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Cybernetic Creed - Ritual Implants Fix
   
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11 Jun @ 1:39pm
2 Sep @ 9:35am
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Cybernetic Creed - Ritual Implants Fix

Description
Compatible with 4.0.23+*


WHEN USING GIGASTRUCTURAL ENGINEERING & MORE 4.0
You will need this compatibility Patch, if you are also using Gigastructural Engineering Mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3552440131

What does this change?
Tired of managing duplicate species templates due to the Ritual Implants trait from the Cybernetic Creed origin?

This mod fixes two key annoyances with the Cybernetic Creed origin:
  • Unifies species templates: Ritual Implants are now applied to all pops regardless of their ethics, removing the need to maintain multiple species templates for the same species.

  • Fixes portrait evolution: Pops with full cybernetic traits were previously still visually shown as only Stage 2, instead of Stage 3 due to Ritual Implants taking priority. This mod fixes that, so visuals now correctly reflect cybernetic progression - just like it already worked for leaders. - This is only relevant, if you chose the cybernetic portraits variants before game start.

  • Pops with Ritual Implants that exist outside of a Cybernetic Creed empire will still lose the trait over time, ensuring species cohesion and avoiding unintentional template clutter through migration or conquest. just as intented.

    must-have QoL mod for anyone using the Cybernetic Creed origin.


    This is an updated version of the following mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3453746012
19 Comments
Escaton  [author] 3 Sep @ 3:29pm 
@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 3 Sep @ 3:13pm 
@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] 3 Sep @ 8:13am 
@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] 3 Sep @ 8:09am 
@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 3 Sep @ 6:49am 
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.