Stellaris

Stellaris

Better Perks
78 Comments
A-Sartek 30 Aug @ 5:18am 
Psss Smiley, don't forget that AP Mechromancy now adds:
:e33_AP: l_slot_weapon_damage_mult = 0.15
:e33_AP: x_slot_weapon_damage_mult = 0.15
:e33_AP: t_slot_weapon_damage_mult = 0.15
Smiley  [author] 27 Jul @ 8:04am 
@Aphyxia I couldn't get it to work properly, so I just changed the way the building works. I think it's much better now anyway.
Aphyxia 27 Jul @ 5:52am 
They are converted if you have the civic, or have any of the following on the planet:
has_building = building_institute
has_building = building_vultaum_reality_computer
has_building = building_fe_lab_1
has_building = building_fe_lab_2

I don't really see myself with a research planet without the institute so not a problem for me but maybe there is indeed a way to make it work without it.
Smiley  [author] 27 Jul @ 5:41am 
@Aphyxia I think that will only happen if you have the correct civic, that turns your politicians into Science Directors. Before 4.0 it used to work so that other Civics would also get the bonuses. If i do it the way you suggested i think others Civics will just get politicians. I will figure out how exactly to change it so it makes sense, thanks a lot for the feedback!
Aphyxia 27 Jul @ 5:34am 
The Archaeotech AP building Artifact Restoration Lab provides Science director jobs that produce nothing.
The correct way seems to add politician jobs which turn into science director jobs. Tested this out myself and it fixed the issue:

inline_script = {
script = "jobs/politician_add"
AMOUNT = 300
}

triggered_desc = {
trigger = {
exists = owner
owner = {
is_regular_empire = yes
}
}
text = job_head_researcher_desc
}
scole86 20 Jul @ 2:04pm 
Ran a quick test to confirm, it's there like normal now. Thanks for the quick response and fix!
Smiley  [author] 20 Jul @ 1:46pm 
@scole86 I looked through the files and saw something that might have been causing the issue; it should work perfectly now. Thanks for the feedback! :steamhappy:
scole86 20 Jul @ 1:14pm 
Tied to the most recent conversation below about World Shaper, is this mod currently making it so you can't select World Shaper on purpose? I also use Plentiful Traditions, and one of the ascension perks there requires World Shaper, so I had to turn this mod off to select World Shaper, then save and reactivate this mod. That let World Shaper stay and I could select the Plentiful Traditions perk to turn a Barren world into a Gaia world. It's not the biggest thing in the world, since there is a work around, but I thought I should mention it.
johnsautistictouch 28 Jun @ 11:01pm 
thank you. I brought it up because. of a mod I play with requires detox to work.
Smiley  [author] 28 Jun @ 8:36pm 
@johnsautistictouch For now, yes its effects are already covered by the World Shaper Perk. I am planning on updating the Perk to make it way better.
Smiley  [author] 28 Jun @ 8:34pm 
@Dominicius Thanks for the feedback. I seem to have messed something up when updating the mod for Wilderness Empires to be able to terraform as well. It should be fixed now!
johnsautistictouch 28 Jun @ 4:51pm 
Is this mod meant to remove detox?
Dominicius 27 Jun @ 2:45am 
The new World Shaper perk does not work as advertised. It does not let me terraform planets into tomb worlds. Also it mentiones the Life Seeded origin twice and I think the second mention of Life Seeded was likely meant to be Post Apocalyptic (or it should be).
Smiley  [author] 22 Jun @ 9:41am 
@A-Sartek Thanks for the feedback brother, i will look in to it and fix it!
A-Sartek 22 Jun @ 5:01am 
Changes to Transcendent learning (sorry for posting twice in a row :ritonaworried: ) :
country_scientist_cap_add = 2 # It was 1
species_leader_exp_gain = 0.25
leaders_upkeep_mult = -0.15
A-Sartek 22 Jun @ 4:40am 
@Smiley thanks for keeping this mod updated! :praisesun:

Btw, I have a report:
AP_colossus is missing these new vanilla modifiers:
country_war_exhaustion_mult = -0.15
ships_upkeep_mult = -0.05

