Stellaris

Stellaris

The Tasty Expansion Pack
213 Comments
Exu 25 Aug @ 6:15pm 
I got the Treasure World through discovery. I saw a vacant world near my home system lmao, it would be sad that I'll remove the mod because I cant even build a stronghold because it got a 30% Stability now
Soggy Cat :3  [author] 25 Aug @ 1:39pm 
@Exo
Ohhhhhhhh i seeeeee. Did you acquire the Treasure World from space, conquest, subject integration, or some other non-terraforming method? This happened a while back for someone else. It's mostly bad game design on my part, but you can only utilize treasure worlds if you have the civic that lets you create them. I assume this is what happened to you too. I should really make it consistent because it keeps confusing people.
Exu 25 Aug @ 9:32am 
Hello! Im using a lot of mods but I use UI Dynamic and Tasty Pack with it. i tried placing Tasty Pack below UI Overhaul Dynamic but the planet UI is still janked. Imma try to make some tests. I recently got a hold of a Treasure World and cant make buildings on the new colony because of it. Love your mod tho
Soggy Cat :3  [author] 25 Aug @ 8:39am 
@Exu
I just ran a game using just Tasty and UI Dynamic in the latest version of Stellaris and could not see anything irregular. If you can let me know what you mean exactly I can pinpoint anything odd more easily. Also if you are running a ton of mods the issue might have nothing to do with Tasty? Any further details would be super helpful!
Exu 25 Aug @ 6:15am 
Treasure World UI is bugged in the new update, so does the new planets
@Laaven Since I'm playing with the same pack, might be the "No default empire spawn" Mod?
Soggy Cat :3  [author] 15 Aug @ 12:07am 
@Laaven
https://media.tenor.com/HZCYj746QkgAAAAM/staringsoldiercatok.gif

Dear god 296 mods.... alright I'll do my best to figure out what's going on lmao. Thank you for the data!
Laaven 14 Aug @ 9:32pm 
@Sad Wet Cat
I'm running this collection: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2856154452
Soggy Cat :3  [author] 14 Aug @ 5:32am 
@Laaven
Hmm, I checked a barebones game with just The Tasty Pack and UI Overhaul and could not select or get other empires to spawn with uhoh_culture ship culture. I also tried with the modset my friends play with (about 16 mods) and didn't see anything.

uhoh_culture does exist though, but its an empty backup template in case something in the game fails to load. Is it possible some other mod is changing how empires generate and selecting it? Because my code flags it as unselectable for both players and AI by default. It is quite possible some shipset mod is failing, and thus defaulting to the uhoh set. Are you running other mods? (I know crazy question to ask a Stellaris player.)

Any details will help me track down if Tasty is the root, or if its just someone else's mod failing to load gfx cultures, if anyone else experiences this please let me know too!!
Laaven 14 Aug @ 12:42am 
One of random empires spawned with your uhoh_culture ship culture and it's blank box
Soggy Cat :3  [author] 8 Aug @ 12:09pm 
@Xalderin
As Fenrisúlfr mentioned, anywhere under UI Overhaul Dynamic is good! The one possible modification that might overlap with other mods is specifically and only the hivemind livestock population control. This mod lets hiveminds set their livestock rights to uncontrolled growth so livestock can reproduce. If you want to ensure this holds true, place this mod below any others that edit livestock species rights! Whichever mod is lower will have its hivemind livestock species rights be applied. I know its hyper specific but that's the only reason I could think of to reorder this mods spot in the load order lmao
Fenrisúlfr 6 Aug @ 9:35am 
doesn't edit files so anywhere below Ui overhaul dynamic
Xalderin 6 Aug @ 9:31am 
Do you have any recommended Load Order spots for this mod?
Soggy Cat :3  [author] 24 Jul @ 12:49am 
@Expensive-Paper-77
Fixed! :3

