ANiceDayOutside Posted October 5, 2025 Posted October 5, 2025 Is there a way to disable the crisis? It shows up even though I've disabled crises in the game options before starting
XXLBR Posted October 9, 2025 Posted October 9, 2025 I'm having the same save-on-load issues as a few of the people in the thread if anyone's found a fix for it 🙏 Same unchecked keys as the homie on page 9, though I don't know if that's what causes the crash. Happens only later into saves, past 25 years at least.
SirSwordsalot Posted October 15, 2025 Posted October 15, 2025 So, i am playing a fanatic xenophile empire who is out to unit the galaxy in sexy times, but not in the euphoracis way. I just conquered a species of biometallically locked individualistic machines, and they for WHATEVER REASON built tons of sex job districts and because their negatives are so bad that it actually takes away resources from me, I am actually currently dying a horrible death by resource drain. Is there any way for me to rip that trait out of them or is my run just....fucked? 1
Spaceguest991 Posted October 16, 2025 Posted October 16, 2025 Being able to remove the biometallically locked would be really nice. Seems like AI takes it fairly often so it quickly just makes the game unfun and get a bunch of dead weight pop if you take over any empire that has it. And it just seems weird you can be Genetics Ascension and undoing this is not something you can do.
test3211112 Posted October 16, 2025 Posted October 16, 2025 (edited) LV civics can be applied to megacorps. Chastity war goal on megacorps only removes the megacorp specific civics but not the generic ones. In my game for example, sex crazed breeders wasn't removed. Also, the chastites civic is only added if MLD civics are removed, not if LV or FO civics are removed. Edited October 16, 2025 by test3211112
HUMP Posted November 4, 2025 Posted November 4, 2025 On 9/15/2025 at 11:27 PM, Npi9 said: anyone know what could be causing pops to not work exotic dancer jobs? On 9/26/2025 at 12:01 AM, Qwertyuiop79 said: I found that the obedient breeders civic causes them to not work many jobs added by this mod. dancer jobs included. If you have that civic try removing it. I made a temporary correction in 1.3.2. File: common/pop_jobs/mld_slavery_jobs.txt Line: 364 possible = { hidden_trigger = { exists = owner } OR = { has_trait = trait_domesticated has_trait = trait_domesticated_hive } }
literally_nobody Posted November 16, 2025 Posted November 16, 2025 (edited) Suggestion: if the empire getting nominated for Galactic Aide supports the nomination, other empires should be inclined to support the motion. If possible, the stronger the nominee (relative to the other empires), the more they should support it. Also, for people asking: I'm running this on 4.1.6 and it's working great. Edited November 16, 2025 by literally_nobody added a statement
Seared_Steak Posted November 20, 2025 Posted November 20, 2025 For whatever reason, custom AI empires built heavily for sex jobs keep picking the modesty tradition and incinerating their economies. The fastest I've seen this happen was within 5 years of game start (with acot origins) and the only reason I even found out was because after establishing contact their capital got glassed after it rebelled due to their horrible economy (everything is red). Any way to prevent AI empires from picking modesty to prevent this from happening?
SirSwordsalot Posted November 28, 2025 Posted November 28, 2025 (edited) If mango reads this, I apologize in advance if this sounds particularly whiny or negative. Don't get me wrong, I love your work here, its as critical to my runs as LV itself. But this has been a pretty persistent pain in the ass for my games ever since MLD 1.3.0 and I'm kinda out of options, hence my repeated bitching. So I'm returning again to ask anyone if there's any way to remove bio-metallically locked, or if there are any plans to make it removable in the future. While the wiki says its removable, I have as of yet found no way to do so (Even the genetics path doesn't work...) and its seriously fricking with my tentacle world empires (and all my other ones to lesser degrees) because they still, despite efforts to directly forbid them from doing so, work sex jobs and the trait doesn't tell you that theres a -1000% efficiency malus when they do work one. Because of how Stellaris works, this means that they are actively causing damage to my empire by existing within it and every job they work actively drains whatever resource they are supposed to be producing. And after trying to live with it for multiple runs, I've concluded that I simply can't play any variety of non-chaste xenophile empire anymore because they have no way to get rid of them because. The effects are actually quite severe and I'm 70% certain that anything affecting output makes the drain even worse. Its actually bad enough to where I'm considering reverting back to Stellaris 3.14 specifically to avoid this. Well, that and for performance reasons. Unless someone can tell me an intended method of removal that I've somehow missed? The only option available to me so far is to convert them to a different species via aggressively adaptive reproduction, which doesn't gel well with a lot of the empire concepts I like to play. Also, individualistic machines can take it, somehow. In that case, I have no other option than a more directly genocidal approach. EDIT: So! I can continue my tentacle empires now. But not via the means I had wanted, as it relies on the remove_trait_species console command and debugtooltip to find the relevant species ID and specific trait name. The only means I have discovered for removing bio-metallically locked that doesn't involve commands is to have finished the modesty tradition tree. Which exists for the sole purpose of putting it onto non-primary pops, and isn't very helpful to any lewd empire. I believe that some method should be implemented for non-chaste empires to remove it in the next update. Edited December 1, 2025 by SirSwordsalot
Mister_Wake Posted December 2, 2025 Posted December 2, 2025 I am a tad confused The mod seems to be working as intended, with the civics, federations and so forth working fine However, I have yet to see a single event trigger from anything. No federation events, nothing! What do I do?
