SleepyM8 Posted July 6, 2025 Posted July 6, 2025 33 minutes ago, SleepyM8 said: 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. I really can't see this being unintentional but, as soon as I get 3 unemployed pops, I instantly get the Gorehound attacks modifier. Which makes it appear on every one of my planets, ripping apart my early game economy into pieces. I really hope this is a bug, since I really want to use your mod, but really can't with this happening every time. 1
Benlempd Posted July 6, 2025 Posted July 6, 2025 (edited) 10 hours 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. Punishing players for "over population" via civie amount is again a horrible idea, there are multiple builds that rely on civies you'd be killing, base game, utopian abundance, natural neural networks etc. Civies aren't just "trade" producers. They also make amenities, which is sometimes all you can have for amenities on a planet, punishing that would make little to no sense. I seriously suggest punishing a lack of amenities, using the excuse that pops (with nothing to do) wonder around and get caught. OR if you are super dead set on this (unfair) punishment, please please please, don't make the planet affect SO debilitating. Why not have tech to "pacify" or "domesticate" them as a xenophile or hive mind. Edited July 6, 2025 by Benlempd 2
Yehuk Posted July 6, 2025 Posted July 6, 2025 For those struggling with those events I suggest just disabling them by editing both files in mod_folder/common/on_actions and commenting code blocks like so: #on_colony_yearly_pulse = { # events = { # babe_wildlife_event.1 # babe_wildlife_event.12 # babe_wildlife_event.13 # } #} #on_colony_5_year_pulse = { # events = { # babe_wildlife_event.21 # babe_wildlife_event.30 # } #} I don't dig into idea of unfair punishments for things I don't even know about. Especially when there is no information on the mod page about those events and what causes them. 1
Calcifire Posted July 6, 2025 Author Posted July 6, 2025 (edited) 16 hours ago, Schmee said: That's a bit disappointing. 100 civilians is almost nothing, that's one pop, pre-4.0. I'm very open to tweaking the numbers. Like I said, it was bad to even have x1 unemployed pop, so I just multiplied it by 100 without thinking much about it. But you're right, civilians still aren't as bad as having pre 4.0 unemployment pops were. There just isn't a good metric for overpopulation anymore in the game, outside of housing shortage. TO WHICH I haven't found a way to check for. I've even seen code in the vanilla game yesterday where the devs want to check for housing shortage, but the code is commented out like it doesnt work and they need to re-implement it after this big overhaul to the game. Regardless, I'll change it to 600 civilian pops soon here... Just check again in a couple hours. 12 hours ago, SleepyM8 said: 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. It's a punishing tax for sure. the average time for a den to grow is 300 gamedays, and the time to remove one is 220. so you kinda have do some tedious work to get rid of em. like running around to put out a burning house. but lemme do the math... So, if you have a max stacked planet with dens. It'll take you 11 in-game years and 8 months to fully erradicate them. 1 hour ago, Yehuk said: I don't dig into idea of unfair punishments for things I don't even know about. Especially when there is no information on the mod page about those events and what causes them. This mod started because of how people wanted to have the content and features provided by my portrait pack, but without the cartoon art. As time has gone on, anytime I make codework that is independent, I throw it in here. the planet modifiers got added when I made the Reverse Domestication Origin for my main mod. Even right now, some of my early codework for the new harem building system that I've been working on is floating around in the files. But yeh, it's been long enough and I think this aspect of the mod is close to not being WiP. So I can look into documenting it soon Edited July 6, 2025 by Calcifire
SleepyM8 Posted July 6, 2025 Posted July 6, 2025 (edited) 44 minutes ago, Calcifire said: I'm very open to tweaking the numbers. Like I said, it was bad to even have x1 unemployed pop, so I just multiplied it by 100 without thinking much about it. But you're right, civilians still aren't as bad as having pre 4.0 unemployment pops were. There just isn't a good metric for overpopulation anymore in the game, outside of housing shortage. TO WHICH I haven't found a way to check for. I've even seen code in the vanilla game yesterday where the devs want to check for housing shortage, but the code is commented out like it doesnt work and they need to re-implement it after this big overhaul to the game. Regardless, I'll change it to 600 civilian pops soon here... Just check again in a couple hours. It's a punishing tax for sure. the average time for a den to grow is 300 gamedays, and the time to remove one is 220. so you kinda have do some tedious work to get rid of em. like running around to put out a burning house. but lemme do the math... So, if