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Posted (edited)
23 hours ago, printit said:

The production values in the top bar only updates every month and as I mentioned above the switching applies at these monthly updates. As for madames I will keep my eyes open. It's weird because I've not touched the madame for a while :D

 

Thanks all for the feedback everyone.

 

To clarify, I'm not talking about production or workers changing to/from farmer jobs, I mean a market trade, and it was just straight-up disappearing. I'd be buying 200 food a month and it would just be absent from my food production/consumption every other month like the trade was getting ignored. It went away when I rolled back to 1.1 but I could not spot a conflict (e.g. using Irony or anything to check). That's why it's weird. 😛 The good news, letting the game run for several months, I am not seeing this in 1.2b, so I have no idea what happened there.

 

As for the madame bug, how it manifests is that, say, whenever I would get a new madame job (from upgrading) or at the start of the month, the pops currently in the madame job would get shuffled out, and then I would end up with unemployed specialist pops. If pops demoted to worker jobs, then the next month, x of them would get promoted, and the existing madames would be unemployed (if I had no other specialist jobs available on the planet).

 

As it stands, it's happening just by 're-enabling' the disabled jobs. Here's my current state in a game at 2276.09.17 on my capital (don't worry about the ruler job surplus, that's because of a civic change just before I had saved the game lol):

 

https://imgur.com/a/fxeQBTx

 

My LV mods are in the same load order as yours, and the behaviour persists with the newer mod version unfortunately. If I toggle the madame job on/off, I get unemployed pops - first 4, then 8 more (total of 12), then 20 more (total of 28), which is where I took the second screenshot. Game is still paused, date hasn't changed. If I unpause, they all get demoted very quickly to workers (I have traits some other stuff like edicts that reduce demotion time), but when the month rolls over, the pop I had doing the madame job gets demoted and a new pop is promoted (the next two screenshots show this - I bumped to two jobs to make it hopefully a little more apparent). I've got a pretty large mod list but a deep dive on Irony showed few conflicts and when I attempted to resolve any b/w Calcifire's mods and LV by manually adjusting values to match the same behaviour was still present.

 

(And yeah, I can confirm the above comment that lvtt_common_l_english.yml is still encoding as UTF-8 instead of UTF-8 BOM, so that file does not load correctly - I fixed it to confirm it works, just didn't retake screenshots.)

 

I started a new game with only LV mods (no Ethics and Civics Bug Branch, no tradition overhauls, no UI overhauls, etc.), and am seeing the same sort of behaviour (see the last few screenshots in the album):

  • On game start, it appears all worker pops get promoted to madame, replacing the previous madame, leading to a bunch of unemployed specialists.
  • Individual pops hit the demotion timer and get demoted to workers at that point, filling worker jobs.
  • New month pops around, job re-scan happens, existing madame gets replaced by promoted worker(s), leading to a new madame and some number of unemployed specialists (including the previous madame). [Edit: The two madame pops look similar, but they are different - slightly different portrait.]
  • Repeat.

In this case, my mod list only consisted of the below:

  • Lustful Void
  • LV Overwrite Patch Council (does not affect jobs/weights/etc.)
  • LV Gender Patch (does not affect jobs/weights/etc., as far as I can tell)
  • LV Loading Screens Tentacles
  • LV Extras
  • LV Tempting Tides
  • LV Dominant Advisor
  • LV Lewd Advisor
  • Lustful Gigastructures (does not affect jobs/weights/etc., as far as I can tell)
  • Lustful Gigastructures - Overwrites (same).

I tested with two empire types: Megacorp (w/ Concubine Foundation/Franchised Prostitution + Xenophile/Fanatic Pacifist) and Oligarchic (w/ Concubine Foundation/Functional Archiceture + Xenophile/Fanatic Pacifist), just to rule out Megacorp shenanigans. I had unlocked the -75% demotion speed in the Harmony tree to speed up testing, but nothing else: no other building purchases, no other techs than what you start with, no other unity purchases beyond that, etc.

 

So, no idea lol.

