Stellaris

Stellaris

Cybernetic Creed - Ritual Implants Fix
19 Comments
Escaton  [author] 7 hours ago 
@Mystic_A yeah the mods don't sound like they should interact much with that. And yeah, while you theoretically could play without this mod here, you probably still have the issue that only your non ritualistic pops grow, which makes the whole origin kinda unplayable. Even Montu plays said this in his Origin Tier list video for 4.0 as you can see here: https://youtu.be/iUuL98_n-cA?t=652

Fortunately for me i can't recall to have encountered this bug. You could try playing without any mods other than mine and see if the ritualistic pops still don't grow. You could also try and rename your savegames folder to savegames.old so the game starts without any savegames, and look if the issue perstists in a new save game. sometimes PDX games kinda produce errors when there are too many old save files (even tho it doesnt sound logical) Do you have the d17d checksum when you start the game without mods? otherwise you could also consider reinstalling.

I hope something of that can help you!
Mystic_A 8 hours ago 
@Escaton Thanks for the quick reply.

Okay, yeah it sounds like the basegame bug those people mentioned.
I tried messing around a bit with console commands, and it seems pops start growing again as soon as I remove the ritual implants trait from them.

Sadly that means I probably have to play without this mod, since it automatically adds the trait back. Do you think it would be safe to keep playing the same save with the mod suddenly disabled?

I've only played this current game, as I only do one single playthrough every DLC or so, because of RL time restraints.

The only other mods I use are things that affect the startup, like
Precursor Selection, L-Cluster Outcome Selection and Unique Systems Guaranteed.
Plus a mod for more Ascension slots.
Nothing that I feel should interract poorly with this mod, right?
Escaton  [author] 15 hours ago 
@Mystic_A The Fact that the pops only started growing again, when there were pops without Ritualistic Implants shows, the Basegame bug itself doesn't seem to be fixed 100% as of yet. All this Mod does is give the Implants to every cyborg.

Your Ritualistic (spiritualistic) Cyborgs still don't grow even if you do not play with this mod. Because its a Basegame bug, that i do not know what causes it, and so far wasn't able to reproduce it myself.
https://gtm.steamproxy.vip/app/281990/discussions/0/4364628251571299261/

It might have something to do with other mods you use. i am not sure tho.
Escaton  [author] 15 hours ago 
@Mystic_A This *was* a known bug since 2024. I have never experienced this bug (at least not that i know of) although i am almost exclusively playing with cybernetic creed combined with this mod. There isn't a single line of code in the mod, that affects pop growth in the slightest.

Is this a recurring Issue for you? AFAIK it is completely Base Game related.
Mystic_A 16 hours ago 
Somehow it seems this mod stops my Cybernetic pops from growing.
After playing for some time I noticed my main species only got growth in like two different planets.
And as soon as I Assimilate a existing species into Cybernetic they stop growing too.

I've even had a planet with 100 pops that simpyl stayed that way for over 10 years.

I thought it was a bug with the game istelf, but all my planets started growing again after disabling this mod and letting the game run long enough that there were pops both with and without Ritual Implants on my planets.

I love this mod otherwise. As I've always been bothered by all the extra species created by this origin.
Escaton  [author] 19 Aug @ 10:59pm 
@bleachian3 I have tested for over an hour for possible solutions, and the only thing that reliably worked was indeed a seperate Compatibility Patch. Thank you for finding out this Issue.
For Some reason, game_rules aren't load order based, but alphabetically.
steam://openurl/https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3552440131 This is the Compatibility Patch for Gigastructural Engineering. Do not use without Gigastructural Engineering.
bleachian3 19 Aug @ 1:09am 
did some testing mod no longer works by itself anymore common\game_rules\gig_cybercreed_fix.txt line: giga_can_colonize_with_species = yes prevents any colonizing without gigastructures mod removing the file fixes vanilla. second point mod doesn't work with giga even when i change the mod order changing the aforementioned file name to zgig_cybercreed_fix.txt fixes the issue however. i don't know how to fix both at the same time not a modder easiest fix would be to make a sub-mod or compatibility patch with the renamed file. though im not sure if its just a me problem doe.
Escaton  [author] 16 Aug @ 5:59pm 
@Kantte i have fixed the issue that prevented the colonizing when playing with gigastructural engineering, be sure to load this mod AFTER the Gigstructural Engineering Mod.
Escaton  [author] 16 Aug @ 5:47pm 
@Kantte yeah i forgot to mention it is not really working with gigastructural engineering, i have fixed this issue in another private mod of mine, but forgot to mention. i'ma try to fix it within this mod
Kantte 15 Aug @ 7:41pm 
Been having the issue with 0% habitability with this mod as well, but only with mods
After i did some testing, i figured this mod is conflicting with gigastructural engineering for some reason, as with all my other mods and gigastructures disabled, habitability is fine.
mono no aware 14 Aug @ 3:36am 
does this work with wilderness beta?
Literally A Turtle 2 Aug @ 7:51am 
for some reason this does the opposite and makes all pops of my species stop growing
Escaton  [author] 20 Jul @ 11:14am 
@Aphyxia
Thanks for finding this! It seems they had change the scope of pops, i have fixed the lines and the error should no longer appear. make sure the mod is up to date in your launcher. Thx ;)
Aphyxia 17 Jul @ 12:16pm 
Getting this spammed in log:
Script Error, attempted to execute an event on an unsupported scope!
Event: machine_age.2100
Event Scope: pop
Executing Scope: type=pop_group
id=1409287701
opener_id=4294967295
random={ 0 3722928011 }
random_allowed=yes
from=
{
type=country
id=1
opener_id=4294967295
random={ 0 3152941697 }
random_allowed=yes
variables=
{
local_num_pops_changed
=16
}
}
Saobie 29 Jun @ 11:02am 
Yea i use a number of mods, but if i had to guess the one making the issue is probably All Ascension Paths
Escaton  [author] 28 Jun @ 12:04am 
@Saobie, does the issue still persist as of today? do you have other mods installed? For me everything is working fine.
Saobie 25 Jun @ 10:32pm 
Tested today, for whatever reason this mod is making all planets uninhabitable when enabled?
Escaton  [author] 12 Jun @ 10:10pm 
@Fanatic Cyberphile, Hey, thank you for requesting the mod in the first place :D. It would have taken longer if DaGinger didn't do the mod first, i am glad he did :)

Yeah these fixes are pretty much necessary to have a fulfilling cybercreed experience! :)
Fanatic Cyberphile 11 Jun @ 2:52pm 
Hey, I'm the guy that asked DaGinger (Idyllic Bloom Enjoyer) to make this mod initially. I'm glad someone else agrees with me on the necessity to change these three particular issues with my favorite origin.

Thanks for the update, and Omnissiah bless your rig :steamhappy: