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[mod] Citizen's Sex Rights


Calcifire

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  • 2 weeks later...
Posted

Did this really HAVE to get rid of LV's cheat trait? I exclusively play singleplayer balanced around it because I like having lots of traits to better make each empire feel more distinct

  • 3 weeks later...
  • 2 weeks later...
Posted
On 5/1/2025 at 5:35 PM, kikinak said:

Did this really HAVE to get rid of LV's cheat trait? I exclusively play singleplayer balanced around it because I like having lots of traits to better make each empire feel more distinct

I was told this before so I will pass it on to you. The cheat trait is still there you just need to edit the mod to unlock it. First get some kind of program that lets you edit text (I use notepad++). then navigate the mod calcifires_trait_pack > common > traits there should be a text file called lv_species_traits_other. Open that file with your program and remove all the # <-- Hastags, after ward you should have access to the cheat trait in game.

  • 2 weeks later...
Posted
On 6/18/2025 at 11:10 AM, NSFWmon said:

Is the mod broken?

 

As far as I can tell, yes. Tried to start a new game with it installed and the game basically froze on the loading screen. Probably has something to do with how Rights govern pops would be my guess, but that's just me spit balling.

Posted

Alright. Took my a while, but I was burnt out after I updated my Portrait Pack mod. Which was a fuck ton of works thanks to how crazy Stellaris 4.0 is.

 

That being said... I honestly haven't tested everything fully. So have at it you little beta testers you!!

Overall, I had to completely redo the happiness bonus system that the different rights apply because of the new pop values basically becoming 100x. I think most of us aren't concerned with balance, we just want interesting mechanics. Seeing as this is basically the "happiness management" mod, I just hope you guys find it rewarding. atm I'm still not happy with it, but fuck it. I've been twiddling long enough, time to post an update. lel

Posted (edited)

Is it intended that Sex Bots ( cost 8 ) can only be picked with the cheat trait? I am unable to pick enough negatives.

Also, I seem to miss the hunk and bimbo traits (They were from this mod, right?)

image.thumb.png.3b003cd517ba150a5b7a58ee640265fc.png

Edited by HuevoPodrido
Posted
38 minutes ago, bb23bb23bb23 said:

popup shows only this:

babe_wildlife_event.13.name
babe_wildlife_event.13.desc


babe_wildlife_event.13.a
 

 

I'm having the same thing, all the events are missing their texts. In addition gorehound dens have a broken job description when hovering over them.

Posted
21 hours ago, HuevoPodrido said:

Is it intended that Sex Bots ( cost 8 ) can only be picked with the cheat trait? I am unable to pick enough negatives.

Also, I seem to miss the hunk and bimbo traits (They were from this mod, right?)

Sexbots are a Lustful Void trait, I would assume that yes you have to use trait, but I would also assume that the intention is for that trait to require advanced tech to allow for more trait points during gameplay. Hunk and Bimbo are also not mine and belong to LV extras

 

20 hours ago, Spaceguest991 said:

How do the mutagenic sex traits work?

Oh, it needs the DC version of my portrait pack. Specifically they are tied to the Mutagenic Invaders Origin. Uh, when I compile the trait pack I just copy paste the folder like a lazy bum. Doesn't harm anything or create bugs doing that, but yeh. sorry to those who read teh files and go "wait, what are those"

 

18 hours ago, bb23bb23bb23 said:

popup shows only this:
babe_wildlife_event.13.name
babe_wildlife_event.13.desc
 

OOPS yep, will upload a fix soon. I forgor the latest localization files

Posted (edited)
On 6/22/2025 at 6:04 AM, Calcifire said:

OOPS yep, will upload a fix soon. I forgor the latest localization files

 

Wait there is also another issue with loc files for some of the rights, most notably the natal slaves right, the building/job have the same error as the wildlife events

Edited by Al_banehra
Posted

Love the things this mod adds, but the Gorehound events are way overtuned in the latest version. It's year 2232 and my capital has 13 gorehound dens on it (not including the 5+ I've already cleared) with a new one appearing every 1-2 years. Of my four planets, two are already Feral Planets with the massive -90% specialist+ruler output, -99% trade output penalties, and a third one is now experiencing attacks. My empire civic prevents me from doing anything about the multiple situations except submit or ignore. Science and industry has largely ground to a halt.

 

The event text is sexy, but this is a pretty solid run-ender. Please make the penalties less harsh, or at least add a way to recover from this situation.

Posted
On 6/28/2025 at 1:32 AM, Tunic said:

Love the things this mod adds, but the Gorehound events are way overtuned in the latest version. It's year 2232 and my capital has 13 gorehound dens on it (not including the 5+ I've already cleared) with a new one appearing every 1-2 years. Of my four planets, two are already Feral Planets with the massive -90% specialist+ruler output, -99% trade output penalties, and a third one is now experiencing attacks. My empire civic prevents me from doing anything about the multiple situations except submit or ignore. Science and industry has largely ground to a halt.

