Stellaris

Stellaris

Psionics Tri-Expanded
370 Comments
Cephalon Sithalo  [author] 26 Aug, 2024 @ 3:03pm 
To anyone using this, here is an updated version for 3.12 Psionics Tri-Expanded :LotusFlower:
Cephalon Sithalo  [author] 6 May, 2024 @ 7:29pm 
Ok I havnt wanted to post any updates on how its going. But I just re-learned that the update and DLC are releasing tomorrow so figured I could give a little bit of information.

This mod should still work as it currently does for the most part. I do not overwrite any vanilla files so as long as they didnt change any underlying related mod things again that this uses it should still work. I looked at the listed modding changes and I dont see anything of potential conflict.

But the DLC has new "Advanced Governments" and I dont know anything about them. I pressume they replace the normal ones so while you should still be able to use this mod as is, you wont get the civic for the authority.

I will hopefully have the update ready before the end of the month. At least part 1 :LotusFlower:
MyresMkG 18 Apr, 2024 @ 10:27pm 
@Nuadorion For vanilla game it's intended
Cephalon Sithalo  [author] 11 Mar, 2024 @ 2:29pm 
@Meguru, Im not sure that would work. It has been a while since I messed with targeting for Colossus weapons but IIRC targeting is done specifically per component.

So it would work but only if the mod includes a version of this mods targeting text.

At least iirc :LotusFlower:
Pipebomb Waitress 9 Mar, 2024 @ 5:47pm 
@Nuadorion A temporary solution in the meantime would be to find a mod that changes colossus targeting to allow it to crack any planet, regardless of if it's inhabitable or not.
Cephalon Sithalo  [author] 7 Mar, 2024 @ 2:09pm 
Not that I am aware of. Colossus targeting has always been finicky to me. As for the landing armies, I think shrouded worlds are like hive worlds.

Not sure why they wouldnt be target-able by Colossus weapons though.

I will try to look at it for the next update.
Nuadorion 7 Mar, 2024 @ 11:25am 
In my current play through I can't land armies or fire colossus weapons on Psionic worlds. The colossus specifically says that they are "not a habitable world or megastructure". Is this intended behavior?
Cephalon Sithalo  [author] 20 Feb, 2024 @ 2:31pm 
I can't either. I don't think any of the authorities reduce assembly speed. Even if they did that still should not cause the issue as described I don't think. It would either completely stop pop assembly or it would slow it down but still work normal. Not build to max then just hold...

Very curious.
Ashley ^^ 20 Feb, 2024 @ 2:11pm 
Strangely enough it works on Hive Minds just fine, but doesn't on regular biological empires, I really don't know why it happens
Cephalon Sithalo  [author] 19 Feb, 2024 @ 12:31pm 
I'm redoing how ascension paths effect the stuff. That might fix your issue but I don't see any reason why your current issue would exist in the first place.

There isn't really anything in the mod that I am aware of that would cause a pop to assemble to max and then just not get released onto the planet
Cephalon Sithalo  [author] 19 Feb, 2024 @ 12:11pm 
Its likely related to having multiple Ascension Paths at the same time. But I am unsure why it would cause an issue.

If you had the two APs and then did the final Psionic Project (the one after ascending) then in theory it would give you both traits relating to that.

But if that is the case I see no reason it should cause the issue as described. It would give your ascended pops -70% pop growth <-doubled, and -40% <-normal assembly speed. Which would be slow but it shouldnt cause it to freeze.

I can only guess its related to having both but I see no reason having both should cause this issue...
Ashley ^^ 19 Feb, 2024 @ 11:15am 
I can select a pop to be built, but once it's finished it just stops and I need to un-select and re-select the pop again every time, it happened after the Psionic Being special project, the only other mods I use are More AP slots, All Ascension Paths and Bug Branch with the compatch for this mod. Without this mod it works fine. And I've only went bio and psi ascension as well so no synths or cyborgs.
MaulMachine 18 Feb, 2024 @ 3:47pm 
I'm not sure how this mod would interfere with pop assembly. Are there other mods enabled? If you do go to a planet view and click the key that brings up pop assembly options, is there still a list of species? When you go to the population and employment tab, are there people employed at your Robot Assembly Plants, etc?
Cephalon Sithalo  [author] 18 Feb, 2024 @ 3:18pm 
Thats not ideal. I am not sure what would cause that. None at all not even normal pops/robots?

Ascended do not have a special species class or anything. They are still just classified as vanilla classes so it shouldnt mess anything like that up.

They get a population growth malus but it isnt -100%
The highest are -50% and those are placeholders. unless there are other factors at play. The highest normal is -40% so pops should still grow/build.

