Stellaris

Stellaris

Psionic Cyborgs
45 Comments
Hlalakar 10 Mar, 2021 @ 11:03am 
So, will this let me assimilate pops to have both the cybernetic and psionic traits? I've been having the hardest time finding one that does that.
☭ Samar3n ☭ 22 Oct, 2020 @ 8:28am 
Update please.
22 Jun, 2020 @ 7:29pm 
@jonjowett if possible pls update this mod, edicts and flesh is weak needs fixing
21 Jun, 2020 @ 9:44pm 
@deller that's why the edict fix is needed, i don't think this is a mod issue, but a stellaris issue
CaptainKampfkeks 21 May, 2020 @ 11:29am 
Well, from what I've heard 2.7 has trouble working on it's own as well. Look at Perfect Ascension, I think it was called. Maybe that one's updated. It does more than this one, tho.
Dellar 21 May, 2020 @ 8:48am 
already tried, doesn't work cos it's not updated for the current patch 2.7.X @CaptainKampfkeks
CaptainKampfkeks 19 May, 2020 @ 9:18am 
Two and a half ascencion.
Dellar 19 May, 2020 @ 6:16am 
anybody knows a substitute mod for this and that works with 2.7.X? seems like this one is abadoned
Dellar 17 May, 2020 @ 6:26am 
the mod doesn't seem to work for me, the moment I take a second ascension path, for example I take first the evolution ascension path and get myself erudite, if I now get the psionic ascension path all my current leader get both traits but the leader pool I can choose from loses the first trait, erudite in this case, and only have the psionic trait. Same happens if I now try to get cyborg, all my current leaders get the trait but future leaders I can employ only come with the cyborg trait.
12 May, 2020 @ 2:02am 
there's some fixes on leader traits and the new 2.7 patch changed edicts, may need updates
19 Apr, 2020 @ 2:04pm 
flesh is weak modifier changed in 2.6.3, an update is needed!
also disagree on comment below, i think the additional stuff are cool
Pitlos Tails 18 Apr, 2020 @ 1:12pm 
this would be a cool mod if you just did what everyone wanted and just let us have both or all 3 at the same time, no need for all the stupid rest
Taelim 6 Dec, 2019 @ 3:31pm 
I'm not sure whether the mods I currently have are compatible with this one. The mods I suspect may not be compatible are The Decadence of Sanity, The Unofficial Machine & Synthetic Empire DLC, Plentiful Traditions - Extra Perks, and Genemoddable Psionic and Cybernetic Traits.
jonjowett  [author] 30 Nov, 2019 @ 11:54am 
@Maladictus:

It's based on the dev diaries and comments at the time that psionics were introduced. They made it clear that hive minds already have a type of psionics from the start of the game (ie. eusocial collectivism), so it doesn't make sense for them to later obtain the individualist-flavoured psionics that are available to non-hive-minds.

(The in-universe explanation was something like hiveminds operating on a completely different psionic frequency, to the point that they are unaware of the other types of psionics. Which doesn't make sense IIRC about the special flavour events when you meet the Prethoryn as a psionic race. But Stellaris has never had particularly robust lore, so I guess it doesn't matter much!)
Taelim 29 Nov, 2019 @ 7:52pm 
Is there any particular reason biological hiveminds can't have mind over matter and transcendence?
3 Nov, 2019 @ 8:20pm 
lol i haven't played in quite a while too, i just saw another psionic cyborg mod get a 2.5 version, so i thought there must be something that changed
jonjowett  [author] 3 Nov, 2019 @ 3:24am 
@鈺 : Only if you test it yourself and tell me it's broken. (Including, preferably, *how* it's broken.)