Edited by Eskella
Posted (edited)
3 hours ago, Eskella said:

 

To clarify, I'm not talking about production or workers changing to/from farmer jobs, I mean a market trade, and it was just straight-up disappearing. I'd be buying 200 food a month and it would just be absent from my food production/consumption every other month like the trade was getting ignored. It went away when I rolled back to 1.1 but I could not spot a conflict (e.g. using Irony or anything to check). That's why it's weird. 😛 The good news, letting the game run for several months, I am not seeing this in 1.2b, so I have no idea what happened there.

 

As for the madame bug, how it manifests is that, say, whenever I would get a new madame job (from upgrading) or at the start of the month, the pops currently in the madame job would get shuffled out, and then I would end up with unemployed specialist pops. If pops demoted to worker jobs, then the next month, x of them would get promoted, and the existing madames would be unemployed (if I had no other specialist jobs available on the planet).

 

As it stands, it's happening just by 're-enabling' the disabled jobs. Here's my current state in a game at 2276.09.17 on my capital (don't worry about the ruler job surplus, that's because of a civic change just before I had saved the game lol):

 

https://imgur.com/a/fxeQBTx

 

My LV mods are in the same load order as yours, and the behaviour persists with the newer mod version unfortunately. If I toggle the madame job on/off, I get unemployed pops - first 4, then 8 more (total of 12), then 20 more (total of 28), which is where I took the second screenshot. Game is still paused, date hasn't changed. If I unpause, they all get demoted very quickly to workers (I have traits some other stuff like edicts that reduce demotion time), but when the month rolls over, the pop I had doing the madame job gets demoted and a new pop is promoted (the next two screenshots show this - I bumped to two jobs to make it hopefully a little more apparent). I've got a pretty large mod list but a deep dive on Irony showed few conflicts and when I attempted to resolve any b/w Calcifire's mods and LV by manually adjusting values to match the same behaviour was still present.

 

(And yeah, I can confirm the above comment that lvtt_common_l_english.yml is still encoding as UTF-8 instead of UTF-8 BOM, so that file does not load correctly - I fixed it to confirm it works, just didn't retake screenshots.)

 

I started a new game with only LV mods (no Ethics and Civics Bug Branch, no tradition overhauls, no UI overhauls, etc.), and am seeing the same sort of behaviour (see the last few screenshots in the album):

  • On game start, it appears all worker pops get promoted to madame, replacing the previous madame, leading to a bunch of unemployed specialists.
  • Individual pops hit the demotion timer and get demoted to workers at that point, filling worker jobs.
  • New month pops around, job re-scan happens, existing madame gets replaced by promoted worker(s), leading to a new madame and some number of unemployed specialists (including the previous madame). [Edit: The two madame pops look similar, but they are different - slightly different portrait.]
  • Repeat.

In this case, my mod list only consisted of the below:

  • Lustful Void
  • LV Overwrite Patch Council (does not affect jobs/weights/etc.)
  • LV Gender Patch (does not affect jobs/weights/etc., as far as I can tell)
  • LV Loading Screens Tentacles
  • LV Extras
  • LV Tempting Tides
  • LV Dominant Advisor
  • LV Lewd Advisor
  • Lustful Gigastructures (does not affect jobs/weights/etc., as far as I can tell)
  • Lustful Gigastructures - Overwrites (same).

I tested with two empire types: Megacorp (w/ Concubine Foundation/Franchised Prostitution + Xenophile/Fanatic Pacifist) and Oligarchic (w/ Concubine Foundation/Functional Archiceture + Xenophile/Fanatic Pacifist), just to rule out Megacorp shenanigans. I had unlocked the -75% demotion speed in the Harmony tree to speed up testing, but nothing else: no other building purchases, no other techs than what you start with, no other unity purchases beyond that, etc.

 

So, no idea lol.

Thanks for the detailed information. I've tried reproducing this by disabling/enabling and set specific number of assignable jobs but nothing. I find it weird that you have 7 unemployed specialist and 5 uneployed workers in the new game. Why are there unemployed workers when you seem to have 2 slots of some other job according to the image? Anyway, I never used Extras, gigastructures, and the cosmetic mods in my testing. Have you tried verifying Stellaris vanilla files, deleted mod files before updating to new version etc. as well as Tempting Tides v.1.2b?

 

The UTF-8 BOM is just weird. I never noticed because it must've switched sometime around v.1.2 and my working branch without me ever noticing it happened. Might be some awesome shortcut setup.

