cavaleirojustica Posted September 6, 2025 Posted September 6, 2025 So I saw that trait "genetically procured". decided to make a whole game around it... even had to spend several hours to manually trigger using the console the zroni precursor (it didn't occur to me to get the mod to guarantee a precursor path). Only to find out... you didn't implement it properly. You copied the description of the aphrodisiac_milk but not the effects, so it doesn't generate zro at all 1
Wolf470 Posted September 15, 2025 Posted September 15, 2025 (edited) I don't know if anyone's posted about this but... The Handmaids Tale could be considered smut if you tilt the view 90 degrees and squint real hard - The Handmaids aren't allowed any personal freedom and every 'session' has to have the males wife there. That plus the fact that from what I remember (been a loooong time) the handmaids are only allowed those red robes to wear INCLUDING to bed - and not getting preggers is punished harshly (just the maid not the man or his wife) So an authoritarian civic ONLY. 🐺🙂 Edited September 15, 2025 by Wolf470 2
Calcifire Posted September 15, 2025 Author Posted September 15, 2025 On 9/6/2025 at 7:34 AM, cavaleirojustica said: So I saw that trait "genetically procured". decided to make a whole game around it... even had to spend several hours to manually trigger using the console the zroni precursor (it didn't occur to me to get the mod to guarantee a precursor path). Only to find out... you didn't implement it properly. You copied the description of the aphrodisiac_milk but not the effects, so it doesn't generate zro at all ETCH my bad, I'll have it fixed intime for the shroud DLC 22 hours ago, Wolf470 said: I don't know if anyone's posted about this but... The Handmaids Tale could be considered smut if you tilt the view 90 degrees and squint real hard - The Handmaids aren't allowed any personal freedom and every 'session' has to have the males wife there. That plus the fact that from what I remember (been a loooong time) the handmaids are only allowed those red robes to wear INCLUDING to bed - and not getting preggers is punished harshly (just the maid not the man or his wife) So an authoritarian civic ONLY. 🐺🙂 oh shit thats even hotter
greenguy54 Posted September 16, 2025 Posted September 16, 2025 I'm having a problem with the mod where it will crash when trying to load a saved game. When I turned it off I was able to load saved games. I'm unsure if it's because of the version difference or if it is conflicting with another mod that I have.
SirSwordsalot Posted October 16, 2025 Posted October 16, 2025 (edited) Not sure why it swapped back to doing this again but I once again am having the endless gorehound shuffle happen. I spend more time clearing these fucking things out than I do actually building up the stuff that makes them STOP. I dont even have bad unemployment or civilian counts and I just had a new one crop up at the precise day the last one is cleared. It never ends. Edited October 16, 2025 by SirSwordsalot
dscott44 Posted October 17, 2025 Posted October 17, 2025 (edited) Any chance of getting a pseudo-Mandatory Pampering living standard at some point? It would be nice as a way to give (individualist) machine empires something-not-entierly-xenophobic to do with organic pops once they've ascended. EDIT: oops just reread the discription Edited October 17, 2025 by dscott44 1
Nintesticle 64 Posted November 4, 2025 Posted November 4, 2025 installed mod, prepare to start new game, saw "pedophilic" trait, uninstalled mod 2
Calcifire Posted November 8, 2025 Author Posted November 8, 2025 On 11/3/2025 at 9:36 PM, Nintesticle 64 said: installed mod, prepare to start new game, saw "pedophilic" trait, uninstalled mod Oh, I've gotten some inquiries in private on this topic before, and I'll take this first opportunity to say my peace. I think of Stellaris as a sandbox. I don't feel the need to endorse or condemn any of the tools I put into the play box. People request content I don't enjoy all the time, some of which I include, but what's nice about a sandbox/rpg game is that how you choose to interact or not interact with the toys. You can be a genocidal empire or put an end to galactic genocide. It's all up to you. Draw your own lines with what you are comfy with. If you like 99% of a mod but hate 1% of it, I'm always a DM away to help people who don't know how to code or mod in order to customize their personal gameplay experience. What I will say on a slightly unrelated note is that I don't think it's fair to say that everyone who plays Stellaris endorses Genocide and Slavery, nor do I think it's fair to say that anyone who plays with the Lustful Void mod endorses Rape or Bestiality. To vent a little... Spoiler I've been counselled on the idea that it puts a microscope over my work that doesn't need to be there. I feel like there's nothing there to find. I just want to include everything I can, but it's also not a hill I'd be willing to die on. I'm apathetic about it. I think it's easy to turn off. Much like how futa content is the MOST requested content I get, and I do occasionally do my best to provide. Because I like making the fans happy, even if chicks with dicks give me a "disgust" response. The point isn't to shit on people's kinky bears, I'm just making an analogy. I'm already past my comfy point when making this mod. I don't have any plans to make content in regards to that particular trait. Even