(I haven't played Stellaris for ages, and I don't have the time to exhaustively test all of my mods every time there's a new patch - especially as they usually work fine. But if someone comes to me with an actual bug report, I'll do what I can.)
2 Nov, 2019 @ 10:43pm 
is this gonna get updated?
Dellar 20 Jul, 2019 @ 11:31am 
Is this compatible with 2.3.X ?
28 May, 2019 @ 11:05am 
thx, can confirm it no longer adds psychic trait back
jonjowett  [author] 28 May, 2019 @ 10:47am 
Nice catch! Should be fixed now.
28 May, 2019 @ 10:23am 
the fix leader traits edict, adds psionic trait to "the chosen one", but the chosen one traits was supposed to delete the psionic trait, is there a way to avoid this?
jonjowett  [author] 22 Mar, 2019 @ 5:22am 
Updated the "Fix leader traits" edict to also add a brain slug to all relevant leaders.
Thomas Roderick 15 Mar, 2019 @ 4:54pm 
Okay, I'll try, thanks!
jonjowett  [author] 15 Mar, 2019 @ 3:50pm 
Yes, just click on it. A sound effect will play (as per every other edict) if you activate it successfully. (I have to admit, I didn't consider people who play without sound...)
Thomas Roderick 15 Mar, 2019 @ 3:29pm 
I assume I'm supposed to click on the edict to make it work if I don't use console commands?
jonjowett  [author] 15 Mar, 2019 @ 2:59pm 
@Thomas Roderick:

Edict methodology:

For each leader you have hired (leaders in the leader pool are excluded because I can't figure out how to access them via script):
- If the leader's species is psionic, add the correct psionic leader trait (depending on leader type)
- If the leader's species is cyborg, add the correct cyborg leader trait
- If the leader's species is erudite, add the correct erudite leader trait

There is no popup or anything - you'll only know it worked because your hired leaders will suddenly gain new traits.

---

I tested it again in 2.2.5 with a new game, and the edict seems to be working as described above. However, I am not able to consistently reproduce the leader species bug, so I can't test that particular aspect. Also, my test is with a new game and console commands - actual gameplay results may vary.
Thomas Roderick 15 Mar, 2019 @ 2:29pm 
Just one quick question: how does the edict work? I mean I clicked on the checkbox and literally nothing happens. Also, perhaps I really shouldn't have deleted the save - I have a nasty habit to start deleting stuff randomly whenever I start to get bored.
jonjowett  [author] 15 Mar, 2019 @ 11:41am 
Sometimes, even new leaders might lack the correct traits - until you use the edict. If they still lack the traits after you use the edict, then it sounds like an error - either their species hasn't been updated properly, or it's a bug in this mod.

I don't think that new ascension perks would cause any issues. Only the ascension perks listed in the description are altered.

Before you commit a lot of time to a new playthrough, could you send me a save where you've experienced the issue? (Or upload it somewhere and send the link?) I'm happy to unpack it and check the leader species thing.

In case I can't load it due to missing mods, I'll also need your species name and traits, and the names and traits of some of the affected leaders.
Thomas Roderick 15 Mar, 2019 @ 11:18am 
Well the things I did notice in that playthrough is that the newer leaders that showed up in the leader pool (as the pool automatically updates) still lacked the correct traits, and it seems that only leaders working on ships were updated. I will try another playthrough, though. The last playthrough started in 2.2.5 beta and have the ascension perked added in 2.2.6 beta, so perhaps those updates are messing with the traits a bit?
jonjowett  [author] 15 Mar, 2019 @ 10:36am 
Then, most likely, the issue is that your existing leaders are still part of the old species.

To verify this, clear out your leader pool (*) and see if the correct traits are applied to newly-hired leaders. And/or that the edict will fix newly-hired leaders.

If everything works as it should with new leaders then, well, I'm sorry but your old leaders are trapped in the old species and the only way you can fix them (AFAIK) is to edit your save file (**).



(*) I know, I know, the leader pool doesn't actually clear out, but you can take a note of all of the leaders in the pool, then hire them all, then fire them all.

(**)
Save
Unzip
Open "gamestate" in notepad++
Work out which species number is your main race (in the "species={" section)
Search for the name of the leader you want to alter
Change that leader's species number
Repeat for all leaders you care about
Save "gamestate"
Zip [stellaris.paradoxwikis.com]
Thomas Roderick 15 Mar, 2019 @ 8:03am 
I updated the entire species at once; also, the edict didn't seem to work - I clicked on the check box, and literally nothing happened and nothing changed.
jonjowett  [author] 15 Mar, 2019 @ 4:17am 
I don't think codominant evolution would affect this mod.

Have you tried using the edict that fixes leader traits?

Did you re-engineer the species all at once, or piecemeal?

Sometimes, you can re-engineer your whole species and some of your leaders remain part of the old species. This seems to be more likely to happen if the re-engineering is piecemeal (eg. each different habitability preference on its own). You can see this clearly if you change species portrait during the re-engineering. AFAIK, this can only be fixed by save-game editing.