you have a max stacked planet with dens. It'll take you 11 in-game years and 8 months to fully erradicate them. With those numbers, you'd think it would be fine. But, every single time I got the gorehounds, it was in the first 5 years. To fully eradicate them from just one of you planets, it will take over 7k energy. An economy destroying amount of money since you are on the clock to get rid of the dens, because if you don't, you could lose the planet to the beasts, making the planet almost useless. That's not even talking about the RNG needed to get the tech to get rid of the dens in the first place. In one of my play throughs, it took me 67 years to even get the tech. By then all my planets were entirely infested, or already lost. I really like the bones of this event, it's just way to common and fast to be an enjoyable challenge right now. EDIT: Maybe tie the event to a dangerous tech of some-kind. It would make it much more controlled for the player. But that is just one idea. Edited July 6, 2025 by SleepyM8 1
Calcifire Posted July 6, 2025 Author Posted July 6, 2025 48 minutes ago, SleepyM8 said: I really like the bones of this event, it's just way to common and fast to be an enjoyable challenge right now. Okay, I think I have a solution. In my latest version I think I got it working to where the dogs attack and build dens when you have negative available housing. So you should be able to build housing first, then remove dens without much resistance from the gorehounds. 51 minutes ago, SleepyM8 said: Maybe tie the event to a dangerous tech of some-kind. It would make it much more controlled for the player. But that is just one idea. well actually, you get +20% removal tech every time the dog event pops up. And it's been that way for a couple months now. I recommend deleting the mod and redownloading it, incase you got old files causing issues. 3
Grendora Posted July 6, 2025 Posted July 6, 2025 I have two possible suggestions to the Gorehound nest blockers making a slower early threat if managed without being tedious, but a a run-away threat if ignored; A: Increase the time it takes for a nest to spawn, and add conditionals to the nest spawning that checks the number of Gorehound Nests, and if they are at certain break-points they have a chance to add additional nests, B. I think this is less realistic, but again Increase the time it takes for Gorehound Nests to spawn, and reduce that time per the number of worked Den Mother jobs. Probably safe to try capping both to maybe 30 or so, and when it tries to spawn an additional nest, it instead just adds some devastation to the colony. I play pretty heavily modded so I found the Den Mother Jobs to be fairly threatening early game, but having various techs and ascensions It more or less became an annoying pop-up to click through as my Stability and Happiness was nigh invulnerable, or removing them took <100 days. Vanilla, early or lightly modded through, I could see how this gets out of hand. Nearly had two planets rebel on me because of this. 2
lastesotericist Posted July 6, 2025 Posted July 6, 2025 Negative available housing sounds like a very reasonable solution, it represents overpopulation a LOT better than civilians do. There are certain traits and ascension perks that make the housing cap very hard to hit so it's easy to play around gorehounds if you want to now. 1
CheckUp Posted July 6, 2025 Posted July 6, 2025 (edited) Just a thought, but it might be worth piggybacking off of the Gender Politics mod. Oh, and you might want to run your mod's files through Irony. There are a couple of missing closing brackets in multiple files. Edit#2: I know this is a vanilla bug which has been dragging since 3.12, but you should put some checks for whether the robots are sentient to have certain AI rights/living standards. Edited July 9, 2025 by CheckUp 1
SleepyM8 Posted July 6, 2025 Posted July 6, 2025 4 hours ago, Calcifire said: Okay, I think I have a solution. In my latest version I think I got it working to where the dogs attack and build dens when you have negative available housing. So you should be able to build housing first, then remove dens without much resistance from the gorehounds. well actually, you get +20% removal tech every time the dog event pops up. And it's been that way for a couple months now. I recommend deleting the mod and redownloading it, incase you got old files causing issues. Good idea! Having it go with housing rather than unemployment is way better imo, 1
Moiraine Posted July 19, 2025 Posted July 19, 2025 On 7/6/2025 at 11:31 AM, Yehuk said: For those struggling with those events I suggest just disabling them by editing both files in mod_folder/common/on_actions and commenting code blocks like so: I don't dig into idea of unfair punishments for things I don't even know about. Especially when there is no information on the mod page about those events and what causes them. Am I supposed to leave the pound signs in the edit? Or is the idea to delete them outright. 1
