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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.
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!
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!
I'm running this collection: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2856154452
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!!
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
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....
Fixed!
Thank you!!! Bioweapon Ancestry should now be immutable for everyone, even those initially bearing the ancestry. I appreciate the feedback!
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
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!
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)
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)
Thank you! I did indeed acquire the Treasure Worlds from a Megacorp during a war.
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!
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!
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!
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!
(...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.
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!
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
Question, building Planetary Tendril, says adds +8 soldier jobs, not mistake?
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!
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