if someone requested an event story, or art, or tried to pay me. As I said above, if you see it appear randomly in-game, you can always crack their planets in half, or modify their genes so as to fix them. It's your game, which means it's your story to write. Choosing not to download it at all is perfectly valid as well. You do you. Anyways... I think I'm allowed to wrestle with my own experiences through my art and gameplay expression. I don't need to tell my story to alleviate random people on the internet's fears. So I'll just be cryptic. I was 4yrs when I had what I would consider a disturbing but mild experience. It wasn't criminal, I was alone, but I didn't even know I should be ashamed until puberty hit and I understood what I was doing. I've always felt shame about it... I don't think I'm the only one who would have similar stories to confess. I think we all fantasize and wrestle with our own dark experiences in ways that can be cathartic. Like I said, I'm apathetic about it because I don't think about how people will use it. I don't want to know what people do with my mod. 5
Morgenstern20 Posted November 9, 2025 Posted November 9, 2025 It's just a trait, it doesn't actually add content to my knowledge, thank god. Slap it on the faction you plan to kick the ass off/genocide/enslave if you want or just ignore it. 1
coconutpilot Posted November 13, 2025 Posted November 13, 2025 So the brood mare blockers are generated from this mod and not from Lustful Void, right? The vassal AI in my current doesn't seem to remove them and are content with the job despite the large food and energy malus, which was around -50 each for the 4k robots and hundreds other pops force-assigned to them. ...is this intentional? ( ͡° ͜ʖ ͡°) 1
Calcifire Posted November 15, 2025 Author Posted November 15, 2025 On 11/13/2025 at 3:43 AM, coconutpilot said: So the brood mare blockers are generated from this mod and not from Lustful Void, right? The vassal AI in my current doesn't seem to remove them and are content with the job despite the large food and energy malus, which was around -50 each for the 4k robots and hundreds other pops force-assigned to them. ...is this intentional? ( ͡° ͜ʖ ͡°) Yeh, it's meant to be bad. But I dunno why the AI doesn't seem to get that 1
coconutpilot Posted November 15, 2025 Posted November 15, 2025 2 hours ago, Calcifire said: Yeh, it's meant to be bad. But I dunno why the AI doesn't seem to get that I'll see in future games if empires will try getting rid of them. I know AIs has had trouble managing planets even since 3.1x Btw, thank you for the mods! You help bring a bit more of RP in modded Stellaris
rainworsplay Posted December 2, 2025 Posted December 2, 2025 Need help. This is the second time, getting closer to 2300, that I've been crashing due to the same issue in the mod. I've tried fixing it, but it's been unsuccessful. Can anyone tell me how to resolve this error? [19:22:33][trigger_impl.cpp:1194]: Script Error: Invalid context switch [species] from Гатана III [planet], common/scripted_triggers/01_scripted_triggers_jobs.txt:222 @ in scripted trigger is_lithoid at file: common/pop_jobs/1b_babe_jobs.txt line: 265, Scope: type=planet id=3926 opener_id=4294967295 random={ 0 3991148998 } random_allowed=no from= { type=country id=4294967295 opener_id=4294967295 random={ 0 3991148998 } random_allowed=no } [19:22:33][trigger_impl.cpp:1194]: Script Error: Invalid context switch [species] from Гатана III [planet], common/scripted_triggers/01_scripted_triggers_jobs.txt:222 @ in scripted trigger is_lithoid at file: common/pop_jobs/1b_babe_jobs.txt line: 271, Scope: type=planet id=3926 opener_id=4294967295 random={ 0 3991148998 } random_allowed=no from= { type=country id=4294967295 opener_id=4294967295 random={ 0 3991148998 } random_allowed=no }
bsdmm Posted December 5, 2025 Posted December 5, 2025 On 12/2/2025 at 9:02 AM, rainworsplay said: Need help. This is the second time, getting closer to 2300, that I've been crashing due to the same issue in the mod. I've tried fixing it, but it's been unsuccessful. Can anyone tell me how to resolve this error? [19:22:33][trigger_impl.cpp:1194]: Script Error: Invalid context switch [species] from Гатана III [planet], common/scripted_triggers/01_scripted_triggers_jobs.txt:222 @ in scripted trigger is_lithoid at file: common/pop_jobs/1b_babe_jobs.txt line: 265, Scope: type=planet id=3926 opener_id=4294967295 random={ 0 3991148998 } random_allowed=no from= { type=country id=4294967295 opener_id=4294967295 random={ 0 3991148998 } random_allowed=no } [19:22:33][trigger_impl.cpp:1194]: Script Error: Invalid context switch [species] from Гатана III [planet], common/scripted_triggers/01_scripted_triggers_jobs.txt:222 @ in scripted trigger is_lithoid at file: common/pop_jobs/1b_babe_jobs.txt line: 271, Scope: type=planet id=3926 opener_id=4294967295 random={ 0 3991148998 } random_allowed=no from= { type=country id=4294967295 opener_id=4294967295 random={ 0 3991148998 } random_allowed=no } this answers my question that it does not in fact work in 4.2.3
rainworsplay Posted December 6, 2025 Posted December 6, 2025 11 hours ago, bsdmm said: this answers my question that it does not in fact work in 4.2.3 [ Это отвечает на мой вопрос, что на самом деле это не работает в версии 4.2.3] I tried to fix it myself, but the only option now is to look at which planet the game is complaining about and delete it through the console every now and then.
