Stellaris

Stellaris

More Traditions
496 Comments
Rubber Ducky 4 Oct @ 3:24pm 
@Azurian ah thanks for the explanation.
Azurian  [author] 4 Oct @ 1:18pm 
@Rubber Ducky
Nope, any job swaps require hard overwrites that makes the mod incompatible with any other mods that do the same thing. I must admit, it is rather painful and frankly, limiting.
Rubber Ducky 4 Oct @ 1:06pm 
@Azurian Would it not be possible to do what the facility of archostudies does that converts all biologists to archaeo-engineers? Covert all soldier jobs or something to the merchant marines, a new job that adds better trade income, either way thanks for the reply
Azurian  [author] 4 Oct @ 10:04am 
@Rubber Ducky
Maritime merchant marines were disabled due to 4.0+ requiring overwrites for most new features, which is against our ethos of not having overwrites (for mod compatibility reasons). I assume we forgot to change a tooltip, sorry for the confusion!

@A-Sartek
Thanks for the detailed report!

@everyone else
Kroun/Hydra updated the mod with a heap of fixes a few days ago, he never posted a comment here so I thought I'd inform anyone reading the comments :)
If any new issues pop up/unresolved issues persist please do let us know!
Rubber Ducky 3 Oct @ 11:03pm 
Maritime merchant marines dont work, the building just provides soldiers and not merchants
A-Sartek 3 Oct @ 1:26pm 
Hello! I just reported a bug in the suggestions discussion. :crashthumbsup:
kibitz! 1 Oct @ 7:36pm 
nevermind, it looks like this was changed since I last played. Thank you
kibitz! 1 Oct @ 5:55pm 
The finisher for Industry for Rogue Servitors still references specific jobs which make strategic resources that were in the old system, but which largely no longer exist by default
MagnusGrey 28 Sep @ 11:58pm 
not entirely sure if its this mod or not, but something modifying traditions, specifically the psionic one, is making it to where i cannot assimalate pops
riskin 28 Sep @ 8:24am 
Hi, any info about update Archeology - Media Coverage tradition? Any time estimate? We love unity and this whole mod:). Thanks a lot
Photon 27 Sep @ 1:23pm 
Hi and thank you for making this mod!

I think I found a little bug: The industry tradition has the following perk: "Prefabricated Factories: +50% industrial district build speed"
However, industrial districts no longer exist, so I guess this should be adjusted.
Hannibal 27 Sep @ 8:16am 
I left a bug report/suggestion in the suggestions discussion. Too many characters for the comment section. Thank you for your hard work
Opsoops 26 Sep @ 4:26am 
Looks like psionic tradition tree doesn't fully unlock for the new psionic empire origin such as the machine or organic path.
Ishmael Tibbs  [author] 24 Sep @ 12:13am 
@eros10602 What specific tradition are you referring to? I'm having trouble placing the issue.

@MasterBot I'll investigate what I can do to get some maritime functionality in place. As a maintainer I'm trying to not deviate from the owner's vision much at this time, so I need to see what is reasonable.
Ishmael Tibbs  [author] 24 Sep @ 12:13am 
Patch update is out. There are no glaring compatibility issues that jumped out for 4.1, so let me know if you see any new bugs.

Things that were fixed:
Botany agenda GMO Trials should now be giving the proper negative food modifier and correctly scaled bonus research. (@Dan.llama, @Kazeck)
The Archaeology finisher will now actually work and spawn sites once a decade again! (@Ipiv, @LastJedi)
The ruination tradition will now give regular miner jobs instead of scrap miners, since scrap miners were removed. (@Gold)
the Energy Beaming Array can now be used by Astro-Mining drones too, and works the same with their replacement for solar arrays. (@Ipiv)

Unfortunately, I'm still having trouble figuring out what's going wrong with the Media Coverage tradition and why it's not triggering. Part of it was the same issue as the archaeology finisher, but I'm still not getting it to work. More investigation is required, but it shouldn't hold up the rest of the fixes. (@riskin, @Dan.llama)
MegaPro1921 23 Sep @ 5:34pm 
Will this mod be updated?
Ak-12chan 23 Sep @ 7:02am 
Does anyone have experience using this mod in the new patch?
MasterBot 21 Sep @ 12:30pm 
I once again ask/beg for maritime to be re-enabled with bugged stuff replaced with something simple o-o
Dan.llama 17 Sep @ 5:23am 
Another bug report: The Botany tradition agenda GMO Trials does not work. Both the -50% food production from farmer jobs and the research reward launch effect do not apply
LastJedi 15 Sep @ 8:01am 
Having Archeology maxed out doesn't spawn an archaeological site after decade. Hope you can fix that.
Kazeck 14 Sep @ 8:15am 
I absolutely love this mod, and thank you so much for updating it. I am sad that Maritime is disabled for now though.

As an aside, the Botany tree's GMO trials should be 1 per farmer, it is still at 100 per which gives enormous amounts of research, I am sure you already know though, thank you all for the work!
riskin 9 Sep @ 12:50am 
Hi, Archeology / Media Coverage doesn´t work. No gain 8months of unity after complete archeloogy site.
Dan.llama 7 Sep @ 2:31pm 
Another bug report: Im not getting the 8 months of Unity as a result for completing an excavation site. Its from the Archeology or Antiquity tradition tree, I dont have the game open right now :)
Gold 2 Sep @ 7:33pm 
I've got a bug to report. On ruinantion tradition, scrap miner jobs cannot be worked for some reason even if i have pops waiting for a job to fill.
lpiv 30 Aug @ 2:55pm 
Also, Astro-Mining Drones can't used the Energy Beaming Array, as it only interacts with Solar Panel Networks and not Astro-Mining Bays.
lpiv 30 Aug @ 1:26pm 
I'm not sure if this is a bug or intended behaviour, but the Archaeology finisher only seems to spawn an archaeology site every decade when your science ships are still surveying. Would it be possible to have them spawn passively in your borders instead, even if the interval was lengthened?
eros10602 29 Aug @ 2:18am 
I may have misread this. When choosing a social system, the pop growth rate was 15 percent.
Ishmael Tibbs  [author] 27 Aug @ 9:46pm 
First off, Hi, I'm Ishmael, and I'm going to be helping with maintenance!

