For now it’s probably best to wait and see what comes from that update. 

4 hours ago, Zorlond said:

Minor issue with Sex Alderson start. There's no source of Consumer Goods other than the Sexologists, so you're stuck spending ten years with either research or consumer goods, but not both. Even reducing the active Sexologist jobs down to 2 (and reducing Escort and Whore jobs as well) consumes more than basic income. Lithia changed LV so that milk cows don't produce CG anymore, so there's no income there. And All You Need Is Loving mod isn't working anymore, so no CGs from trade either. Might I recommend adding a single Civilian Industries building to the initial setup to cover at least basic CG needs at the beginning? Not really important, just a thought, as a species would have had to have some sustained CG creation just to get to the game's start point.

I think all the megastructure starts are going to have this problem. I already mentioned it on the LV discord. What I’m thinking is trying to make the output from sexologists depend on a planet modifier rather than empire wide policy. This way you could have multiple planets specialized for either resource. I was also thinking of maybe a third policy option that produces a little bit of both resources. I’m going to upload a quick update that adds a few artisan jobs in the mean time until I figure out which direction to go. 
EDIT: Also there is the consumer benefits trade policy. Unlocking that early would probably be a good strategy. 

Edited by SohCahToa
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New bug found. The Bombshell and Stud traits haven't had the special resource modifiers updated to match the reworked jobs, as such jobs such as "Comfort Worker" which replaced the old Streetwalker job or the new Gestalt drone jobs don't actually benefit from the "combined" traits nature.

 

Edit: as a temp fix I edited the streetwalker jobs SR production to replace them with the Comfort Worker version on my end, but the Bombshell and Stud Traits really need a update pass on their special resource production. I mean it was no wonder it was easier to get the SRs I needed for maintenance using the separate traits compared to using Bombshell and Stud!!

Edited by Railgunner2160
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2 hours ago, Railgunner2160 said:

New bug found. The Bombshell and Stud traits haven't had the special resource modifiers updated to match the reworked jobs, as such jobs such as "Comfort Worker" which replaced the old Streetwalker job or the new Gestalt drone jobs don't actually benefit from the "combined" traits nature.

 

Edit: as a temp fix I edited the streetwalker jobs SR production to replace them with the Comfort Worker version on my end, but the Bombshell and Stud Traits really need a update pass on their special resource production. I mean it was no wonder it was easier to get the SRs I needed for maintenance using the separate traits compared to using Bombshell and Stud!!

Thank you. I forgot about this. Will fix in next update.

 

2.2.1

  • Some small changes to account for the removal of consumer goods from milk cows
    • Added 20 consumer goods to the Alderson Generator
    • Added the upkeep for a Gem district to the Alderson Generator
    • Added two Compact Industrial Area deposits (gives 4 alloy and 4 consumer goods jobs) to the starting Alderson Disk 
    • Fixed the missing compact industrial area deposit (gives 2 alloy and 2 consumer goods jobs) on the Sex World start
  • Minor localization change

 

EDIT: 2.2.2 Released to fix the quoted issue

2.2.2

An update for LV Patches was coming but I got delayed. Sorry.

  • Fixed Stud and Bombshell not giving their bonus resources for the new LV jobs
  • Fixed Stud being unlocked via the female technology not the male one
Edited by SohCahToa
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Hate to bring this up, but for the Bombshell trait under the section for Exotic Gasses it looks like this:

 

Spoiler

        # Exotic Gases from LV Jobs
        planet_lv_milk_cow_exotic_gases_produces_add = 0.1
        planet_lv_milk_drone_exotic_gases_produces_add = 0.1
    #    planet_lv_streetwalker_exotic_gases_produces_add = 0.05
        planet_lv_whore_exotic_gases_produces_add = 0.05
        planet_lv_concubine_exotic_gases_produces_add = 0.05
    #    planet_lv_call_girl_exotic_gases_produces_add = 0.05
        planet_lv_escort_exotic_gases_produces_add = 0.05
        
        planet_lv_pleasure_drone_volatile_motes_produces_add = 0.05
        planet_lv_breeder_drone_volatile_motes_produces_add = 0.05
        planet_lv_breeder_volatile_motes_produces_add = 0.05
        planet_lv_comfort_worker_volatile_motes_produces_add = 0.05
        planet_lv_nurture_drone_volatile_motes_produces_add = 0.05
        planet_lv_gem_incubator_volatile_motes_produces_add = 0.05
        planet_lv_gem_incubator_drone_volatile_motes_produces_add = 0.05
        planet_lv_experimenter_drone_volatile_motes_produces_add = 0.05
        planet_lv_sexologist_volatile_motes_produces_add = 0.05       

As you can see the second group adds volatile_motes instead of exotic_gases.

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11 minutes ago, Railgunner2160 said:

Hate to bring this up, but for the Bombshell trait under the section for Exotic Gasses it looks like this:

 

  Hide contents

        # Exotic Gases from LV Jobs
        planet_lv_milk_cow_exotic_gases_produces_add = 0.1
        planet_lv_milk_drone_exotic_gases_produces_add = 0.1
    #    planet_lv_streetwalker_exotic_gases_produces_add = 0.05
        planet_lv_whore_exotic_gases_produces_add = 0.05
        planet_lv_concubine_exotic_gases_produces_add = 0.05
    #    planet_lv_call_girl_exotic_gases_produces_add = 0.05
        planet_lv_escort_exotic_gases_produces_add = 0.05
        
        planet_lv_pleasure_drone_volatile_motes_produces_add = 0.05
        planet_lv_breeder_drone_volatile_motes_produces_add = 0.05
        planet_lv_breeder_volatile_motes_produces_add = 0.05
        planet_lv_comfort_worker_volatile_motes_produces_add = 0.05
        planet_lv_nurture_drone_volatile_motes_produces_add = 0.05
        planet_lv_gem_incubator_volatile_motes_produces_add = 0.05
        planet_lv_gem_incubator_drone_volatile_motes_produces_add = 0.05
        planet_lv_experimenter_drone_volatile_motes_produces_add = 0.05
        planet_lv_sexologist_volatile_motes_produces_add = 0.05       

As you can see the second group adds volatile_motes instead of exotic_gases.

Crap ?‍♂️

EDIT: Fixed? ?

Edited by SohCahToa
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10 minutes ago, Zorlond said:

Actually, if Bombshell is supposed to include Exotic Honey (and it should, if it's set as an Opposite), then Bombshell should generate motes... *shrug*

?ok let me check it out. 

 

EDIT: It's correct I believe. Bombshell is producing motes. The previous bug was that I had two sets of motes rather than one motes and one gas. 

Thanks for helping me squash the bugs. 

Edited by SohCahToa
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LV Patches:

Fixed Kinky Void for LV 0.6.5, available here.

 

NEW: 2.2.1

Added Compatibility for All You Need Is Loving Continued

Added Compatibility for Kinky Void (I forgot it initially) 

 

NEW: 2.2.0

Job-Trait Compatibility added for LV, LV AT, LV Expansion, and SSX Traits

Please report any problems. This is a significant change.

 

NOTE: I didn't do the drone jobs yet. Sorry

Edited by SohCahToa
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LV Extras:

2.2.4

  • Removed the restrictions on the tentacle and sex world civics

LV Patches:

2.2.2

  • Some fixes to the KV exotic milk cow
  • Mostly minor organizational changes

LV Tweaks:

1.0.0 Initial Release

  • Reworks the way the output of Sexologists and Gem Incubators is determined
    • Uses the empire policy setting by default
    • Adds a planetary decision to change the output type for that planet
      • Will override the empire policy choice
  • By default all LV and LV Submod decisions are hidden. They can be revealed by using a decision and then hidden the same way. 
    • This helps a lot to reduce clutter in the planetary decision window.
  • Changes the requirements for some civics and ascension perks to make them a bit more accessible. 
  • Makes certain traits cheaper and others available to be selected at game start for better roleplay potential.

 

Please report any issues. Thanks and I hope you enjoy. 

Edited by SohCahToa
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Well, there is no decision available. I conquered the sexopolis through a claim so maybe that could be the source of the problem. 

My load order is: 

["Lustful Void","
(Merged) default", (a bunch of steam mods I merged for convenience sake)
"LV Extras",
"LV Tweaks",
"LV_Expansion",
"LV additional things",
"Kinky Void",
"Calcifire's Trait Pack for LV",
"Sexys Xenos Traits and More",
"LV Patches",
"Portrait Trigger Pack - Core",
"SE - Asset Repackage",
"SE - Restyled",
"SE - Restyled - Extra Bodies",
"SE - Restyled - Plus Plus",
"Ero species_merged",
"ZS animated species",
"SexyFlags",
"UI Overhaul Dynamic",
"UI Overhaul Dynamic - More Tradition Categories (48)",
"24 Building Slots",
"The Bimbo Mod!",
"More Starbase Slots",
"A Deadly Tempest [3.2.☠]",
"The Great Khan Expanded [3.2.☠]"],

Edited by Fake438
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