Nonamestated Posted December 31, 2025 Posted December 31, 2025 How do you get the extermination types? Is it locked behind being a purifier?
SirSwordsalot Posted December 31, 2025 Posted December 31, 2025 Ooh update. There a changelog anywhere that I might've missed? If not, then have the AI at least been made able to manage the gorehounds? Seriously. In any given game, at least three empires are immediately crippled by them and go on to be deadweight that does nothing but slow down my game. Nowhere near as bad as it used to be of course, but I'm starting to question how necessary the existence of these blockers even is...
bsdmm Posted December 31, 2025 Posted December 31, 2025 what is the difference between the two sex rights versions the change logs still say 3.14 and i don't know what both add and if i need both or one of them?
Calcifire Posted January 1 Author Posted January 1 (edited) 15 hours ago, SirSwordsalot said: Ooh update. There a changelog anywhere that I might've missed? 1 hour ago, bsdmm said: what is the difference between the two sex rights versions the change logs still say 3.14 and i don't know what both add and if i need both or one of them? Soz, I basically FINALLY uploaded the 4,2 version. And went straight to bed, lol. AND SORRY AGAIN for the lack of tech support ever since the Psionic DLC came out. I've been very busy IRL, but I have been paying attention to everyone's bug reports and issues. But I feel like I've caught up mostly. But I'm still very open to more feedback with the current iteration. Namely, I made the wildlife deposits more rare. I'm totally cool with "Cal, make it EVEN MORE RARE". I listen to the peoples. Kk so... Outside of lots of bugfixing and shit, you'll notice an alpha version available for download. Those in my Discord should know about how I'm taking a modding hiatus. I've been doing this on my free time for over 4 years, and I was secretly working on it for another few years before going public. I will still make time for tech support and mod maintenance, but my days of creating cool new shit are over for the time being. THAT BEING SAID, I thought it would be fair to still push out to the public some of what I had been making on my dev version. The Alpha version of the mod contains the skeleton of what I would have called the Harem Update. It's got no art, very little smut, BUT It was a monumental task to code. A lot of the proof of concept is set in stone. My old "Matriarchy" "Patriarchy" civics have finally been fleshed out. Intended for imperialist playthorughs, which either one you pick will ensure your rulers and heirs are one gender, and your leaders(consorts or concubines) are the opposite. Overall, the Matriarchal Society civic is lack luster, and only does a little bit of what the Patriarchy Harem Builders civic now does. 1.) When an heir is created, a random female leader is designated as his mom. When your ruler dies and your heir is promoted, opt-in opt-out incest event will fire so you can decide what to do with her. Now mind you, "help step-bro" is not the point of what I created. It's just I mean, obviously. If I'm making a harem update, I have to. 2.) Hire on story telling. Basically the game spits out some smut if you hire a leader with a certain trait for the first time. There are a couple new leader traits for this purpose, outside of just "hired leader with cousin trait". For example, if you are playing the Matriarchal Society, then the game should acknowledge that youve just hired a "rapist" leader. 3a.) THIS IS THE MOST IMPORTANT FEATURE. The capturing of enemy leaders system for your harem. As of right now, it's limited to enemy rulers and heir only. But it's definitely good shit imo. Basically how it works it, when you win a war you have the option to violate the enemy ruler in order to sign the peace agreement. Once the deed is done, they will recieve a new "victimized" trait that works as like a score counter. The more often a ruler is violated, the more likely they are to submit and become capturable. There is a lot of variance to this process. Sometimes an enemy leader will immediately give in, others you might have to defeat multiple times before she will become your concubine. It depends on RNG and traits, but it works. 3b.) The AI can engage with this civic too, they will totally violate and kidnap your rulers, no remorse. 3c.) I'll also mention that it is possible to violate seduce and capture futanari rules, but male rulers can only be violated. I'm not against the idea of letting players do it, I just didn't allocate my attention to it. ANYWAY 3d.) Heirs of rival imperial empires can also be exploited through this system. Say the enemy king has a daughter as his heir, then when you win a war the burden falls on her to spread her legs for peace agreements. Queen and Princess can be violated side by side and captured should either of them break. 