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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!
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?
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.
Is this a recurring Issue for you? AFAIK it is completely Base Game related.
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.
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.
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.
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 ;)
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
}
}
Yeah these fixes are pretty much necessary to have a fulfilling cybercreed experience! :)
Thanks for the update, and Omnissiah bless your rig