Stellaris

Stellaris

Plentiful Traditions 4.x
Počet komentářů: 3 871
The Iron Angel 25. srp. v 9.56 
UoW will still nuke itself on anything but a Regular Empire (not usable by: Machines, Hives, Wilderness) see discussion for more info
The Iron Angel 22. srp. v 22.14 
Fixed the FE RoboComplex too, Paradox have forgotten the @ symbol before fe_jobs on a number of buildings - I can't tell if this is on purpose or not but the wiki page says they have the jobs but a both the robo complex and the clinic have 'fe_jobs' instead of '@fe_jobs'

Side note Abominus [GER] - if you want the University of Wisdom to be approx as powerful as an upgraded Fallen Empire building (1200 jobs) you could use the AMOUNT = @fe2_jobs value - this should set each to have 1200 until pdox change the value
The Iron Angel 22. srp. v 21.42 
Ok, I've had a look at the mod code and I think the UoW issue you have is due to a double @ symbol - I could be wrong but all other examples I've seen use a single @ symbol - I'm not a modder or coder, just a pleb with a diff checker and enough hours of reading XML code to *maybe* see patterns.

I'll fix my version manually again, this is the line with the error from what I can see, the others are working fine in game (thats the RoboFac/EWF/BioLab) As a side note

AMOUNT = @@building_static_jobs_very_high

@Simon you'll also find that even with this fix you're still going to have 1800 pops without a job as the original job number was a static 1200/1200/1200 and 'very_high' scripted amount is only 600/600/600
The Iron Angel 22. srp. v 21.42 
@Simon I'm not having any economy tanking but apparently the uploader changed the way UoW adds jobs so it could be that? He made the upload before I manually fixed my local version too and I only changed my local version since it was still broken for me after loading the save.

I'll reload this mod and see if the UoW is working without my changes

@Abominus [GER] - On a side note, I've also been in/out of the game a ton this afternoon as "building_fe_assembly_1" - the FE Robot complex and its upgrade isn't adding jobs - the code indicates it should be adding 'FE_jobs' qty but it doesn't - just the robomodding effect.
I don't have any mods that touch that FE building (that I can see) and I can change other things about it (build time/Cost) but it just REFUSES to add jobs to the planet and I'm still on 4.0.21...
Any tips?
Simon 22. srp. v 17.00 
Ever since the patch of today, my game file is corrupted. The University of Wisdom's tooltip doesn't show any additional job, and isn't providing any job either.
Also most of my base resources districts (energy, minerals, food) are wiped out, but I can't prove the problem comes from this mod, however the issue appeared as soon as the patch dropped.
Now all my planets have insane level of unemployment by losing thousands of jobs, and my economy is in shambles.
I played without any issue 2 hours before the patch, then saved and logged off to cook diner, when i came back to the game and reloaded my save file, I was having all those issues, and noticed this is the only mod I play with that got an update in the meantime.
I play on 4.0.21, but switching to 4.0.22 does not fix the issue.
Loading a previous save shows the same issue.
Abominus [GER]  [autor] 22. srp. v 15.16 
I already changed it in the last update. :-)
The Iron Angel 22. srp. v 15.12 
I've manually fixed this by changing how the mod handles adding jobs for is_machine_empire = yes scenarios.
Long story short... I've copied the 'regular_empire' variable and it works fine, actually adding the specified jobs to the planet.

UoW example below:

modifier = {
job_physicist_add = 1200
job_biologist_add = 1200
job_engineer_add = 1200
}
udkudk 22. srp. v 12.03 
Hello my friend.

Can you make this awesome mod compatible with another awesome mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3482693757

They have a guide on their workshop on what things to add to districts files etc to make it compatible.
Though, I think you still need to notify them so that they can implement the triggered modifiers etc to enable your district changes when both mod gets enabled.
The Iron Angel 22. srp. v 9.22 
University of Wisdom and Robotics Facility is still broken for Machine Empires that use the 'subroutine' jobtype
Building is buildable but does not have any jobs associated and just gives flat production (RoboFac gives a 5% boost)
Karpachov 21. srp. v 11.38 
yep just saw that for some reason steam didn't show me that something else than this mod had updated soory ignore my last comment
Lelouch VI Britannia 21. srp. v 10.35 
@karpachov thats not due to this mod its becasue of the update to stellaris this morning broke the ui overhaul mod as i had the same problem
Karpachov 21. srp. v 10.05 
hey so this mod updated and now whenever i click on a planet to view it's detailed window i CTD (I tried on my save and on a new game same result)
Abominus [GER]  [autor] 21. srp. v 7.45 
Another small update.
The Iron Angel 20. srp. v 1.48 
Can you look into if the University of Wisdom is broken for Machine Empires? It doesn't appear to be creating jobs for me, I'm an MI - Driven Assimilator - Normal tech jobs are called 'subroutines' and this wants to add calculators so all the building does is add 7-1-1 Phy/Bio/Eng base production and nothing more.

The robotics Facility is also not listed as adding jobs - as in, the description flyout doesn't list them and on build they don't get added. it DOES add the 5% Eng science boost though
Lelouch VI Britannia 18. srp. v 6.53 
the CTD occures if you look at any machine world screen second you click on the building slots it crashes in old and new games
Stern 13. srp. v 12.59 
Why ?
Abominus [GER]  [autor] 13. srp. v 12.23 
Made a checkup, I hope this update finds you well.
SirBlargsALot 12. srp. v 5.04 
Looks like it is a zone issue of some sort and it happens with any hive/machine like world after terraforming or starting new game. specifically you are fine so long as you never touch the zones these worlds provide
Abominus [GER]  [autor] 12. srp. v 4.13 
Since I started a new game recently, I will have a look onto machine worlds.

Does the ctd occurs only with new games or only when you transform one world?
Серёжа 12. srp. v 3.08 
hive worlds too
Maladict 11. srp. v 14.55 
Yeah, machine worlds broken:C
hamsta_killa 10. srp. v 6.01 
as many have already said, this mod is breaking machines worlds for some reason.
davidsankun(azazel) 8. srp. v 18.06 
Please check the machine worlds because they crash with the new world mechanics. It's curious that it only crashes with the machine worlds.
pandemolde 8. srp. v 6.18 
Can't scroll though traditions, not sure if it's clashing with other mods i have. For reference the mods i tried using with it are NSC3, ACOT, Gigastructural engineering, Planetary diversity and UI Overhaul.
Nikola 6. srp. v 15.23 
Thanks to @Blargh now nexus slot works
Blargh2015 2. srp. v 21.13 
I suspect the slot_nexus will fix machine worlds - I just don't have one in front of me to test.
Blargh2015 2. srp. v 21.10 
To patch around the crashing, open up the file:

C:\Program Files (x86)\Steam\steamapps\workshop\content\281990\1311725711\common\districts\00_urban_districts.txt

(or wherever your steam downloads mod content to)

Search for "slot_hive_01", "slot_hive_02", and "slot_hive_03" - each appear once, change to just "slot_hive"

Search for "slot_nexus_01", "slot_nexus_02", and "slot_nexus_03" - each appear once, change to just "slot_nexus".

Save the file and load - it stops the crashes for the hive worlds at least.
WMK1234 31. čvc. v 3.08 
Does this mod compatible with other mods that adds new traditions as well?
Bane with a Z 22. čvc. v 6.27 
yup, i just tracked this mod down to messing with machine world districts too
Soilborn 21. čvc. v 11.03 
I'm not sure how. I'm not sure why. But I've been able to narrow it down to this mod as the culprit.

When using this mod, machine worlds are quite corked. All districts are urban, and attempting to specialize crashes the game. Similar situation with Nano worlds after subsuming.

I've tested several times, including with this mod only enabled.
TPC 21. čvc. v 4.00 
is there a version without the extra slots?
Goodman11232 14. čvc. v 19.39 
Any chance we could get a update to fix those district specializations? Thanks!
雾之湖の冰精 7. čvc. v 17.01 
Hi, here is a feature request... would it possible to ban traditions for AI? AI will apply terraforming tradition and terraforming every planets, My CPU cannot afford hundreds/thousands of colonies... So I want to ban this for AI, or maybe there is another mod can restrict this?
Stellaris_chewie57 5. čvc. v 8.38 
Bug - when i terraform to Hive world and click on district specialization, it results in game crash. Same for forced "planet_class pc_hive".
DrvnkHades 3. čvc. v 17.50 
Confirming broken hive world with district specialization crash for me
Antlantas 2. čvc. v 23.20 
FYI it seems like there is some localization or something up with the Genetic Cyborgs Tradition. The Adoption effect and Integrated Modules effects are not listed in the tooltip.
Gh0stP3nguin 1. čvc. v 10.19 
I have testet every Mod in my Load Order, it is definitly this Mod that is causing the Problem with Machine, Nanite and Hive Worlds where it deletes your District specialisations and you crash to desktop upon selecting new ones
Hoping for a fix soon, since this mod is one of my favorites
Firestarter 30. čvn. v 17.25 
its broken rn, you cant use machine worlds, nanite worlds and hive worlds. when you look at the planet and chose the specialization option it crashes to desktop.
Dizz 29. čvn. v 19.57 
Can confirm it's broken in Stellaris version 4.0.21.

I got a new building (Pillar of Affliction) from the Mutagenesis tree and it's not even showing up to build on any planets.

edit: Nevermind, I found it under the agriculture districts specialization slots you have to pay to unlock for the planet (it's not a regular building slot like where a resource silo would go to). Everything else I tested also works, like the bonuses the traditions give, as well as ascension slots.

So I was wrong. This mod is fully functional in Stellaris v4.0.21 (the last update as of 2025-06-29).

Giving an award to the mod creator, because this mod is simply amazing in traditions options! :praisesun:
Ranger 27. čvn. v 16.19 
Still broken as of 6/27/25
alexandertyrell2 27. čvn. v 13.43 
Installed the Mod today and there is no change in game. The traditions and ascension is still vanilla.
ClockWorkOrange 27. čvn. v 9.56 
Does anyone know how to solve machine world & hive district problem?
SSRB - Papermoon 27. čvn. v 6.12 
yeah this mod crashes when you try to change district specialization for machine worlds. i turned on this mod in the middle of the game and it get rids of my district specialisations and when i try to change it it crashed the game.
TiberiumKnight 26. čvn. v 23.55 
I have narrowed my issue to either Plentiful traditions 4.x or the Extra Perks that go with it. Something within one of those two mods is preventing Raiding Bombardment from stealing pops. I am unsure if it is specifically with Nihilistic Acquisition or not, but I have only used it with that Perk so far.
Winter 23. čvn. v 12.24 
I am having a issue where the game crashes with districts type are clicked on with machine worlds might be causing the game thing to happen with districts with some gigastructors stuff not for sure though will have to have more of a run with out it
SirBlargsALot 20. čvn. v 14.19 
Can confirm machine worlds are still broken as of 6/20/25
kkyy 15. čvn. v 7.38 
This MOD has lifted the restrictions on cloning warehouses and robot assembly plants, and AI has used all building slots to build robot assembly plants
Exakan 15. čvn. v 4.19 
Hello, please fix the district issues as soon as possible. It destroys origins that use the mentioned districts, for example the machine origin & my modded origins.