3e.) When an enemy empire is DESTROYED though warfare, you have to unique option to do a force capture before they die. This isn't always effective, as rulers who haven't been properly "trained" have a chance of killing themselves shortly after being abducted. AKA, if you want to guarantee the enemy ruler for yourself, I recommend whittling them down to their last planet and engaging in humiliation wars until she properly submits to your dick and is ready to be kidnapped willingly. What I would want to add eventually is the exact same feature but for all other types of leaders. Even female envoys sent to your empires to improve relations in a more "direct" way. BUT I'm taking a break. yeah, that's mostly it. Enjoy ^-^ Edited January 1 by Calcifire 6
MawOfSus Posted January 1 Posted January 1 To those who find that the "Cheat Trait" is missing in the alpha version, you have to go to calcifires_trait_pack\common\traits\lv_species_traits_other.txt and uncomment (remove all the hashtags #) the code I also linked it to the dds icon but I don't know if I actually needed to do that Or if you are lazy just paste this into calcifires_trait_pack\common\traits\lv_species_traits_other.txt trait_lv_cheat_trait = { icon = "gfx/interface/icons/traits/trait_lv_cheat_trait.dds" cost = -99 randomized = no allowed_archetypes = { BIOLOGICAL LITHOID ROBOT MACHINE } species_potential_add = { always = no } modifier = { } ai_weight = { weight = 0 } } 1
SirSwordsalot Posted January 3 Posted January 3 So I did some experimenting, and found something unexpected. Firstly, the unsurprising: AI are being crippled by gorehounds because for some reason, despite being far into the mid or late game, they haven't managed to pick up the tech to remove them. They may need something to help with that. This allies to Wyrm Nests and Reinbugs as well. Secondly, the surprising stuff: I followed my caveman instincts and wondered "What happens if I delete the blockers entirely?". This was done through just, straight up deleting "1b_babe_blocker_deposits.txt". The results are...the game runs faster. I can't give great accuracy on how much faster, but on Faster speed using the classic one-onethousand/two-onethousand method I very roughly estimated an increase of speed from one day a second to three days a second. I can not yet speak for long-term stability. This may warrant further examination on your end whenever you're feeling it, Calcifire. I hope I've helped somehow. 3
CheckUp Posted January 8 Posted January 8 (edited) babe_trait_cleanup.txt has mismatching closed brackets. According to the logs the "is_lithoid" trigger can no longer be part of the "upkeep" resource bracket (e.g. 1b_babe_jobs.txt/hierodule_slave). When compared to what Pdx did, lithoid specific jobs now need to be separate entities, and have the is_lithoid check as a condition. edit#2: babe_purge_events.txt and babe_patriarchy_events.txt (in the Alpha release) also have mismatching closed brackets. The latter has quite a few, actually. edit#3: Some wrong scope errors: [event.cpp:935]: Script Error, attempted to execute an event on an unsupported scope! Event: babe_matriarchy_event.10 Event Scope: country Executing Scope: type=leader [event.cpp:935]: Script Error, attempted to execute an event on an unsupported scope! Event: babe_patriarchy_event.10 Event Scope: country Executing Scope: type=leader Edited January 11 by CheckUp Found some new issues. 1
Xenodragon54 Posted January 11 Posted January 11 Hey so I tried playing with the Alpha version of the sex rights and such, but when I do, none of the traits or rights show up. Do I need both the regular and the Alpha harem version together?
Xenodragon54 Posted January 11 Posted January 11 1 hour ago, Xenodragon54 said: Hey so I tried playing with the Alpha version of the sex rights and such, but when I do, none of the traits or rights show up. Do I need both the regular and the Alpha harem version together? I got it to work. Had to extract the file somewhere else and move them into the mod folder. Weird.
WaveGerhart Posted January 28 Posted January 28 Some changes that have come to the 03_worker_jobs.txt, such as miners on volcanic worlds becoming thermoforgers (producing alloys), or miners where crystals are available becoming crystal miners (producing crystals), have not made it into the alterations present in the 1 b_worker_jobs.txt from this mod. I expect this would also be the same for mote technicians and gas farmers, but I noticed the thermoforgers missing first, and the crystal miners were the next line up. I may try to scan through to confirm any other missing jobs, but not right now. I'm hoping the bit of cut-and-paste-fu I did between the two files will fix em, but that testing will be some other day.
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