Thegameing Posted December 2, 2025 Posted December 2, 2025 (edited) 5 hours ago, Mister_Wake said: I am a tad confused The mod seems to be working as intended, with the civics, federations and so forth working fine However, I have yet to see a single event trigger from anything. No federation events, nothing! What do I do? Yep. Same as me. I got nomination event pop up when I get the galatic ade, but doesn't show any other events save from nomination. Edited December 2, 2025 by Thegameing
Deluxe_Vector Posted December 3, 2025 Posted December 3, 2025 I tested 1.3.3 today and found that the Cathouse Sanctum branch office is missing the AI weight, but maybe that is intentional? AI will never build them. There seems to be some issue if you allow 4 overlord holdings and get +1 Holding with the tradition the AI overlord will go into a loop rebuilding the same branch office again and again but i need someone else to verify this. Maybe there is something else going on.
Schmee Posted December 4, 2025 Posted December 4, 2025 - Removed the protectorate tech threshold requirements for all subject types (this should fix cases of the Lupanarius preset not showing due to tech rushing) You are a saint. Bless you. 1
SirSwordsalot Posted December 5, 2025 Posted December 5, 2025 (from 1.3.3 changelog) "[4] Reduced the penalties of the Bio-metallically locked trait: ) Lupanarius job efficiency: -250% -> -50% ) Sex/Dairy job efficiency: Inoperable -> -50% [5] The trait can now be removed if an empire has either the Integrated Cybernetics or Gene Tailoring technologies - Non-chastity empires now require either the Integrated Cybernetics or the Gene Tailoring tech to adopt the Modesty tradition tree" All hail the Mango! All hail the Mango! Its precisely as I hoped it'd be, removable: But its still work to get it done. A good balance.
Shad0wC00kie Posted December 5, 2025 Posted December 5, 2025 On 12/3/2025 at 6:40 PM, Deluxe_Vector said: I tested 1.3.3 today and found that the Cathouse Sanctum branch office is missing the AI weight, but maybe that is intentional? AI will never build them. There seems to be some issue if you allow 4 overlord holdings and get +1 Holding with the tradition the AI overlord will go into a loop rebuilding the same branch office again and again but i need someone else to verify this. Maybe there is something else going on. I can confirm the latter, but for me overlords have build the Sanctums during that loop, which then doesn't remove the blocker properly but keeps adding it, so i have to use commands to get rid of them. But the Ai does seem to eventually stop and just uses whichever 4 it has there then. I personally don't like the blockers being placed from it, because it prevents you from turning the planet into an ecomonopolis/sexopolis.
Deluxe_Vector Posted December 5, 2025 Posted December 5, 2025 3 hours ago, Shad0wC00kie said: I can confirm the latter, but for me overlords have build the Sanctums during that loop, which then doesn't remove the blocker properly but keeps adding it, so i have to use commands to get rid of them. But the Ai does seem to eventually stop and just uses whichever 4 it has there then. I personally don't like the blockers being placed from it, because it prevents you from turning the planet into an ecomonopolis/sexopolis. Thank you for confirmation. I wonder how they are building the Sanctums for you. For me they choose the vanilla buildings and i manually had to add a ai weight to it so they are now building them too.
bsdmm Posted December 5, 2025 Posted December 5, 2025 quick question does it work in 4.2.3? (4.2.2 has a dx11 issue and made the game unplayable for a bunch of people on windows 11)
Spaceguest991 Posted December 6, 2025 Posted December 6, 2025 (edited) Thank you for making it so biometallically locked can be removed. One bit of feedback I had of a idea is to make so if biometallically locked is removed then they get unhappy the same way pops get unhappy when you take over a world by force. and likewise breederpops get the same unhappiness if biometallically locked is added to them. Though I don't really know how much code fangluging that would take so maybe not. Edited December 6, 2025 by Spaceguest991
Shad0wC00kie Posted December 7, 2025 Posted December 7, 2025 Since the Galactic Aide is all about getting lots of pops and distributing them it might be interesting for there to be a resolution that gives community members a special causus belli against the Aide. When war is declared with it the war would only last a certain amount of time and the empire declaring it gains pops from the aide based on how much space they occupied in that time. Though now that i think about it, it'd probably not be easy to make.
TheJoke Posted December 9, 2025 Posted December 9, 2025 On 12/3/2025 at 6:40 PM, Deluxe_Vector said: I tested 1.3.3 today and found that the Cathouse Sanctum branch office is missing the AI weight, but maybe that is intentional? AI will never build them. There seems to be some issue if you allow 4 overlord holdings and get +1 Holding with the tradition the AI overlord will go into a loop rebuilding the same branch office again and again but i need someone else to verify this. Maybe there is something else going on. Same thing happened to me, butfor me it didnt matter how many holdings were allowed, they just keept spamming them in an infinite loop on all my planets, and for some reason the blocker stays when the sanctum is removed
Eric333 Posted December 14, 2025 Posted December 14, 2025 Hello, I am the overlord of a lupanarius. I was able to research a lupanarius technology, but I cannot construct the buildings it enables. This technology is "Lupanarius developed infrastructure".
Nonamestated Posted December 21, 2025 Posted December 21, 2025 Without this mod LV usually separates your pops into male/female is there something in this mod that stops that?
nomadofpeace Posted January 5 Posted January 5 question, is there a fix for ai empires not wanting to have lupanarius vassals/vassals in general? they always say doesnt like vassal type even when theyre supposed to take vassals
userusersixnine Posted January 5 Posted January 5 wish there was a decision or something to release lupinarius vassals from conquered planets, at least with obsessive concubinage it would be good to create spinoff tiny nations to extract tribute from instead of just occupying.
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