Lord Isangrad Posted July 21, 2025 Posted July 21, 2025 I have the best Idea ever regarding the gore hounds. Give use the ability to toggle them off in the LV options. No matter how any one argues for or against them, they are too much trouble and are not providing me any entertainment. For now I'm going to edit them out of the game. 1
Calcifire Posted July 21, 2025 Author Posted July 21, 2025 15 hours ago, Lord Isangrad said: I have the best Idea ever regarding the gore hounds. Give use the ability to toggle them off in the LV options. good idea tbh
CheckUp Posted July 22, 2025 Posted July 22, 2025 (edited) If I may offer my two cents on the gorehounds subject: Starchild's LVE used to handle pops affected by the fauna by introducing a custom job category, and the frequency and severity of it was controlled via ethic-based policies. Edit: I should probably also mention that, to avoid many bugs and strangeness, what I did locally was modify the "fauna" jobs as exampled. den_mother = { category = slave is_capped_by_modifier = yes can_set_priority = no clothes_texture_index = 2 ignores_favorite = yes possible_pre_triggers = { is_sapient = yes is_robotic = no } possible = { hidden_trigger = { exists = owner } owner = { is_gestalt = no } is_lithoid = no } On a somewhat related note, balance-wise one thing I'd strongly suggest is limiting the amount of reinbug_swarm spawns to five, and d_wyrm_springs to three, as well as lowering their growth debuff from 15% to 5% (or even lower). Primarily this is because of the Ranger Lodge, as it prevents the removal of blockers (I also included a limit on the spawning events not to trigger if the lodge is present, so that's also an option) Edited July 22, 2025 by CheckUp
Seared_Steak Posted July 22, 2025 Posted July 22, 2025 (edited) Been getting a crash recently with this mod ever since the 4.0 update (even with the 4.0 patch for it.) Crash takes place on game start after selecting empire and galaxy settings, game will load for 1-2s and then immediately crash. Managed to narrow down the error to this specific mod and tried isolating it, even tried deleting and reinstalling to no success. Additionally, the mod "works" if I load into a save after generating a galaxy without the mod initially, but it will eventually crash. Error Log output snippet: " [16:57:03][trigger_impl.cpp:1193]: Script Error: Invalid context switch [planet] from Ivory Lineage [country], file: common/traits/lv_species_traits_bio_any.txt line: 2010, Scope: random={ 0 3991148998 } random_allowed=no from= { random={ 0 3991148998 } random_allowed=no } [16:57:03][namelist.cpp:152]: Failed to localize leader name with key Doctor Matka [16:57:03][namelist.cpp:152]: Failed to localize leader name with key T'Vessa [16:57:03][namelist.cpp:152]: Failed to localize leader name with key Dr. Lexi [16:57:03][namelist.cpp:152]: Failed to localize leader name with key Porae [16:57:03][namelist.cpp:152]: Failed to localize leader name with key Doctor Seryna [16:57:03][game_util.cpp:422]: Failed to register used portrait in gamestate: portrait 'fun4' for the class 'FUN' is not found in portrait set database [16:57:03][select_empire_design_view.cpp:654]: Hiding invalid prescripted empire design 'zhardmehka': [16:57:03][select_empire_design_view.cpp:659]: Species & Portrait: Fungoid: Must select a portrait. [16:57:03][game_util.cpp:443]: Failed to unregister used portrait in gamestate: portrait 'fun4' for the class 'FUN' is not found in portrait set database [16:57:03][game_util.cpp:422]: Failed to register used portrait in gamestate: portrait 'bio10' for the class 'MAM' is not found in portrait set database [16:57:03][select_empire_design_view.cpp:654]: Hiding invalid prescripted empire design 'djunnetic': [16:57:03][select_empire_design_view.cpp:659]: Species & Portrait: Mammalian: Must select a portrait. [16:57:03][game_util.cpp:443]: Failed to unregister used portrait in gamestate: portrait 'bio10' for the class 'MAM' is not found in portrait set database [16:57:03][game_util.cpp:422]: Failed to register used portrait in gamestate: portrait 'humanoid_03' for the class 'HUM' is not found in portrait set database [16:57:03][select_empire_design_view.cpp:654]: Hiding invalid prescripted empire design 'yatunan_radicals': [16:57:03][select_empire_design_view.cpp:659]: Species & Portrait: Humanoid: Must select a portrait. [16:57:03][game_util.cpp:443]: Failed to unregister used portrait in gamestate: portrait 'humanoid_03' for the class 'HUM' is not found in portrait set database [16:57:03][game_util.cpp:422]: Failed to register used portrait in gamestate: portrait 'avi5' for the class 'AVI' is not found in portrait set database [16:57:03][select_empire_design_view.cpp:654]: Hiding invalid prescripted empire design 'oviron_lodge': [16:57:03][select_empire_design_view.cpp:659]: Species & Portrait: Avian: Must select a portrait. [16:57:03][game_util.cpp:443]: Failed to unregister used portrait in gamestate: portrait 'avi5' for the class 'AVI' is not found in portrait set database [16:57:03][game_util.cpp:422]: Failed to register used portrait in gamestate: portrait 'mam12' for the class 'MAM' is not found in portrait set database [16:57:03][select_empire_design_view.cpp:654]: Hiding invalid prescripted empire design 'graparx_trophy_hunters': [16:57:03][namelist.cpp:152]: Failed to localize leader name with key Longing [16:57:03][namelist.cpp:152]: Failed to localize leader name with key Autumn [16:57:03][namelist.cpp:152]: Failed to localize leader name with key Royal Blue [16:57:03][namelist.cpp:152]: Failed to localize leader name with key Candis [16:57:03][namelist.cpp:152]: Failed to localize leader name with key Willowisp [16:57:03][namelist.cpp:152]: Failed to localize leader name with key T'Loak [16:57:03][namelist.cpp:152]: Failed to localize leader name with key Dr. Treeya [16:57:03][namelist.cpp:152]: Failed to localize leader name with key Aridana [16:57:03][namelist.cpp:152]: Failed to localize leader name with key Doctor Nassana [16:57:03][namelist.cpp:152]: Failed to localize leader name with key T'Mari [16:57:03][namelist.cpp:152]: Failed to localize leader name with key Robin [16:57:03][namelist.cpp:152]: Failed to localize leader name with key Burgandy [16:57:03][namelist.cpp:152]: Failed to localize leader name with key Magenta [16:57:45][empire_flag.cpp:915]: could not find normal-sized texture "flags/backgrounds/hex.dds" file: galaxy_configuration_command line: 1 " Mod List: (also tried without "LV Overrides", still crashes on game start) Game seems to start with random but using a custom empire causes it to crash for some reason. Empire used for testing, Origin and Name prefix doesn't seem to change anything (even tried Humanoid 1 and Prosperous Unification to no result). On another note, trying to use the sex assault troops (Idr the name) in a war causes a crash for some reason even if they don't touch down on a planet). Note that this galaxy was generated with 0 ai empires besides 2 fallen empires Is there a mod dependency I'm missing?? Sorry for lengthy reply error.log Edited July 22, 2025 by Seared_Steak
Aled190 Posted July 23, 2025 Posted July 23, 2025 So for some reason, the paradox launcher is not recognizing the mod, it recognizes your other mods but not this one. 1
Seared_Steak Posted July 23, 2025 Posted July 23, 2025 12 minutes ago, Aled190 said: So for some reason, the paradox launcher is not recognizing the mod, it recognizes your other mods but not this one. That's strange, I'm using irony to run my games though. Would that make a difference and is there any way to fix it not registering? Even weirder is that it does show the custom species policies and other Species Rights addons when I use a random gen empire (Random Gen Empire) On another note I also found out that the game thinks that a bunch of Lv base traits don't exist?? The mod should be set up properly for Irony to read and load it
person417 Posted August 1, 2025 Posted August 1, 2025 The Download says 4.0 and was added in July, but the mod is missing a descriptor file and also still says it's for 3.14 and this page says it's for 3.14, is it for 3.14 or for 4.0?
Master Don Posted August 6, 2025 Posted August 6, 2025 (edited) the Sex rights mod crashed me, is it just me or is this a known issue? Edited August 6, 2025 by Master Don
Seared_Steak Posted August 13, 2025 Posted August 13, 2025 On 8/6/2025 at 9:47 AM, Master Don said: the Sex rights mod crashed me, is it just me or is this a known issue? Not just you, game will crash for me on galaxy gen if the mod is enabled. Got around that by generating the galaxy first without the Sex Rights mod enabled, saving the game, and then reloading with the mod enabled. Use this "fix" at your own risk(background and possible save breaking jank may happen, idk for sure.)
Master Don Posted August 14, 2025 Posted August 14, 2025 3 hours ago, Seared_Steak said: Not just you, game will crash for me on galaxy gen if the mod is enabled. Got around that by generating the galaxy first without the Sex Rights mod enabled, saving the game, and then reloading with the mod enabled. Use this "fix" at your own risk(background and possible save breaking jank may happen, idk for sure.) ok thanks
Smutley Posted August 18, 2025 Posted August 18, 2025 Shame that the rights don't overwrite the original species rights, would remove some clutter.
bloed Posted August 18, 2025 Posted August 18, 2025 Hey man, could you perhaps add some toggle for the "too sexy" restriction for military rights or something? I disabled it manually after looking around, but the mod just by default completely locking you out of big tiddy soldier girls because they're "too sexy" for fighting seems a little too restrictive?
kill4everynone Posted August 23, 2025 Posted August 23, 2025 i'm having trouble with rogue servitor. The Mandatory Hedonism living standard doesnt add +40% happiness like mandatory pampering does. I know these two living standards are technically the same thing, but I'd like to use the mandatory hedonism option. Only problem for me is that happiness of pops is stuck around 50-55% with mandatory hedonism now. I tried messing around with the living conditions files in the mod itself, but nothing works. It's like its a bug or something.
Westergo Posted August 31, 2025 Posted August 31, 2025 Does anyone still have the 3.14 version of the mods? Would be much appreciated.
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