 

Edit: The food trading must be something else. Have you tried without LVTT? :D The only changes I've made to trade is add another policy which shouldn't be active without manually changing it.

 

Edit2: Try replacing row 42 in common/pop_jobs/lvtt_specialist_jobs.txt with this

mult = value:job_weights_modifier|JOB|lvtt_madame|RESOURCE|unity|FACTOR|0.25|

and row 39 in common/pop_jobs/lvtt_ruler_jobs.txt with

mult = value:job_weights_modifier|JOB|lvtt_consort|RESOURCE|unity|FACTOR|0.25|

Makes no difference to me but might do something and these jobs should have the FACTOR|0.25| until I decide on something else.

 
Edited by printit
Posted
1 hour ago, TarDust said:

Council view gfx file lacks lvtt_ prefix resulting in the council view breaking

Shouldn't be in v.1.2b. Try v.1.2c and make sure you delete the mod folder before you unzip.

Posted

I tried changing lot of aspect about the jobs (weighting, and other aspect), but still the specialist unemployment persisted. (In new game start, like 14 unemployed specialist, and empty worker jobs.)

Maybe the problem is coming from  the civic's job replacement, maybe it's generates "ghost" jobs, and game try to fulfill them, but can't. Don't know where to find the calculation for that.

 

And the mod in my list almost the last, after that only the UI mods.

Posted
15 minutes ago, Mevris said:

I tried changing lot of aspect about the jobs (weighting, and other aspect), but still the specialist unemployment persisted. (In new game start, like 14 unemployed specialist, and empty worker jobs.)

Maybe the problem is coming from  the civic's job replacement, maybe it's generates "ghost" jobs, and game try to fulfill them, but can't. Don't know where to find the calculation for that.

 

And the mod in my list almost the last, after that only the UI mods.

The only vanilla overwrites that generate madames is commercial zone and commercial complex in \common\buildings\lvtt_trade_buildings.txt. These buildings replaces jobs the exact same way as with vanilla civics so shouldn't be a problem. You might be on to something though. Strill, no matter how hard I try to recreate this issue, I end up with nothing so I'm kind of useless in this case.

 

Have you tried setting the weight of madame to flat, i.e. no factors, 5/10/50?

Looking through the files, the last possible issue I can think of is in \common\economic_categories\lvtt_common_categories.txt. Try removing both triggered_produces_modifiers for madame and/or consort. You can also try setting parent to planet_jobs_productive.

 

Otherwise I guess these are the final solutions.

  • There's a conflict with an unsupported mod/version. This has been verified not to be the case as the problem persists with minimal loaded mods, LV with optionals and LV TT. Maybe removing optionals also. *shrugs*
  • Annoying option: Clean up mod folder and add fresh new versions. If Steam workshop is used then cleaning \steamapps\workshop\content might be necessary, I don't know.
  • Worst option: Reinstall the game after mod cleanup.
Posted
1 hour ago, printit said:

The only vanilla overwrites that generate madames is commercial zone and commercial complex in \common\buildings\lvtt_trade_buildings.txt. These buildings replaces jobs the exact same way as with vanilla civics so shouldn't be a problem. You might be on to something though. Strill, no matter how hard I try to recreate this issue, I end up with nothing so I'm kind of useless in this case.

 

Have you tried setting the weight of madame to flat, i.e. no factors, 5/10/50?

Looking through the files, the last possible issue I can think of is in \common\economic_categories\lvtt_common_categories.txt. Try removing both triggered_produces_modifiers for madame and/or consort. You can also try setting parent to planet_jobs_productive.

 

Otherwise I guess these are the final solutions.

  • There's a conflict with an unsupported mod/version. This has been verified not to be the case as the problem persists with minimal loaded mods, LV with optionals and LV TT. Maybe removing optionals also. *shrugs*
  • Annoying option: Clean up mod folder and add fresh new versions. If Steam workshop is used then cleaning \steamapps\workshop\content might be necessary, I don't know.
  • Worst option: Reinstall the game after mod cleanup.

 

Think i got it:

\common\pop_jobs\lvtt_specialist_jobs.txt

Line: 25 "category = planet_lv_concubine" changed to category = planet_lvtt_madame

 

And now it works for me.

