Stellaris

Stellaris

[Abandoned] Species Engineering
438 Comments
♜ Thebesj ♜ 25 Apr, 2023 @ 11:02am 
What a hero!
The_Illusive_Man22 24 Apr, 2023 @ 2:07pm 
i will fix this mod
ArcaneGamer 24 Apr, 2023 @ 2:18am 
does anyone know a if there is a similar mod to this
The_Illusive_Man22 19 Apr, 2023 @ 10:00am 
if anyone can update the mod, please, do it
Midare_Toushirou 14 Apr, 2023 @ 8:30pm 
In 3.7.2 "Canis Minor" Update, Paradox removed the "set_primitive_age" effect.
Now, they use "set_pre_ftl_age" effect.

common\scripted_effects\leng_scripted_effects.txt

last_created_country = {
set_graphical_culture = preindustrial_01
set_country_flag = stone_age
set_pre_ftl_age = stone_age
#set_primitive_age = stone_age It doesn't work anymore. Use set_pre_ftl_age now. Just delete it.
}

It maybe works now.
Darkenergydragon69 14 Apr, 2023 @ 2:38pm 
For anyone wondering the Evolution labs are located in the "Research" section of the building screen.
♜ Thebesj ♜ 12 Apr, 2023 @ 10:56am 
Guys calm down, he's a person with a life, giving you this for free
AzoorFox 11 Apr, 2023 @ 3:11pm 
UPDATE WHEN?????
The_Illusive_Man22 9 Apr, 2023 @ 7:43pm 
any progress on the mod?
Hartarion 21 Mar, 2023 @ 3:57am 
Good luck with updating your awesome mod. Hope it will be alright. Take your time.
♜ Thebesj ♜ 19 Mar, 2023 @ 6:21am 
No worries, take your time! :) Love your mod, it is absolutely essential for me when I want to roleplay as a life-engineer in the galaxy :D Sucks when they update the game and ruin certain mods
Skill Less  [author] 18 Mar, 2023 @ 11:33am 
oof I see, they changed everything. Well, I don't know when I get to make the proper patch :/

But if anyone cannot wait and/or is able to modding then feel free to get a hand on. I'd have no problem with that.
ForThebreast 18 Mar, 2023 @ 6:49am 
same problem,just say _desc
Alkarath_38_49 18 Mar, 2023 @ 6:47am 
Spawned civilizations are not compatible with the new primitive system, diplomacy/espionage have no effect on them. When they are generated they are not in any stage (stone, bronze, etc.), it just says "_desc"

No problem when the planet is already colonized.
Skill Less  [author] 18 Mar, 2023 @ 4:55am 
bug report?
ForThebreast 17 Mar, 2023 @ 11:20pm 
update?
Skill Less  [author] 21 Feb, 2023 @ 10:51am 
You can put my mod at the top of the load order and try that. I usually have it on top myself. Maybe this makes it easier to find the counterpart for the conflict. :)
Nitron 19 Feb, 2023 @ 7:57pm 
as far as i cant tell its just a mod conflict, but i cannot for the life of me find *which* mod, ill try one list and itll bug, try another and it wont, switch back to the first and itll stay fixed, try something else itll break again and go back again
Nitron 15 Feb, 2023 @ 9:10pm 
I never really did testing for it, but now that i remember about this ill see if i can replicate it again and find what other mod may be conflicting with it
Skill Less  [author] 15 Feb, 2023 @ 8:43am 
quick info update

bad news regarding the sector issue: i couldn't replicate that bug, yet and i didn't find any hints in my code + error.log what is causing it. maybe it's a mod conflict? idk, but mod conflict whould be weired either, since i don't do anything with sectors. another theory, it is the vanilla sector management itself which recalcs the sectors because of loosing a colonised workd? idk.

decisions and pre-sapient only is a mod conflict, the decisions work just fine for me. even with Planetary Diversity, Gigas and ACOT/AoT
Silverbuu 31 Jan, 2023 @ 12:35pm 
Out of curiosity, is this supposed to make a primitive civilisation, or a pre-sentient species on uncolonized worlds? I only seem to get pre-sentient species on uncolonized worlds. Both from the pre-sapient, and life-engineering options.
Adam 25 Jan, 2023 @ 9:28am 
Both.
As an effect to decisions and after a reload game also.
Skill Less  [author] 24 Jan, 2023 @ 8:40am 
interesting, this mod doesnt touch sectors at all. Is this an effect of the decisions or does it happen even without finishing a decision ?
Nitron 23 Jan, 2023 @ 7:24pm 
I noticed that too actually. i assumed at first it was hypertraversal manipulation 2 doing it, but i narrowed it down to this one
Adam 23 Jan, 2023 @ 12:35pm 
Why every time i use it my sectors are randomly change?
Skill Less  [author] 18 Jan, 2023 @ 9:00am 
@Quin_D No there isn't. However if you use a observation station on the primitive world and choose to enlighten them they will love you for 20 years. This is a vanilla feature.

@amkedziera You're welcome :)
Adam 18 Jan, 2023 @ 8:15am 
Thank You bro ;)
Quin_D 17 Jan, 2023 @ 7:24pm 
is there any sort of opinion bonus for empires you create with this mod?
Skill Less  [author] 15 Jan, 2023 @ 8:27am 
thank u Nitron, I forgot it myself for a moment :D
Nitron 14 Jan, 2023 @ 7:47pm 
"resource leng_breeder [amount]"
Adam 14 Jan, 2023 @ 3:24pm 
Anyone can pass me a command for "life breeders" resources?
Skill Less  [author] 14 Jan, 2023 @ 4:42am 
i did not much testing but if you encounter any issues let me know and i fix it. be sure to reproduce the bug with this mod enabled only
Skill Less  [author] 14 Jan, 2023 @ 4:41am 
updated, mod can now create toxoids if you have the species pack.
samsockeater 13 Jan, 2023 @ 8:30pm 
well this was lucky to stumble onto, using a mod that lets you play out the consequences of the eqther engine's aftermath and this will help with avoiding genetic bottlenecks and such, currently it's just me and some cats and robots
Skill Less  [author] 13 Jan, 2023 @ 7:59am 
yeah, i will see if i get to it this weekend. it is usually just copy and paste so no deal breaker on my side either
Nitron 12 Jan, 2023 @ 10:15pm 
Oh, right. Well excellent then, I'll be subbing! Mainly using this so I can get access to pops of each species category for gaining new trait techs, if you could add toxoids that'd be appreciated but not a deal breaker.
Skill Less  [author] 12 Jan, 2023 @ 8:45am 
@Nitron You can create new species, just not Toxoids atm. I'm a lazy one and so far nobody asked for them so I didnt include 'em :D
Nitron 12 Jan, 2023 @ 3:57am 
...isnt that kinda the point? to make new species?
Skill Less  [author] 29 Dec, 2022 @ 4:57pm 
it does, it just isn't able to create the new species.
ArcaneGamer 29 Dec, 2022 @ 4:22pm 
does this mod work on the new update
Skill Less  [author] 18 Oct, 2022 @ 8:35am 
@Ishkabeebee Correct, thats the file with the logic/mechanics. You need to add an option to the dialog events and some else if statements. It is mostly copy&paste which I usually do when I add a vanilla species.

For the dialog options you need to add the localisation to the yml files, too. But you could put a new file for this, too.

BTW, I wish we could dynamically create events and options, then I could have implemented some stuff so that others don't have to overwrite my files. PDX however doesnt like the idea and rejected it :(
Ishkabeebee 18 Oct, 2022 @ 12:30am 
Thank you so much for making this mod, I stumbled onto it from a reddit post.

If I were to do as Barmy was asking about in June, adding new species classes to the events, which files should I edit? I see I would need to add a few lines in leng_project_events, but that's the only obvious one I can spy by looking through the files.

Thanks!
GoblinEngineer 13 Sep, 2022 @ 5:20pm 
Glad to be of service
Skill Less  [author] 11 Sep, 2022 @ 6:30am 
Mod updated: You can use the LEPs now on any colonizable planet (includes tomb world again) within your borders.

@Mizati thanks for the report.
Skill Less  [author] 10 Sep, 2022 @ 6:51pm 
Hi there, not on my side. I'll take a look tomorrow.
GoblinEngineer 10 Sep, 2022 @ 6:50pm 
I could have sworn that back during 3.4.4 L.E.P.s were possible to do on Tomb worlds, however I'm not getting that option anymore, was there an unlisted change?
Skill Less  [author] 25 Jun, 2022 @ 2:35am 
okay. if you want to add species classes to the mod I recommend making a new mod and just overwrite the required event files. :steamhappy:
Barmy Hoovy 24 Jun, 2022 @ 8:01pm 
I found the problem.

What happened was I made a test copy of SE to see if I could make SE work with species classes from other mods (to avoid having to add the portraits from those classes to the base classes, which becomes a pain when you have multiple species mods), and saved it as just Species Engineering. Even though they were never loaded together, the SE in my mod folder somehow interfered with the workshop SE.

Once I deleted my test SE, the real SE was working again.