I have been working on an update that I think I will have to break into pieces but I will try to see if I cant find/solve this issue too.
Ashley ^^ 18 Feb, 2024 @ 10:43am 
For some reason when I become psionic being I can no longer assemble any pops, biological or machine
Cephalon Sithalo  [author] 22 Jan, 2024 @ 12:16pm 
You are welcome, after I get this stuff updated with the shipsets working again, I will try to create a patch for NSC. But ship stuff is annoying to work on so it will probably be a little bit for that.
Nicalad 22 Jan, 2024 @ 7:19am 
Oh brilliant thank you : )
Cephalon Sithalo  [author] 22 Jan, 2024 @ 5:18am 
There is currently no shipset in the mod. Working to update it to re-include them and stuff but its taking longer than expected. But right now you can run it with out any shipset culture related issues.
Nicalad 22 Jan, 2024 @ 2:09am 
Hi there, I was wondering if this is compatible with NSC2/3 or if the path for Re-Expanded for no shipset still works? Thanks
Cephalon Sithalo  [author] 21 Dec, 2023 @ 10:19am 
@Kangarus Psionics Tri-Expanded/Ethics & Civics Bug Branch
A few things to note:
Elitist and Pluralist do not have their own civics at the moment.
New Megacorp authorities use the standard Psiocratic Megacorp Civic.
Its best used when not using Elitist and Pluralist. I added a few checks but I am unsure how the game will handle exactly but if I were to add their checks to every place that would be fairly time consuming.

After I get the current mod updated then if I still have the drive I will work on creating the civics for the two. But this will work with the majority of the content provided by the Bug Branch with the exception of those 2 ethics so as long as you avoid using them in your empire there should be nothing noticeable. Hopefully :LotusFlower:
Cephalon Sithalo  [author] 21 Dec, 2023 @ 6:38am 
That looks like classic but expanded I love it.
Im currently working on a major update that I don't expect out until after the New Year.

But as long as the added ethics that are in classic keep their same technical names it should still work for those.

Best I can do ATM is make a patch that is just the classic patch but with the checks changed to whatever the bug branch calls them.

But a full patch for any extra added ethics over classic and the civics for those is out of the question anytime soon.

But again for the most part, unless the technical names are changed, the classic patch should still work. I can check later to see if they have the same names.

Altho it has been 3 hours since you commented. Maybe you used the patch and found it works ok by now
Kangarus 21 Dec, 2023 @ 2:53am 
Looks interesting, but I use the Ethics and Civics Bug Branch rather than Ethics and Civics Classic or vanilla, would it be OK if you made a compatch for the Bug Branch for those of us who use that?
Cephalon Sithalo  [author] 20 Dec, 2023 @ 9:47pm 
Sadly I'm not an artist, I'm barely a coder. I could maybe create an event were if an ascended pop wound up under control of a non ascended empire then they could get a random normal portrait applied. That sounds like it could cause species bloat and again there isnt really any gameplay purpose this would serve.

Now it does sound like an interesting tech that could be used for things from espionage to diplomacy. But something reactive that changes your portrait is way above my skills sadly
Cephalon Sithalo  [author] 20 Dec, 2023 @ 9:25pm 
You can choose not to use ascension graphics essentially hiding your true form.
Having something that alternates between one and the other would be rather complex. Interesting idea but one that doesnt actually do anything for gameplay.

Also those stock psionic skins took like 2 days of recoloring work and experimentation lol
Blast Hardcheese 20 Dec, 2023 @ 4:30pm 
I really wish there was a species portrait available for ascended species where they use encounter suits to disguise themselves and hide their true natures from other species, like the Vorlons from Babylon 5. It would be a really nice alternative species skin to the current one which is basically the stock psionic energy humanoid, even when the pre-ascended species was something completely different.
Cephalon Sithalo  [author] 3 Dec, 2023 @ 11:32pm 
But I also have an edict to randomly select new colors (and 4 easter egg skins) and an edict to set whichever 2 colors you want even for hives and gestalts. I wanna lock that customization one behind a tech or something eventually
Cephalon Sithalo  [author] 3 Dec, 2023 @ 11:30pm 
1/2 Actually they are fanatic ethic based mostly.
If you are a Fanatic Pacifist - Xenophobe then the majority of your pops and leaders will have a Blue core body with a yellow outline, yellow "hair" and yellow "heart" and the minority will be reveresed.

Its a bit of a list:
Authoritarian = Dark Red
Egalitarian = Dark Blue
Xenophobe = Yellow
Xenophile = Gold (Magenta if using ECC Patch)
Militarist = Red
Pacifist = Blue
Spiritualist = Purple
Materialist = Cyan
No Fanatical Ethics = White/Green
Cephalon Sithalo  [author] 3 Dec, 2023 @ 11:30pm 
2/2
And with ECC Patch
Cooprative = Teal
Competitive = Gold
Green = Green (surprise pikachu face)
Industrial = Orange

Gestalts are all one colors.
Machine Gestalts:
Generic = Grey
Servitor = Grey, Teal accents
Exterminator = Grey, Red accents
Assimilator = Grey, Green accents