@Proud Lemming
It's decent at simple things like Bioweapon Origin and Prospectors. But it isn't great for complex game strategies like Nanomachine Absorbtion and Heaven's Error Sin Harvesting. So it's mostly meant for Players because they have the brains to orchestrate weird strategies. Additionally Stellaris uses a "weight" system to determine the likelihood / desirability of an AI doing something instead of a chance per year or some kind of time anchored system, so I just have to kinda eyeball things like "Yeah, the nanoworld terraform weight should be 250.0 because that's twice the desirability of a machine world I guess?..." Stellaris AI is goofy and I have smooth-brain so put those together and...well....
Proud Lemming 23 Jul @ 7:03pm 
Is the AI any good when they play as these templates?
Expensive-Paper-77 23 Jul @ 5:59am 
Hey, your mod overwrites humanoid city scape as "uhohmachine".
Soggy Cat :3  [author] 23 Jul @ 1:02am 
@Stepover34
Fixed!

Thank you!!! Bioweapon Ancestry should now be immutable for everyone, even those initially bearing the ancestry. I appreciate the feedback!
Fenrisúlfr 20 Jul @ 9:57am 
to a non bioweapon empire
Fenrisúlfr 20 Jul @ 9:57am 
the Bioweapon Ancestry trait can be added via genetic modification
Soggy Cat :3  [author] 16 Jul @ 5:35am 
@Stepover34
Adding a crisis is difficult from what I understand, I'll take a crack at it once I graduate college and can sink the time into it lol. I've actually been wanting to do it for a while but am intimidated by how complex the event / UI modding can get. But like all things, it likely gets easier the more time I spend learning it. If I was experienced it would probably take me a week, but from my current stellaris knowledge it's a daunting task. One day though....one day when I'm not drowning in homework X3
Fenrisúlfr 15 Jul @ 11:24am 
I'm not sure if you would be up for this, but adding a crisis path for the nanorobotic plague and escaped bioweapons origins would be great
Soggy Cat :3  [author] 13 Jul @ 7:28am 
@Stepover34
I seeeeeee... I'll look into it. Either somewhere along the way a patch broke that modifier... or it broke the tooltip and the modifier is still there but hidden. Back to debug hell I go I suppose XD

Ty for the information, I actually haven't played stellaris since the biogenesis patch so I probably haven't noticed stuff with recent patches!
Fenrisúlfr 13 Jul @ 3:07am 
I just remember morb blood giving habitability and no other effects
Fenrisúlfr 13 Jul @ 2:51am 
When I looked last time the pop growth negative on morb blood didn't show
Soggy Cat :3  [author] 12 Jul @ 11:12pm 
@Stepover34
Revisited:
- Delicious Traits now cost at least 1, so you cant easily stack them all on one livestock species and get 20+ food per single pop.
- Ketchup and Steak cost set to 1 as suggested.
- Cake Flesh kept the same, the upside is getting minerals from livestock which is very strong in my experience. Especially since the negatives are being placed on non-citizen species that are not being used as armies typically.
- Morb Blood kept at 1 cost, it is actually quite bad lol. A -70% pop growth speed is actually horrible XD Ive had some games where my pop actively goes extinct upon becoming morb blooded!
- More Morb Blooded amenities usage increased to 1.25, following suggestion.
- Secret recipe DNA increased to 3 as suggested.

It'll take me some time to test these numbers and see if they feel right. I appreciate you bringing it up and being specific. It's nice when someone has a clear idea of where the balance should be applied so that's awesome! Ty :3

(Part 2 / 2)
Soggy Cat :3  [author] 12 Jul @ 11:11pm 
@Stepover34
Thank you for the feedback! I have left those traits pretty IMBA for too long so you're comment galvanized me to revisit them.

The seemingly effectless traits effect how much food the species produces when its living standard is livestock. So having them on your ruling species doesn't do anything, but if you have captured and farmed a species with the trait then you get extra food from them. (Unless you are noting that this doesn't work... if that's the case... my bad something is wrong and I'll fix it lmao)

(Part 1 / 2)
Fenrisúlfr 12 Jul @ 3:47pm 
Ketchup Blood and Steak Sauce Blood i think should be moved to 1 trait point instead of 0, Cake Flesh should probably be moved to -1 or -2 as it seems to have no upsides, Crunchy Edges if just Extremely Adaptive but costs 3 less points it should be moved to 4 points, Morb Blooded should be moved to 2 trait points as it is just the adaptive trait, More Morb Blooded should lose some habitability maybe going down to +30% and having the consumer goods upkeep reduced to +50%, maybe also moved to 4 points alternatively increase amenities usage by +0.5/1 (Like the Hard reset origin trait) and move to 2-3 points, Secret Recipe DNA i believe should move to 3 points as happiness can be powerful.
Fenrisúlfr 12 Jul @ 3:36pm 
@Sad Wet Cat :3, this mod is adding 6 traits for 0 points with seemingly no effects, besides that the mod seems interesting
姆咪 16 Jun @ 7:59am 
@Sad Wet Cat :3
Thank you! I did indeed acquire the Treasure Worlds from a Megacorp during a war.
Soggy Cat :3  [author] 16 Jun @ 7:07am 
@姆咪
Luckily this is intended! Utilizing treasure worlds is only possible for empires with the Treasure Hoarder Civic. At game start hives are forbidden from acquiring it. This is similar to how non-violet flood cannot use nanoworlds.

You scared the crap out of me I was dreading re-coding all the zones until I realized what you were talking about. What you have made me realize though is I should prevent non-treasure empires from being able to colonize treasure planets in the first place, that way it's a little more intuitive.

I'll play around with some ideas on how to handle it, because it also brings up the question of, what if you are a hive and you conquer a treasure world?". I'll see what I can do. Maybe it is easier to just let everyone build on it regardless of having the civic if they manage to acquire one lol

Ty for the heads up!
姆咪 16 Jun @ 1:00am 
When playing as a hive country, it's not possible to construct any buildings in the Treasure Hoard on Treasure Worlds. Other planet types added by the mod might have the same issue. It seems to be related to recent updates affecting district behavior.
Soggy Cat :3  [author] 6 Jun @ 6:32pm 
@Nameless
Fixed! Thank you for the heads up. Pretty game breaking patch changed the event script ordering, and was instantly killing the player when their population count was reset. I appreciate you reporting this! Let me know if you find any more issues!

@kokiller
I'll look into it. I can't see any issues but maybe I am just not sure what you are finding. If you have any details about what you are experiencing please feel free to share them!
Nameless 6 Jun @ 3:50pm 
origins now inst kill empires using it. like bioweapon an d violate flood.
kokiller 3 Jun @ 12:11pm 
automatic building is not worked to day can you fix the problem ? nice work :-D
Soggy Cat :3  [author] 25 May @ 3:33pm 
@Nik
I agree the exotic gases are pretty underwhelming in the new meta. Instead I have repurposed the building to provide a powerful boost to job production, at the cost of dark matter. I appreciate the suggestion!
Nik 25 May @ 10:54am 
You may want to look at the soul refinery building. It might be under tuned in 4.0 with how easy it is to get ton of the special resources.
Nik 25 May @ 12:48am 
Ok, I will take a crack. I think the Nanorobotic is probably fine. It seems like you can hold up reasonable well with it. I have some concerns about Heaven's Error since that seem to require some aggression.
Soggy Cat :3  [author] 24 May @ 8:24pm 
Nik
Yes! In both cases lore wise they are post war / long hibernating. So low pops. No real other reason than that. If it seems problematic let me know and I'll re balance it!
Nik 24 May @ 6:34pm 
Just curious are both the new machine origins supposed to have less pops than normal. It looked like they have around 1700 and 1900 pops instead of around 5000ish pops.
Soggy Cat :3  [author] 24 May @ 12:26am 
@TroupeMasterSilas
(...also... at some point I plan on releasing a relic dig-site for each origin. But I haven't done it yet. So possibly in the future the origin will also guarantee a relic dig-site. This already happens for Heaven's Error and the Soul Crucible relic. It's my prototype test.)

But that's a secret :3 and is coming later.
Soggy Cat :3  [author] 24 May @ 12:23am 
@TroupeMasterSilas
Aside from the bonuses each provides:

Both: Can build bioweapon buildings.

Special to Escaped Bioweapons Origin:
- Starts with a bioweapon building on the capitol.
- Gives your species the "Bioweapon Ancestry" trait for free.

Special to Mother of Monsters Civic:
- Allows you to build the special armies: Extinction Sterilizer Horde, Specialized Apex Predator, and Kaiju.

So if you do not take the origin, it just means you will not have the Bioweapon Ancestry trait. That's about it in the long term. The origin is mostly thematic and deepens the niche bonuses of dealing more damage to technologically superior empires and having more genetic trait points.

Hopefully that answers your question!
TroupeMasterSilas 23 May @ 5:40pm 
Do mother of monsters and escaped bioweapon have any significant differences outside of the stat boosts given by the origin? Or is their more content to bioweapon, it seems like the civic and origin are pretty similar so im wondering if im loosing out on making monsters if I dont take the origin.
Soggy Cat :3  [author] 23 May @ 4:57pm 
@s8n
I'll be honest with you. I thought I already sent the update but I didn't. I just wrote all the code, was like... "That's good. Sleep time", and then I blacked out XD You shouldn't need a new save.

I'll roll out the update now, with the planetary tendril fix as well. Might not see your response for a while, but if something still seems sus let me know!

Also. Size 71. It's bigger than the star at this point isn't it? Hahaha
s8n 23 May @ 9:12am 
@SadWetCat, thank you, in my current game I have a size 71 world, with 17 cystoskeleton districts, which means I would have 850 hunter seeker drone jobs. I currently have 900 jobs, 600 of which is by 3 sentinel posts, so after update I would have +250 jobs compared to now. Current pop size 22.8k with capacity until 30k, with 900 hunterseekers so I think by the time i grow 8k pops I will be ok with another 6-10 districts, so yes in my opinion +50 hunterseekers per district is good. When will this update happen? Or do I need a new save?

Question, building Planetary Tendril, says adds +8 soldier jobs, not mistake?
Soggy Cat :3  [author] 23 May @ 1:53am 
@s8n
Done. Each cytoskeleton district adds +50 hunter seekers. Meant to scale somewhat, but not completely handle all crime management. Tell me how you feel about it if it seems over/under-tuned. Also, thank you this was a great suggestion!

@Nik
You are correct! It has been now changed to 100! When updating to the new population system I missed re-balancing that one! I appreciate you mentioning it!
s8n 23 May @ 1:34am 
Suggestion, maybe nanomass world districts could have hunter seeker drones +x per district so that when the population grows we do not need to rely on sentinel buildings?
Nik 22 May @ 4:04pm 
Nanomass worlds only have 1 replicator job added. I assume it is supposed to be 100.
Link3000XD 22 May @ 8:17am 
nice! lolol
Soggy Cat :3  [author] 22 May @ 2:56am 
@Saleku
Fixed! That was indeed a bug! I appreciate you reporting it!

@Link3000XD
Me too... me too lol. The portraits are in the "Uhoh" section haha. This mod started as just a goofy add on for me and my friends, and we were ok with Fanatical Purifier Carl Wheezer assaulting us. But as thousands adopted it, occasionally people would comment that it broke immersion. The amount of negative reviews on the mod is only 6% (its 4 stars still because i haven't gotten 200+ ratings yet lol), but every single negative one has always been "Good mod but please remove Ronald" lol. I'm not sure if more people would enjoy the silliness and if its worth the laughs. I do feel a bit responsible so I keep the spawns to just the "Immersion Friendly" portraits. One day maybe Ill make a portrait megapack that just adds a metric butt ton of portraits X3
Saleku 21 May @ 11:18pm 
Not sure if this is actually a bug, but in shipsets it selects all the ship types for this mod. Does it even when all mods other than this one and UI Overhaul Dynamic are disabled. Vanilla ships and ships added from other mods seem to work just fine though.