 

The event text is sexy, but this is a pretty solid run-ender. Please make the penalties less harsh, or at least add a way to recover from this situation.

 

Agreed. Almost impossible to get rid of gorehounds, some planet had like 20 gorehound deposit. I think some dial down is needed.

Posted
On 6/27/2025 at 6:32 PM, Tunic said:

Love the things this mod adds, but the Gorehound events are way overtuned in the latest version.

Right, so this was caused by x2 issues.

Before version 4.0, it was a sign of bad planet management if you had unemployed pops. So the doggos used to attack if you had unemployment... Nowadays, having some unemployment is a normal part of gameplay, so I just need to adjust the numbers. I've updated the mod, now. You need to have like. It should require over 35 unemployed pops to trigger the events now.

Secondly, there used to be a hard limit factor, where you couldn't have more than x5 gorehound dens per planet. They changed the syntax on me for whatever reason, and so that check was no longer being made. I think I've fixed it.

Posted
12 hours ago, Calcifire said:

Right, so this was caused by x2 issues.

Before version 4.0, it was a sign of bad planet management if you had unemployed pops. So the doggos used to attack if you had unemployment... Nowadays, having some unemployment is a normal part of gameplay, so I just need to adjust the numbers. I've updated the mod, now. You need to have like. It should require over 35 unemployed pops to trigger the events now.

Secondly, there used to be a hard limit factor, where you couldn't have more than x5 gorehound dens per planet. They changed the syntax on me for whatever reason, and so that check was no longer being made. I think I've fixed it.

I've been testing and I think it's still broken, even if I have like 1 unemployed pop the nest keeps spawning, and even if I remove it by the time the debuff times out it spawns another. Sorry to bother 

Posted (edited)

Calcifire Mod Now Has a Discord Server! 

I'm excited to announce the launch of an official Discord server for Calcifire's Mod! 🎮

Join us to:

  • Get the latest updates 🛠️

  • Share fan art 🖌️

  • Report bugs 🐛

  • Connect with other players 🤝

👉 Calcifire's Discord
Can’t wait to see you there! 

Edited by Frizzifire
Posted

Why not have it be based on a lack of housing or amenities? Unemployment is incredibly difficult to manage and even if you wanted to keep it as unemployment, why then have the situation end on 2 utterly debilitating (early game) planetary affects, it's the one feature of the mod that makes playing xenophilic a pain.

Posted
11 hours ago, giammy1109 said:

I've been testing and I think it's still broken, even if I have like 1 unemployed pop the nest keeps spawning, and even if I remove it by the time the debuff times out it spawns another. Sorry to bother 

idk. It's working on my end. I've also taken more time to go through and overhaul the system. Currently, it's all working on my end. Check the latest download

 

18 minutes ago, Benlempd said:

Why not have it be based on a lack of housing or amenities? Unemployment is incredibly difficult to manage and even if you wanted to keep it as unemployment, why then have the situation end on 2 utterly debilitating (early game) planetary affects, it's the one feature of the mod that makes playing xenophilic a pain.

Kk, so cause like I said. The way unemployment is treated and thought of by the game from now on, I agree it needs a change. I've decided to go with checking if you have over 100 civilians. That way it's more of a punishment for overpopulation.

Posted
38 minutes ago, Calcifire said:

idk. It's working on my end. I've also taken more time to go through and overhaul the system. Currently, it's all working on my end. Check the latest download

 

Kk, so cause like I said. The way unemployment is treated and thought of by the game from now on, I agree it needs a change. I've decided to go with checking if you have over 100 civilians. That way it's more of a punishment for overpopulation.

That's a bit disappointing. 100 civilians is almost nothing, that's one pop, pre-4.0. The way the system is designed, you're supposed to have a good 500 civilians or more for a functioning economy. Civilians are the ones who migrate and provide a bit of slack for infrastructure development. So, the only real way to prevent the attacks is to run very inefficiently. :/

Posted

I can't help but agree. A healthy civilian population in 4.0 is a healthy empire. Some builds revolve entirely around having huge numbers of civilians, and these civilian builds are currently "the meta" or at least were a couple balance/bug patches ago. Even if it's been reigned in from being OP the play style isn't going anywhere.

Posted
On 7/4/2025 at 8:34 PM, Calcifire said:

Right, so this was caused by x2 issues.

Before version 4.0, it was a sign of bad planet management if you had unemployed pops. So the doggos used to attack if you had unemployment... Nowadays, having some unemployment is a normal part of gameplay, so I just need to adjust the numbers. I've updated the mod, now. You need to have like. It should require over 35 unemployed pops to trigger the events now.

Secondly, there used to be a hard limit factor, where you couldn't have more than x5 gorehound dens per planet. They changed the syntax on me for whatever reason, and so that check was no longer being made. I think I've fixed it.

 

I beg, triple the time it takes for new goredens to spawn. 

 

The idea of a group of intelligent beasts trying to take your planet from you is super cool! But it's crazy infuriating when early game, you just can't get rid of them fast enough. Even if you queue them all at once.

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