(My pre-2.2 theory for why this happened is: each leader is linked to a specific pop, if that pop gets "lost" somehow (eg. migrates out) then it wouldn't be included in the re-engineering project, so the leader doesn't update. I don't know if this is still plausible post-2.2.)
Thomas Roderick 14 Mar, 2019 @ 8:04pm 
For some reason my empire, with ascension perks psi1, bio1, bio2, in that order, have only a fraction of leaders in the same species with the erudite perk, what is the cause of this? I was also using a co-dominant evolution mod, would this disrupt this mod?
Exploding Frogs 9 Mar, 2019 @ 2:12pm 
Re: incorrect leader traits: in the vanilla game's events, the event that makes it so that new leaders get the Erudite trait (utopia.2509) excludes leaders with Cyborg or Psionic. Altering the vanilla file to remove the following lines in that event should fix the issue:
NOR = {
has_trait = trait_cybernetic
has_trait = trait_psionic
has_trait = trait_latent_psionic
}
This should negate the need for a Decision to assign leaders the correct traits.
Thomas Roderick 8 Mar, 2019 @ 3:20pm 
Indeed, playing as a synth empire while having a whole bunch of nerve-stapled xenos as bio-batteries is indeed a thing - although it is among one of the most nightmarish dystopia ever imaginable, it is indeed a possible scenario. That said, I'm quite sure I'm going to have nightmares just thinking about the aforementioned scenario...
jonjowett  [author] 8 Mar, 2019 @ 7:22am 
@Thomas Roderick: Also, there's another problem with your suggestion: the order in which you pick ascension perks.

If you go cyborg then synth, you want bio to be blocked. Fine, as it stands.

If you go cyborg then bio1 then bio2, you need synth to be blocked. (Otherwise, you can have bio+synth as long as you pick bio before synth, and this is inconsistent with your request.) However, it wouldn't be obvious to the user that cyborg+bio blocks any further synthetic ascension. And you can't deselect ascension perks. I think I'd get a lot of hate mail if I made this change!
jonjowett  [author] 8 Mar, 2019 @ 6:21am 
@Thomas Roderick: It was intended for alien pops. Metal might be better than flesh - but that doesn't mean you'll extend the privilege to all of those filthy xenos. Much better to keep them as nerve-stapled slaves ;-)
Thomas Roderick 7 Mar, 2019 @ 8:06pm 
Could you please add another restriction on Synthetic Evolution and the two bio-ascension paths? I mean why would a species that truly believes metal to be better than flesh bother upgrading their biology?
CaptainKampfkeks 24 Feb, 2019 @ 9:42am 
Really neat! I will add it in my next game.
jonjowett  [author] 24 Feb, 2019 @ 7:45am 
OK, fixed. In addition to removing the species trait lockout, I've added a decision that fixes your leaders' traits.
jonjowett  [author] 24 Feb, 2019 @ 6:37am 
Well, after some testing, it looks like leader traits are not correctly applied. In my psionic cybernetic erudite species (yes, that works in the soon-to-be-uploaded updated version), all leaders spawn with cybernetic, some spawn with cybernetic+psychic, but none spawn with all 3. This does indeed look like a bug in the game, and I'm not sure how to fix it.

(I initially thought of adding a free edict that would add relevant traits to all of your leaders... but that's not a good idea for multi-species empires. And it doesn't address the bug where leaders sometimes don't update to the new species after a genetic engineering special project. Hmm. I'm going to have to think about this.)
CaptainKampfkeks 24 Feb, 2019 @ 6:37am 
Well, when my species has erudite, and as such erudite leaders, and gets the psionic trait, leaders start to spawn with the Psion trait but stop to be erudite.
Now that I think about it, even tho I have Transcendence not everyone of my leaders becomes a psion. Dunno, is that intended in vanilla?
jonjowett  [author] 24 Feb, 2019 @ 6:15am 
I've just had a quick look at the trait files. It looks like the cyborg and psionic species traits are mutually exclusive, but I can't see anything similar for erudite. I also can't see anything similar for leader traits.

As the whole point of this mod is to enable psionic cyborgs, I will shortly upload a fix for the psionic/cybernetic species trait issue. Can you be more specific about the erudite/psychic exclusion?
CaptainKampfkeks 24 Feb, 2019 @ 5:24am 
Does this also fix the bug that the special traits, like Erudite and Psychic are exclusive to each other?