Also, I have a small request, is it possible to add an scripted variable for this mod? I know you helped me out by adding a global flag but inline toggles are now the future (modular and cleaner implementation); something like ba_perks_is active = 1 should work, remember to always leave an empty space at the end of a scripted variable file.
For reference you can check my merger mod's file 00_sartek_is_active_variable,txt
Smiley  [author] 9 Jun @ 10:44am 
@LauraTons I will take a look if it is easily doable for all of the ones you mentioned. I know Giga Structures is very popular, so I will make that my main priority.
LauraTons 8 Jun @ 8:50pm 
Also support between NSC3 with eternal vigilance. Please and thank you <3 :svgold:
LauraTons 8 Jun @ 8:24pm 
Would it be possible to have similar support for other mods like "More Events mod", "Gigas", and "Empires Expanded". similar to this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2897477187
Smiley  [author] 30 May @ 8:41pm 
@Commander Silver Shield That's correct, but would you ever pick that perk when compared to the other ones that are now much better? Even if it provides you an effect you can't get otherwise, I don't think anyone would ever pick it. But I will be reworking it so it's actually worth taking. Thanks for the feedback!
Commander Silver Shield 30 May @ 2:49pm 
You combined the detox perk with world shaper. Only wilderness, rouge servitor, and driven exterminator gestalts can get world shaper according to the wiki and my own tests, with the detox effect on only world shaper. Unless I missed something most gestalts can't terraform toxic terraforming candidate worlds.
Smiley  [author] 30 May @ 7:46am 
@Rizz Gobbler Nice, good to hear!
Rizz Gobbler 30 May @ 4:48am 
@Smiley it works thank you so much!
Smiley  [author] 29 May @ 9:21pm 
@Rizz Gobbler I did some changes to the mod, it should work now. The way I tested it and it worked was with my mod first and then plentiful traditions extra perks.
Rizz Gobbler 29 May @ 3:06pm 
So I scrubbed through all my mods and I found out it was a problem with the plentiful traditions extra perks. Any chance for a compatibility patch for that mod or is that something they would have to do?
Rizz Gobbler 29 May @ 2:47pm 
I love this mod and the perks it includes but it doesn't work for me anymore since 4.0 and im not sure why. I've tried moving it around on the modlist, and reinstalling it but no dice it still doesnt work. Would you happen to have any suggestions?
Smiley  [author] 27 May @ 8:59pm 
@beahmont I will look into it and if it is possible to make them more compatible, the only suggestion i have is experiment with putting 1 mod in the load order first and then the other one. Sometimes the load order matters a lot.
beahmont 27 May @ 1:49pm 
Does anyone know of a way to make the WolrdShaper and other terraforming perks here play nice with both Gullies and Planetary Diversity? There's always been some mismatch, but with the 4.0 update I can't terraform Toxic worlds at all.
Smiley  [author] 27 May @ 10:41am 
@Señor Kefka Perfect, i uploaded the wrong file, that's why i didn't work :D
Señor Kefka 27 May @ 9:58am 
Ok, that update fixed it, thanks for the fast work sir :D
Señor Kefka 27 May @ 9:50am 
No worries :) will check later again just in case, maybe is steam being steam
Smiley  [author] 27 May @ 9:48am 
@Señor Kefka That is weird, I will take a closer look. There should be a new update soon where I fixed it. Thanks again for the info! :)
Señor Kefka 27 May @ 9:33am 
I even tried the mod alone just in case
Señor Kefka 27 May @ 9:33am 
Thanks for the speed but still cant see the ascension perk, i even unsubcribed and subcribed
Smiley  [author] 27 May @ 9:21am 
@Señor Kefka Good day to you too! :)
Yes, this mod was the issue and it has now been fixed. Thanks for the feedback!
Señor Kefka 27 May @ 9:11am 
Good day, in patch 4.0.13 they allowed wilderness to get behemot ascencions but when enable this mod doesnt allow it, doesnt even appear in the list possible perks, if it disable the mod i see it again and i can take it
Smiley  [author] 16 May @ 8:48pm 
@RezinQui Great to hear! :)
RezinQui 16 May @ 3:23pm 
Thanks for updating this man, always enjoy having this mod.
Smiley  [author] 14 May @ 6:20am 
@BroncoXeno2035 I just checked to make sure and that one seems to work separately from the Files which I have modified. So yes it should work perfectly fine, i will take a better look and probably revise some bonuses, considering some of the Perks are way better now. But for now i will leave it like it is.
BroncoXeno2035 14 May @ 6:06am 
I assume the other 4.0 buffs are still around? Like Enig Eng allowing to get FE Buildings?
Smiley  [author] 14 May @ 12:32am 
@YourAbyssalLove Thank you for mentioning this, i just now fixed this and some other small issues with the Perks. I am currently also fixing a big issue with Terraforming, as soon as that is done I will upload it.
YourAbyssalLove 14 May @ 12:21am 
does eternal vigilance no longer build defense stations periodically?
Smiley  [author] 13 May @ 9:22pm 
@MaD_MaN That is intended, since at the moment it doesn't do anything. Since its effects are already covered by the Word Shaper Perk. I will be completely reworking what that Perk does, so for now it's disabled. I will include it in the description, thank you so much for the Feedback!
MaD_MaN 13 May @ 9:15pm 
there is an issue where the detox perk does not show up in the list,
under the "potential" section, the "NOT" statement is missing, which makes the perk require itself to be shown.
Smiley  [author] 16 Apr @ 6:17am 
@MageOfTal You only get 8 Perks in the base game and this mod is made with that in mind to make you actually consider taking it, it has to be really powerful otherwise other Perks which are more crucial will get picked always.
MageOfTal 9 Jan @ 2:15pm 
Ok just looking at this +50% seems a bit high of a diplomatic weight boost. Like, you could just rule the galactic senate by mid-late game high.
Tojarra 9 Dec, 2024 @ 5:16am 
Sounds good. We were just looking at ways to get more districts since we aren't using Additional Vanilla Ultimate anymore since it doesn't work with the "bio ships". And taking that one away loses some tech that adds it. Thanks for the response. We will keep lookin.
Smiley  [author] 9 Dec, 2024 @ 5:03am 
@Tojarra That is how it is in base game, you cannot take Mastery of Nature if you have Planetscapers, since that allows you take a decision that is better than the Mastery of Nature one.

There is no way to make them compatible, the other mod will overwrite the version of the Ascension Perk that I have in my mod. So as long as you are using the other mod you will only see that version of the AP. I might incorporate some version of that in my mod, but for now I am ok with how things are working.
Tojarra 9 Dec, 2024 @ 4:37am 
Alright! To repost on my last comment. I found out why it wasn't there. If you take planetscapers you cannot take mastery of nature as a perk. Don't know if this is how it is suppose to work or not. I haven't played the base game with no mods in a hot minute.

On a second note. The mod we were testing out, takes Mastery of Nature back to base game. You'd know better than any of my group. Is there a way for it to play nice with your mod as well?
Tojarra 7 Dec, 2024 @ 11:38pm 
So. Looking through just now. I noticed that Mastery of Nature isn't in the perks list. I only noticed this now as I am trying another mod that makes the decision repeatable. Just thought you should know it isn't in there.