@Lava: Can you be more specific?

@udkudk: Good question! I'll try and run a test when i can, but that will take some setup, so if you find something out in your own game, let me know!

@eros10602: Bonus districts should be fixed now. The last patch broke things by changing the modifier name, but I've got a fix in for it. For the pop growth, I'm a bit confused as to what you're referring to. Can you elaborate?

@vyraxan97: This should be working as of the latest patch. It's possible that your local copy hasn't updated properly. Workshop items can be kinda slow to pick up on updates. You can try unsub then resub to force an update.

@NerdEmoji: Nope. The tradition limit remains the same, so i would personally advise playing with a mod like "A Lot of Traditions" https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3089160548 as well.
NerdEmoji 26 Aug @ 3:46pm 
Does this increase the tradition limit?
vyraxan97 26 Aug @ 7:15am 
"Spiteful Reclamations" from Ruination tree should add 100 miner jobs per planet size, instead it adds 1 per planet size and they can't even be worked.
eros10602 25 Aug @ 6:42am 
The +8 agricultural district bonus from the "Vegetation" social system doesn't apply, and I don't see any social systems that increase population growth by +15 or +20.
udkudk 24 Aug @ 3:21am 
Never mind. It uses the vanilla on_pop_bombed_to_death on_action.

I hope the Stellaris devs updated it for 4.0
udkudk 24 Aug @ 3:19am 
Did you update the Malevolence Tradition Tree, Beauty of Annihilation tradition for 4.0 Pop System?

It gives 1 Month of Unity when you kill a pop via orbital bombardment. Which would rapidly become OP if you haven't updated it to 4.0
Lava 21 Aug @ 11:18am 
Royaltys entire tree is broken
udkudk 18 Aug @ 1:05pm 
Is this amazing mod compatible with Existing Saves?
Or, do I need to start a new save?
Sex Defender 16 Aug @ 10:32pm 
hey, the GMO trials agenda doesn't actually give you any research upon launch, heads up!
doctornull 15 Aug @ 6:02pm 
Genesis -> free colony ship only works with basic colony ships, not Genesis Arcs nor Eager Explorers colony vessels
Dym0niter 15 Aug @ 5:08pm 
do traditions like some botany perks switch to the mechanical versions if you synthetically ascend? or does it depends solely on starting species?
alfharobby 14 Aug @ 10:53pm 
Chaotic, Malevolence ad Vengeance Tradition is just too OP and Broke the Balance, i dislike the whole idea of debuff your enemy easily simply using tradition.
Red Skull 14 Aug @ 5:16pm 
Return of the king
The_Everchosen 3 Aug @ 5:00pm 
Royalty perk for homeworld species doesnt seem to work
Aphyxia 12 Jul @ 2:30am 
Playing as a gestalt machine, the urbanization tradition tree's tradition called Introspective Surveillance has it's effect as just mod_job_logistics_drone_per_pop.
doctornull 11 Jul @ 4:52pm 
@Azurian - for Maritime, how about Traders get +1 Navy Cap, and Soldiers get +2 Trade (per 100 of course).

You could also add a special Military-Industrial Complex specialization which gives Solders & Traders and buffs both jobs, but adds an Alloy & CG cost to both jobs too, like how research support adds basic resource upkeep to a researcher type.
eqN 11 Jul @ 4:10pm 
Ahhh I see, I did just realize it was in the screenshots for the mod. It seems like it was originally a super interesting mechanic. Such a shame that it's no longer feasible to do what it original did because of conflicts with major mods thanks to the 4.0 changes. :(
MasterBot 11 Jul @ 4:08pm 
@eqN the job is a combination of clerk and a soldier,i dont much care for the job(although it is quite thematic) i care for the other neat stuff tree provided.
MasterBot 11 Jul @ 3:50pm 
Would be great if you enabled the tree with replacement disabled(or switched to something basic). Job conversion from the building never worked on modded sources of the job anyway,so i and likely some other people wont notice. If i understood you correctly...
Azurian  [author] 11 Jul @ 3:07pm 
@MasterBot
We're unsure on how to re-implement the unique maritime jobs, as last I checked any job replacements require overwrites. More Traditions remains strictly a no-overwrite mod to this day, and 4.0 has made that a rather difficult prospect for a mod of this size. Especially so with the planet/pop/job overhaul, as any mods interacting with it risk becoming incompatible with many other mods. Thus, we're not really sure what to do with Maritime, we've mostly been banking on the developers... developing things further. Sadly, that has not really happened thus far.
MasterBot 11 Jul @ 2:09pm 
What was broken with maritime tradition in 4.0?
Ghost Fox (ΘΔ) 1 Jul @ 1:36am 
Genesis tradition "New Beginnings" does not properly grant a Genesis Ark, nor does the associated "Ark Ships" edict correctly speed their construction. Other effects of the tradition/edict work fine for Genesis Guides and related civics, just not those.
nobody 28 Jun @ 12:46am 
4.0 bombardment stance needs kill_pop_amount to be defined, otherwise it is defaulted to 0 and never kills pops