Posted (edited)
29 minutes ago, Mevris said:

 

Think i got it:

\common\pop_jobs\lvtt_specialist_jobs.txt

Line: 25 "category = planet_lv_concubine" changed to category = planet_lvtt_madame

 

And now it works for me.

Awe-mazing! This should of course be planet_lvtt_madame, thanks for spotting the problem. This will be included with the next version in a couple of minutes. Hope this change works for everyone else with the same problem.

 

Edit: planet_lvtt_madames

Edited by printit
Posted

I've encountered a bug that has like 90% of the empires in the galaxy spawning as your new erotic-democracy, but they also have no empire names.

Posted
25 minutes ago, Nebula Swirl said:

I've encountered a bug that has like 90% of the empires in the galaxy spawning as your new erotic-democracy, but they also have no empire names.

Yikes. Get the LVTT_no_eroticratic_ai.zip as a temporary fix.

Posted

Minorish bug noticed: The game doesn't seem to recognize the 'Cumface of Sexology' replacement for the 'Head of Reseach' council Position as a valid 'Head of Research' in the research window. Not sure how that will affect things like research speed.

Posted
6 hours ago, Railgunner2160 said:

Minorish bug noticed: The game doesn't seem to recognize the 'Cumface of Sexology' replacement for the 'Head of Reseach' council Position as a valid 'Head of Research' in the research window. Not sure how that will affect things like research speed.

The reasearch speed is compensated and described when hovering each tech area in that window. Same with fleet power and diplomatic weight. If you find any other negative effects from missing ministers, please do tell. I wonder if I can do anything about the missing portrait though.

 

2 hours ago, Eskella said:

Just checking in to say the madame issue does appear fixed in my existing saved game with the correction added to 1.3. :)

 

Thanks! :)

I am relieved it works and confused that I couldn't reproduce it.

Thanks everyone who helped out, and the ghost bug pinpointer prize goes to Mevris.

Posted

Still getting loads of empires with no names. Not unplayable but confusing when the map is covered in blank name empires with similar colours. ❤️

Posted (edited)

image.png.157f4bb00a507f9a718e8d5e375c7010.png

Im.. Not quite sure how this managed to happen, Im pretty sure this is something from TT if only because i've only seen this after updating and re-enabling the mod
 

Popped open the debug and reveled the map- The majority of empires (not *every* single one) Was an eroticociy (which i know is a known problem, forgot to grab the patch) but more confusing/concerning is that the good majority of those had at least 1 hivemind ethic.

Edited by Nightengale__
Posted
9 hours ago, Nebula Swirl said:

Still getting loads of empires with no names. Not unplayable but confusing when the map is covered in blank name empires with similar colours. ❤️

Try the latest version.

 

1 hour ago, Nightengale__ said:

image.png.157f4bb00a507f9a718e8d5e375c7010.png

Im.. Not quite sure how this managed to happen, Im pretty sure this is something from TT if only because i've only seen this after updating and re-enabling the mod
 

Popped open the debug and reveled the map- The majority of empires (not *every* single one) Was an eroticociy (which i know is a known problem, forgot to grab the patch) but more confusing/concerning is that the good majority of those had at least 1 hivemind ethic.

Is this a version prior to the current? In v.1.3b the random weighting is standardised with other authorities and, by disregarding prerequisites, should have an even distribution.

 

Lewd Eroticracy is a government form purely used as naming cosmetic and automatically applied to Eroticratic authorities.

In vanilla, Gestalt Conciousness is the only ethic selectable with Hive Mind and is also one of the ethics that disables Eroticratic. What is this ethics mod you're using? Unless it's too nasty to integrate with or breaks other stuff, adding some ethics to the Eroticratic no no list should be easy. No promises.

Posted
4 hours ago, printit said:

Try the latest version.

 

Is this a version prior to the current? In v.1.3b the random weighting is standardised with other authorities and, by disregarding prerequisites, should have an even distribution.

 

Lewd Eroticracy is a government form purely used as naming cosmetic and automatically applied to Eroticratic authorities.

In vanilla, Gestalt Conciousness is the only ethic selectable with Hive Mind and is also one of the ethics that disables Eroticratic. What is this ethics mod you're using? Unless it's too nasty to integrate with or breaks other stuff, adding some ethics to the Eroticratic no no list should be easy. No promises.

This is current version, also noticed this in my own game but forgor :skull: to mention

Posted
9 hours ago, printit said:

Try the latest version.

 

Is this a version prior to the current? In v.1.3b the random weighting is standardised with other authorities and, by disregarding prerequisites, should have an even distribution.

 

Lewd Eroticracy is a government form purely used as naming cosmetic and automatically applied to Eroticratic authorities.

In vanilla, Gestalt Conciousness is the only ethic selectable with Hive Mind and is also one of the ethics that disables Eroticratic. What is this ethics mod you're using? Unless it's too nasty to integrate with or breaks other stuff, adding some ethics to the Eroticratic no no list should be easy. No promises.

 

 

Yeah this was the most updated version. My major mods are stuff like Giga’s and LV, so thats basically all i have thats making major changes. But for my ethics/civics mod, im using Ethics and Civics: Bug Branch. (Pretty sure thats my only modifier)

Posted
14 hours ago, Nightengale__ said:

 

 

Yeah this was the most updated version. My major mods are stuff like Giga’s and LV, so thats basically all i have thats making major changes. But for my ethics/civics mod, im using Ethics and Civics: Bug Branch. (Pretty sure thats my only modifier)

There is a bug with gestalt and eroticratic. This will be fixed in an upcoming patch.

Until then you can replace row 16 in common\governments\authorities\lvtt_authorities.txt with

NOR = {

 

Posted

There probably should be more restrictions on technologies and buildings, in general.

 

For example, Lust Gardens, as they appear in game, require only the tech Lustful Affiliates. However, the actual requirement to build them is that the empire is also Xenophile, which isn't stated anywhere in the description. This means that I can play Xenophobe, research the tech, but gain nothing out of it, because I cannot build them.

 

Either the building should only have the tech as prerequisite, or the tech itself should have the Xenophile prerequisite.

 

There are likely other instances of this, but I have not seen them yet.

Posted
21 hours ago, Arjik said:

There probably should be more restrictions on technologies and buildings, in general.

 

For example, Lust Gardens, as they appear in game, require only the tech Lustful Affiliates. However, the actual requirement to build them is that the empire is also Xenophile, which isn't stated anywhere in the description. This means that I can play Xenophobe, research the tech, but gain nothing out of it, because I cannot build them.

 

Either the building should only have the tech as prerequisite, or the tech itself should have the Xenophile prerequisite.

 

There are likely other instances of this, but I have not seen them yet.

Cheers for pointing it out. Have a look at the v.1.4 changelog. Had to make quite some changes to the logics, but it seems to work so fingers crossed.

Posted

I'm having a weird issue when extracting the mod zip, it will just put all the files into one folder with no sub folders, and the files will be named the path they should have had such as 'LV Tempting Tides\Changelog.txt' idk if this is an issue anyone else has had or if anyone knows a way to resolve this?

Posted
On 4/4/2024 at 11:45 PM, printit said:

There is a bug with gestalt and eroticratic. This will be fixed in an upcoming patch.

Until then you can replace row 16 in common\governments\authorities\lvtt_authorities.txt with

NOR = {

 

I trued this fix, but its still happening (and i did the newest patch unmodified before.) its not as many anymore but it still is. Also, i’ve noticed the good majority of the AI empires still generate as the new govmt. Type. Is there a way to reduce the weight further?

Posted (edited)
26 minutes ago, Nightengale__ said:

I trued this fix, but its still happening (and i did the newest patch unmodified before.) its not as many anymore but it still is. Also, i’ve noticed the good majority of the AI empires still generate as the new govmt. Type. Is there a way to reduce the weight further?

I'll look into it. Thought it would be equal as every other auth is weighted with base 2. I might lower it and maybe put the dirty origins as requirements in an upcoming patch. Meanwhile, you can lower the random_weight in \LV Tempting Tides\common\governments\authorities\lvtt_authorities.txt. Please do come back with a number if you find something that seems valid.

 

Edit: It really shouldn't generate more then democratic as they got the same values, but it seems sort of reasonable to have less eroticratics from the beginning.

Edited by printit

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