Stellaris

Stellaris

Virtuality Overhaul
23 Comments
Pietrooperv 17 Aug @ 6:49am 
Can someone please update and fix this mod? It's amazing in concept but unfortunately was extremely buggy and never worked fully as intended.
Siatru 9 Jul @ 12:30am 
Does a machine world count as an artificial world?
ko-xan 8 Jul @ 8:31am 
does it work in 4.0 ?
Pietrooperv 15 Feb @ 11:03am 
Yeah, I agree with the last guy. Even with just a couple planets the +1 energy per planet per pop is really punishing. You basically cant colonize because it will immediately tank your energy.
MDK363 10 Feb @ 12:11pm 
i was looking forward to this then i got hit with 6k energy deficit cause of the increase to pops. not playable....
Pietrooperv 10 Aug, 2024 @ 6:25pm 
Is this mod broken? My pops all have +175% despite having 10 colonies, only two of which should count as artificial worlds.
Sammich 19 Jul, 2024 @ 6:45pm 
is this mod compatible with evolved? when i got virtual ascension pretty much none of the features worked. the only thing that worked was shutdown removing all but 1 virtual pop, dismantle removing the last, and reboot bringing them all back, but even then shutting down/dismantling the server doesnt remove the colony debuff like it should.
artificial worlds still reduce productivity by 25% instead of 6.25% and colonies still increase upkeep by 0.1 instead of 1
Bombface68 9 Jul, 2024 @ 2:16pm 
I made a simple mod to fix this mod not working alongside giga for yall to use until Aristine fixes it themself: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3285260899
goliathead 7 Jul, 2024 @ 10:14am 
@GAL Farkam You can find your total virtual efficiency on the top left side of the virtual trait. And from what I found, Ecu, Hab, Machine World, Ring World, basically anything you yourself construct / expand with artificial habitation counts for the limit.
GAL Farkam 7 Jul, 2024 @ 6:51am 
What counts as artificial world? Ecumonopoli? Habitat? Machine world? Also how do you check how much the penalty is being applied?
Parker_TheGhost 1 Jul, 2024 @ 5:02pm 
@goliathead giga only just updated to 3.12 so I believe any changes they made with that are conflicting with this mod. After looking in the files for giga I found that on top of modifying the same tradition it also has a separate multiplier that seems to overwrite the planetary effect on the virtuality server.
goliathead 1 Jul, 2024 @ 3:10am 
@Parker_TheGhost Do you think this a recent change? Suddenly over the weekend, ALL of my colonies were counting against the virtuality limit, even though the mod effects were working as intended in the same mod order and campaign the day before.

For example, I had 3 ring world segments colonized, with 2 planets (servers off). My virtuality credits were 3 and total virtual score down by 1.5625, which seems to be accurate to the mods math. This was still with gigastructures. Then something broke over the weekend and now its counting .5 energy credits per pop and I'm down to .50 virtuality work score, which looks like vanilla values.
Parker_TheGhost 30 Jun, 2024 @ 7:10pm 
@goliathead I think Gigastructual and this mod has conflicts and is causing the changes to colonies this mod makes to be ineffective.
goliathead 30 Jun, 2024 @ 5:24pm 
I think a recent patch has reset the virtuality mechanics in this mod. I have machine worlds, server off worlds, and completely shut down servers but the total colony count is counting against my virtuality scores, and it's using the vanilla values. A recent patch might've broken it.

Also, does the mod affect things like the gargantuan / behemoth ring worlds from Gigastructural as if they are normal ring worlds?
Bobkat 28 Jun, 2024 @ 4:08pm 
This mod looks like what I want, and I'm definitely subscribing, I want those ring worlds!!

Question though; how does an Ecuminopolous count, for Clustered Capacity? Is it artificial or non-artificial?
Black Light 24 Jun, 2024 @ 9:17am 
sooo, 1 issue:
say i have a singel ringworld...
thats 4 colonys, about 1000 pops....
thats 4k energy already
shure you reduce the defecite of artificial worlds, but befor this it was optimal to have 2 ringworlds, now
2x1000 = 2000
2000x8(worlds)= 16000 energy...
Quote 20 Jun, 2024 @ 4:48am 
Apparently the AI can no longer go for virtuality as of the latest patch. Would this mod reenable it or something?
Arcane 16 Jun, 2024 @ 6:18pm 
Very nice mod! Virtuality is amazing, but quite limited in the late game. This addresses the limitation on number of planets by forcing to build expensive ringworlds instead. Very cool!
Makaramus 29 May, 2024 @ 7:38am 
do you think its possible to make virtual pops can't work at worker jobs to nerf it a little bit too? My biggest problem with how virtual work is it kinda makes logic of normal pop assembly working weird. Like maybe clerks will be exception?
Like I imagine a mining virtual pop would still need a physical body to extract food or minerals from ground and a construction fixed on location(district) is not good for that so you still need a body that can move
AMPW 21 May, 2024 @ 11:28am 
This shifts virtuality from limited by planet build speed towards ring world build speed (or machine world terraforming). I really like this idea.
Cosmoros 18 May, 2024 @ 7:17am 
Considering amount of Reddit posts where people NUKED their economy with virtual ascension... buffing power consumption is a bad idea XD
KaneDraco 18 May, 2024 @ 6:30am 
Nice. this is what virtual should have been.
Doze14 18 May, 2024 @ 6:08am 
Very interesting idea. :)