dastardlii Posted October 25, 2024 Posted October 25, 2024 (edited) On 10/14/2024 at 8:22 AM, Calcifire said: Ah, so. I don't have any language files outside of the english setting. (now, I can't translate this stuff) BUT I can at least make it display english when using the other common language settings. I'll have those for my next update, sure. no TBA If the issue persists, I'll look into making a new solution. Just chiming in that I also experienced this. Found a world with magma worms early on, and went the rest of the game without ever unlocking Wildlife Removal. I tried adding it via console and it worked, but there was no way to unlock it in-game. Edited October 25, 2024 by dastardlii 1
babynono Posted October 25, 2024 Posted October 25, 2024 (edited) On 10/9/2024 at 9:01 PM, Calcifire said: I believe it. Dangerous Wildlife tech doesn't normally spawn unless you have it on one of your planets. Which means you are totally screwed if you end up with one of my critter blockers first before you find a planet with Dangerous Wildlife. You'll have to make sure you delete my mod first, but I have a new version up right now that hopefully addresses this, but it's a hard thing to test for. So if anyone still doesn't have any luck, do let me know. me, you forgot the d_wyrm_springs aka magma worm modifier = { factor = 0 any_owned_planet = { NOR = { has_deposit = d_dangerous_wildlife_blocker has_deposit = d_gorehound_den has_deposit = d_reinbug_nest has_deposit = d_wyrm_spring } } } Edited October 26, 2024 by babynono 1
Calcifire Posted October 30, 2024 Author Posted October 30, 2024 On 10/24/2024 at 7:17 PM, dastardlii said: Just chiming in that I also experienced this. Found a world with magma worms early on, and went the rest of the game without ever unlocking Wildlife Removal. I tried adding it via console and it worked, but there was no way to unlock it in-game. So I've decided to go with the safer easier solution for this. My brain is too small to be a proper code monkey, so instead I've set it up to where anytime a wildlife event fires, you gain 1/10th of the Dangerous Wildlife tech, which will auto dump it into your research log. Not a graceful solution, but it'll work. Plus I can delete the tech folder and not mess with vanilla files anymore, so really that's probably the better solution. Not the best, but safe and easy to implement. 1
Calcifire Posted October 30, 2024 Author Posted October 30, 2024 (edited) ::PSA:: Make sure you delete the mod before updating to the new 3.14 Grand Archive DLC version. Thank You, have a nice day. Any bug fixes discussed previously should be included now. >for those who care... 3.14 of my Portrait Pack's Directors Cut is on hold. I can guarantee that trying to run this mod alongside the 3.13 version will cause horrific things to happen. Don't even try it. lel. y'all will have to kindly wait until I can get it done. Edited October 30, 2024 by Calcifire
MurphyH Posted November 3, 2024 Posted November 3, 2024 (edited) On 10/30/2024 at 11:42 PM, Calcifire said: So I've decided to go with the safer easier solution for this. My brain is too small to be a proper code monkey, so instead I've set it up to where anytime a wildlife event fires, you gain 1/10th of the Dangerous Wildlife tech, which will auto dump it into your research log. Not a graceful solution, but it'll work. Plus I can delete the tech folder and not mess with vanilla files anymore, so really that's probably the better solution. Not the best, but safe and easy to implement. The modifier should be : Quote modifier = { factor = 0 NOT={ any_owned_planet = { OR = { has_deposit = d_dangerous_wildlife_blocker has_deposit = d_gorehound_den has_deposit = d_reinbug_nest has_deposit = d_wyrm_springs } } } } The coding is indeed a bit weird. Edited November 3, 2024 by MurphyH 1
babynono Posted November 9, 2024 Posted November 9, 2024 On 10/31/2024 at 6:43 AM, Calcifire said: ::PSA:: Make sure you delete the mod before updating to the new 3.14 Grand Archive DLC version. Thank You, have a nice day. Any bug fixes discussed previously should be included now. >for those who care... 3.14 of my Portrait Pack's Directors Cut is on hold. I can guarantee that trying to run this mod alongside the 3.13 version will cause horrific things to happen. Don't even try it. lel. y'all will have to kindly wait until I can get it done. maybe you can use modifier = { factor = 0 not = { any_owned_planet = { OR = { has_deposit = d_dangerous_wildlife_blocker has_deposit = d_gorehound_den has_deposit = d_reinbug_nest has_deposit = d_wyrm_springs } } } } I'kk try it first 1
bloed Posted November 10, 2024 Posted November 10, 2024 Two issues I ran into with this mod. One big one, one not so big one. The not so big one: It doesn't play nice with other mods that mess with dangerous wildlife. Should probably be noted in compatibility, or maybe the lewd wildlife added here should get its own tech? I ran it alongside Dangerous Wildlife Expanded, which replaces the Dangerous Wildlife blocker removal tech with its own tech, and that means rainbugs and similar just brick your colony after a while because the automatic progress towards their removal goes nowhere, and the new tech doesn't know they exist. The big one: This mod makes all* leaders male. I do not know why. It's probably an interaction with some other mod? But I could only narrow it down to this one. Even with LV monogender traits (like all female) your leaders will all be male. Setting gender name preference to male, female default or indeterminate has no effect on this. Pops are still all-female or all-male or mixed as appropriate for their gender traits. If the source for this bug could be found, it'd be a really cool intentional feature? Like making a bug species where leaders are female and all pops are male/indeterminate. But as it, it's just a really odd quirk. *sometimes, one of your starting leaders is female. But you'll never get more female leaders, regardless how often to refresh the pool (well, I refreshed three times each on three different races). 1
Calcifire Posted November 11, 2024 Author Posted November 11, 2024 4 hours ago, bloed said: It doesn't play nice with other mods that mess with dangerous wildlife. Should probably be noted in compatibility, or maybe the lewd wildlife added here should get its own tech? I ran it alongside Dangerous Wildlife Expanded, which replaces the Dangerous Wildlife blocker removal tech with its own tech I would argue that if a guy deletes a vanilla tech, then they are the ones making things incompatible. BUT fine. It's just a time thing, I have other stuff on my plate, but I will add this to the ToDo list 4 hours ago, bloed said: This mod makes all* leaders male. I do not know why. Can't recreate this bug. Usually if I don't see something on my end, that just means you need to make sure you delete my mod FIRST before updating it to the latest version. An old defunct file is probably lying around causing hijinks. 1
DarkAlone Posted December 3, 2024 Posted December 3, 2024 can you send the old version of this mod for 3.12.5? i am using united sci fi races and cant play without it, so i gotta use the older stellaris as the mod isnt updated 1
Guest Posted December 3, 2024 Posted December 3, 2024 The traits that increase sex jobs output don't seem to have any effect on the jobs from this mod, and those that decrease non-sex job output (like sexual cum dumpsters) decrease the output. I think it would make sense to put all of the sex-related jobs from this mod into the sex job category so they can also get these bonuses (please I want to run these traits on Sex-Trophy pops).
bergamohjones Posted December 12, 2024 Posted December 12, 2024 (edited) Would you consider putting a cap on the gorehounds, etc, or making them something that can be toggled off? I like them as a bit of fun/sexy flavor, but since they just keep proccing if you don't wipe them out completely, it's easy for a colony (especially if you take over an AI empire, because they don't know how to get rid of them) to get locked in a spiral of new instances popping up faster than you can remove them. Turns a fun feature into a pain in the ass. That said, I don't just want to uninstall the mod, because I love everything else about it! The sexual rights and flavor text is so great, makes playing evil empires so much more fun. (Edit - just to clarify, I'm using the fixed version that includes the "dangerous wildlife removal" boost! It's just a problem if the player or AI doesn't stay on top of the event pop-ups.) Edited December 12, 2024 by bergamohjones 1
Spaceguest991 Posted January 5, 2025 Posted January 5, 2025 I had a question, Do any of the Citizen type's added the mod add the Species to the leader pool? or Do they need full citizenship still to be able to make leaders? 1
Calcifire Posted January 6, 2025 Author Posted January 6, 2025 On 12/3/2024 at 12:54 PM, DarkAlone said: can you send the old version of this mod for 3.12.5? Sorry, I don't keep old files lying around. On 12/3/2024 at 2:40 PM, Guest said: The traits that increase sex jobs output don't seem to have any effect on the jobs from this mod, and those that decrease non-sex job output I'm not a code monkey, but I'll try copy and pasting code from LV. For the time being, in my latest version I've possibly added modifier functionality to the sex addict jobs. If that is working then maybe I can add it to hivemind jobs too. Though that will require a bit of trail blazing on my part and idk if I can do it for livestock type jobs. On 12/12/2024 at 5:48 PM, bergamohjones said: Would you consider putting a cap on the gorehounds, etc, or making them something that can be toggled off? KK. I've slightly overhauled the system. The intention was for the Gorhounds to attack if you have unemployed pops, but I think the denmothers counted as unemployed, so it was getting stuck in a loop. BUT YES, going into the future I'll look into maybe capping it at like 5 dens per planet somehow. 17 hours ago, Spaceguest991 said: I had a question, Do any of the Citizen type's added the mod add the Species to the leader pool? or Do they need full citizenship still to be able to make leaders? So as of right now, they are all considered to be resident species status by the game. The only exception being "Purity Preservation", which can create leaders because that counts as full citizenship. OH! I guess I would have to theory craft something to fill the niche. It makes sense to me that a species that is essentially being exploited would obviously be a type of underclass, without alot of political representation. IDK what I could do to make add new kinky Full Citizenship options. 4
sbuchanan149364 Posted January 7, 2025 Posted January 7, 2025 Thank you for all your hard work!!! I'm running LV, this, and Mango's Lewd Diplomacy all together plus Gigas and NSC Season 3 and nothing bad happened Some unethical things may have transpired but nothing *bad* like the PC becoming self aware, judging me for these mods and deciding to turn all humans into cum batteries 1
Spaceguest991 Posted January 7, 2025 Posted January 7, 2025 (edited) On 1/6/2025 at 8:33 PM, Calcifire said: So as of right now, they are all considered to be resident species status by the game. The only exception being "Purity Preservation", which can create leaders because that counts as full citizenship. OH! I guess I would have to theory craft something to fill the niche. It makes sense to me that a species that is essentially being exploited would obviously be a type of underclass, without alot of political representation. IDK what I could do to make add new kinky Full Citizenship options. Thanks for answering my question, This would explain why I wasn't have any luck getting leaders from any of the citizen types. But I do see you're logic most citizen types being a underclass and not getting leaders, I was going to just mod it myself... but I couldn't figure out what I needed to change to do it. While I'm not sure what the citizen type would be but I was kinda thinking how lustful void like has submissive traits that can make highly submissive leaders, so I don't think a citizenship type that can make leaders is totally out of the question and I guess I do kinda think about how overlords can get leaders from Scholarium subject empires. Edited January 7, 2025 by Spaceguest991 1
EdwardEl Posted January 7, 2025 Posted January 7, 2025 On 1/6/2025 at 9:33 AM, Calcifire said: I'll look into maybe capping it at like 5 dens per planet somehow. I had trouble with this when I was starting on building my mod, got around it by not using the normal blocker/feature generation system and instead manually adding the blockers to worlds on a day 1 event. For adding up to five I'd run a galactic event for every habitable planet, give it a, let's say, 5 percent chance of spawning the blockers then if it hits that chance just run an event with five random lists each of which has a 40 or so percent chance of adding a nest to the planet. 1
Guest Posted January 8, 2025 Posted January 8, 2025 On 1/6/2025 at 3:33 AM, Calcifire said: I'm not a code monkey, but I'll try copy and pasting code from LV. For the time being, in my latest version I've possibly added modifier functionality to the sex addict jobs. If that is working then maybe I can add it to hivemind jobs too. Though that will require a bit of trail blazing on my part and idk if I can do it for livestock type jobs. So this seems to work for most things, but the bio sex trophy job is notably not included (and maybe some other ones, I didn't do a thorough investigation). I did some finagling with the file, and the modifiers will apply from pop traits after the following: Changing the job category from category = bio_trophy to category = worker Changing the resources category from category = planet_bio_trophies to any of the sex categories (category = planet_lv_breeder/whore/etc.) This moves the job into worker on the pop screen and applies all sex-boosting bonuses, but also removes the benefit of the Modularity tradition High-Level Enhancements, which adds +1 unity output for bio-trophies. The problem here is that unlike jobs such as hierodule, which has a valid sex job category of <worker> and <planet_lv_whore>, the LV definition of sex jobs does not contain the category for the sex trophy. LV has a folder in common named economic_categories, and this is where you could hypothetically insert a new type of sex job covering the bio-sex-trophy such that all LV sex-job-enhancing traits apply to the bio-sex-trophy. If you insert this job, and probably change the resource category of sex trophy to differentiate it from the base bio trophy so it doesn't overlap, then this should work, and still have the pop be in the bio-trophy category on the pop screen. Now the only thing remaining would be to see if the minor edit to the resource category would change the benefits of High-Level Enhancements (which it hopefully wouldn't, since it's still in the job category). If the bonus is removed, then it would need another addition to include the sex-trophy resource category. In short, a solution could be applied that solves the sex trait problem and might add a Modularity problem that would then need to be fixed for all Modularity fans out there. I would, but the code scares me and I have no idea what I am doing.
Calcifire Posted January 8, 2025 Author Posted January 8, 2025 18 hours ago, EdwardEl said: For adding up to five I'd run a galactic event for every habitable planet, give it a, let's say, 5 percent chance of spawning the blockers then if it hits that chance just run an event with five random lists each of which has a 40 or so percent chance of adding a nest to the planet. AYE, yo. I found a cool condition called "num_uncleared_blockers". It's not a perfect solution, but it makes my job easy with a single line of code. Thanks for the idea though. 3 hours ago, AnchorMan82 said: The problem here is that unlike jobs such as hierodule, which has a valid sex job category of <worker> and <planet_lv_whore>, the LV definition of sex jobs does not contain the category for the sex trophy. LV has a folder in common named economic_categories, and this is where you could hypothetically insert a new type of sex job covering the bio-sex-trophy such that all LV sex-job-enhancing traits apply to the bio-sex-trophy. If you insert this job, and probably change the resource category of sex trophy to differentiate it from the base bio trophy so it doesn't overlap, then this should work, and still have the pop be in the bio-trophy category on the pop screen. Thanks for the explaination. I was looking at LV's code and saw that eco_cat folder and was like... bruh idk what I'm doing here. 1
OogaBoogaWooga1 Posted January 9, 2025 Posted January 9, 2025 I honestly only downloaded this for the Purity Preservation, I've been looking for that specific feature in a mod for years. However this mod seems to be conflicting with another mod in my playthough and I cant for the life of me figure out what. Is there any way to release a standalone of just that one living standard, or a way I could do it myself? 1
Calcifire Posted January 9, 2025 Author Posted January 9, 2025 10 hours ago, OogaBoogaWooga1 said: I honestly only downloaded this for the Purity Preservation, I've been looking for that specific feature in a mod for years. However this mod seems to be conflicting with another mod in my playthough and I cant for the life of me figure out what. Is there any way to release a standalone of just that one living standard, or a way I could do it myself? lol fuck. Reading your comment reminded me that I need to add functionality for purity preservation to the xenocompatibility perk. BUT HEY, at least I think I have that working now. I'm uploading a patch now... Then to answer your question. The only necessary files you would need is the "localization" folder, "1b_scripted_triggers", and "1b_citizenship_types.txt". Then open up that file and delete everything accept for the bracketed section on purity. I mean theoretically it should work. ALSO!!! I think I have trench wives working. It was just flavor text in the past, but now it should add an empire wide morale boost to armies. Which is coolio. 4
bergamohjones Posted January 12, 2025 Posted January 12, 2025 On 1/6/2025 at 4:33 AM, Calcifire said: KK. I've slightly overhauled the system. The intention was for the Gorhounds to attack if you have unemployed pops, but I think the denmothers counted as unemployed, so it was getting stuck in a loop. BUT YES, going into the future I'll look into maybe capping it at like 5 dens per planet somehow. Thank you! And again, love the mod, thank you for making this! 1
LD0 Posted January 24, 2025 Posted January 24, 2025 Is there any difference between Cum Batteries and the vanilla Grid Amalgamated? The only difference I can find is just a name of a job.
quinnoboy7173 Posted January 25, 2025 Posted January 25, 2025 I've been trying to update my version of this and now my game wont register the descriptor mod script and made it unusable. is anyone else dealing with this and do you know how to fix it? thank you!
Callandor Posted February 4, 2025 Posted February 4, 2025 Awww, tragic. I came here wondering if there was anything in the works to make Gorehound and Reinbugs into useful replicating deposits, but alas ... I look just as they're capped and restricted. Any chance we could get long-term blockers have an event that converts them into a new deposit? Gorehound defence armies, inverting Reinbugs to buff farming districts, Magma Wyrm amenities, etc all after, say 10-20 and unlocked a new technology for each of them?
waffleing Posted March 18, 2025 Posted March 18, 2025 (edited) Bug Reports XD calcifires_citizens_sex_rights\events\babe_purge_events.txt Line 26 is missing a closing bracket at the end calcifires_citizens_sex_rights\common\pop_jobs\1b_overlord_jobs.txt overlord_offspring_drone_feeder on line 330 is missing an extra closing bracket on line 384-385 Found them using the irony modloader's conflict solver. XD Edited March 18, 2025 by waffleing
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