Stellaris

Stellaris

Modded Species Food Fix
16 Comments
Streamline  [author] 28 May, 2020 @ 5:58pm 
@Captain Game I've noticed this issue in one of my games too, and I am not sure what caused it. It does seem to be a different issue from before, however.
Captain Game 27 May, 2020 @ 8:32pm 
Even in 2.7.2 I'm still having this problem, and this mod doesn't seem to be fixing it. Would you have any ideas...?
Black Jesus 3 Feb, 2019 @ 12:43am 
Does this also fix the consumer goods issue with custom species? I heard that was broken too.
Mthis 26 Jan, 2019 @ 11:22am 
@sir giggles and Dementia i am trying to get the Silicoid Species to not be affected by this, but still allowing Organic Pops to be affected, i have no idea how to do this unfortunately.
Shadow Beast 19 Jan, 2019 @ 3:30am 
It seems with 2.2.4 this mod is now obsolete, anyway thanks you alot for this :)
Strawberry Conquest!! 14 Jan, 2019 @ 6:22am 
Huh. I was wondering why food never seemed to be an issue. Glad I found the answer.
Guider 21 Dec, 2018 @ 5:05pm 
rms7402, NOT = { is_robotic_species = yes }. No.
Cat-Lunatic 20 Dec, 2018 @ 2:29pm 
is it still needed, Giggles? with 2.2.2
TheBlack2007 18 Dec, 2018 @ 1:30am 
Thanks for the Fix. Already wondered if I messed up on my part and couldn't figure it out.
rms7402 13 Dec, 2018 @ 12:51pm 
thanks, does it apply to the robots?
S.C.Watson 12 Dec, 2018 @ 9:56pm 
Thanks - I appreciate it.
Streamline  [author] 12 Dec, 2018 @ 9:36pm 
S. C. Watson, go right ahead! You don't even need to credit me, although you can if you want to. This is just a temporary fix until Paradox fixes this properly.
JOWI 12 Dec, 2018 @ 6:00pm 
Thanks!
S.C.Watson 12 Dec, 2018 @ 8:08am 
Would you mind if I just grabbed this and dropped it into my Alien Suns mods? It seems like the most simple and elegant way of addressing the issue.
Streamline  [author] 10 Dec, 2018 @ 5:31pm 
There's a scripted modifier called is_organic_species that is used to determine food consumption. Unfortunately, it only checks the species class, so Humanoid, Mammal, Reptilian, etc. Because of this, if a mod adds a new species class, then it is not considered an organic species by the game. So, the fix for any individual mod is to add their species class to the check, but unfortunately, that overwrites any other mod doing the same. My fix is to make it check that the species is not a robot type species.

I changed

is_organic_species = {
OR = {
is_species_class = HUM
is_species_class = MAM
is_species_class = REP
is_species_class = AVI
is_species_class = ART
is_species_class = MOL
is_species_class = FUN
is_species_class = PLANT
}
}

to

is_organic_species = {
NOT = { is_robotic_species = yes }
}

and made sure it overwrites all other mods that try to change it.
Nettle 10 Dec, 2018 @ 4:32pm 
What did you do to fix it? If I can ask?

I've been trying to do the same myself.