Hives:
Agressive = Black, Red accents
Cautious= Black, Yellow accents
Cooprative = Black, Blue accents
Curious = Black, Cyan accents
Introspective = Black, Magenta accents
Expansionist= Black, White accents
Productive= Black, Grey accents
Cephalon Sithalo  [author] 3 Dec, 2023 @ 11:29pm 
Oh I forgot about the shipsets. When I was removing the errors, I partly did that by mass removing certain massively error producing files, cleaning up the remaining areas and adding things back in. Ships had a lot of little errors so removed them but forgot I removed them and forgot to add the shipset back in. Fixing them up and putting them back in will probably be a few days work but I'll try to get them in and an event to apply them.
Schmeeda 3 Dec, 2023 @ 8:13pm 
Also are the psionic entity portrait colors based on previous species type (molluscoid, plantoid, etc)? If so what colors correlate to what species?
Schmeeda 3 Dec, 2023 @ 8:10pm 
Are the psionic ships on hiatus? I noticed in the ship appearance window in empire creation that the psionic ships didn't have their appropriate textures. Also I did a test and had an empire fully ascend to psionic entities (the new portraits from the DLC are badass btw, thanks for the quick update) and the psionic shipset didn't take effect. Is this just a bug on my end?
Cephalon Sithalo  [author] 2 Dec, 2023 @ 5:51pm 
Afaik they do. It mentions something about changing governments but idk what that means in their case as it doesn't explain.

The main feature of this mod is all the civics based on ethics. Those should work with that mod.
Swaginton11 2 Dec, 2023 @ 5:32pm 
is this mod compatible with decadence of sanity? just realized that great shroud mod does a lot of the same stuff ro this one so wanna make sure
Cephalon Sithalo  [author] 2 Dec, 2023 @ 9:37am 
Sorry about that, had an extra }
Updated to fix that.
To anyone who has extra civics and does not want to load an old save, run the console command "event psiexpanded_ethic_change_civics.50"
This will remove any and all of the modded civics you have and the monthly event should bring them back properly.

Also unrelated but fixed Xenophiles having wrong civic and then extra civic when reaching Perfection.
Manu 2 Dec, 2023 @ 5:23am 
Cephalon Sithalo  [author] 29 Nov, 2023 @ 8:43pm 
Fixed it. I could have sworn that happend after the last update but I guess not.
This is why I dont have a Kofi or Patreon. I clearly cant be trusted to get things right :sweat_smile:
MaulMachine 29 Nov, 2023 @ 7:26pm 
https://imgur.com/a/7ul40LO I think some testing code got left in.
Cephalon Sithalo  [author] 29 Nov, 2023 @ 2:50pm 
Its possible. Sometimes workshop items like to play hard to get.
No more duplications? Let me know if it happens again now that I have made that change. I dont think the ANDs were really needed honestly. Events arnt my forte
merc2k9 29 Nov, 2023 @ 2:47pm 
Never mind it was on my end. I think steam just hadn't updated the download. Weird they don't have a button for it.
Cephalon Sithalo  [author] 29 Nov, 2023 @ 2:44pm 
@merc2k9 I have an AND which should not be causing a problem I dont think but I have removed it from the Fanatical Militarist checks. I also just updated again because I forgot to remove the } that closed off the AND.

But let me know if it still happens. If it doesnt I can apply it to the other checks.
Cephalon Sithalo  [author] 29 Nov, 2023 @ 2:40pm 
@merc2k9 When you ascend you get a psionic civic for your ethic and your authority. Thats probably where the dictator part came in at.
I have updated the mod for a test if you can help. I have been through a few months and dont have the issue. Let me know if it still duplicates

@MaulMachine Basically that. Sometimes you gotta unsub and restart steam. Rarely I think I have seen some people have to restart their whole pc.
MaulMachine 29 Nov, 2023 @ 2:32pm 
Is there a way I can force Steam to download the newest version of the mod? Just unsubscribe and resubscribe, right?
merc2k9 29 Nov, 2023 @ 2:32pm 
Not sure if the psionic dictator came from something else though. that could be a dawn of ascension thing
merc2k9 29 Nov, 2023 @ 2:31pm 
Fanatic militarist/authoritarian. The psionic dictator didn't clone though, just what was on your list for militarists. Can provide the modlist if that helps though as far as I know nothing else that touches civics aside from more events with a relic that gives civic points.
Cephalon Sithalo  [author] 29 Nov, 2023 @ 2:19pm 
Course you are. Fanatic Militarist right? anything else I should know?
merc2k9 29 Nov, 2023 @ 2:08pm 
Still having the duplication issue.
Cephalon Sithalo  [author] 29 Nov, 2023 @ 2:01pm 
So I cant actually debug this without the DLC
Cephalon Sithalo  [author] 29 Nov, 2023 @ 2:00pm 
Your welcome :LotusFlower:

I did the leader trait thing to mess around with and I dont see any place to pick leader traits in game. I looked it up and found a reddit post mentioning it being exclusive to Paragons.
MaulMachine 29 Nov, 2023 @ 2:00pm 
Thanks for the rapid feedback.
Cephalon Sithalo  [author] 29 Nov, 2023 @ 1:56pm 
But I wont be adding any new traits today. I will test out the leader system a little tomorrow to see how its like (by adding a massive xp mult to leaders) and consider what to do :LotusFlower: