Stellaris

Stellaris

Zeta / Migration
22 Comments
AwolmaN 18 Mar, 2020 @ 10:56am 
It does not seem to work with 2.6 in my case.
pyr0kid 17 Mar, 2020 @ 7:24pm 
anyone know if this works in 2.6?
Panda  [author] 30 Oct, 2019 @ 7:52am 
@Alexander it never was tested on machine empires, but machine empires were taken into consideration. Was not tested on current version. When new launcher is stabilized and bugfixed, i will update the mods
Alexander 30 Oct, 2019 @ 1:32am 
Does this work for machine empires and the current patch?
Panda  [author] 13 May, 2019 @ 2:35pm 
@ b00marrows, agreed
b00marrows 13 May, 2019 @ 2:28pm 
Hmm, probably not due to how fickle amenities is.
Having a roof over your head and a job is probably more important while low amenities already hits stability like a truck.
Panda  [author] 13 May, 2019 @ 2:16pm 
@b00marrows, i don't know whether amenities should be considered or not (in case of unemployment)?
b00marrows 13 May, 2019 @ 2:03pm 
Hmm, yeah it could have been a cascade effect.
1 pop leaves, which drops pop count, which destroys Maintenance Depot which causes more pops to leave due to low amenities. Hmm... unfortunate.
Panda  [author] 13 May, 2019 @ 2:02pm 
@ViperCanel so seems the newcomers replaced the natives... hmmm... and it is up to vanilla to decide who keeps the job, mod just relocates them
HyperEndless 13 May, 2019 @ 1:53pm 
I think it is unlikely since I had migration controls enabled for the robots, which your mod respects.
Panda  [author] 13 May, 2019 @ 1:50pm 
@b00marrows if pop is unemployed it requires to be homeless, lack amenities or free jobs on a planet to be departed...
Panda  [author] 13 May, 2019 @ 1:45pm 
@ ViperCanel, you are right... just for some reason they were replaced by someone and known bug is with robots in this domain
Panda  [author] 13 May, 2019 @ 1:42pm 
hmm... may be that was just an unfortunate cascade of housing or job loses?
HyperEndless 13 May, 2019 @ 1:39pm 
But I have only 2 robots and they never change their planet. They are not enough to create 6-7 unemployed rulers I assume.
b00marrows 13 May, 2019 @ 1:22pm 
14 mods right now. Most are simple things like "no edge scrolling" and "1080P UI"

A quick scan at my current mods, maybe "Glavius's Ultimate AI" might be the conflict? it seems a large mods that affects background stuff installed by recommendation from youtube video.
I could nab you a full list if you want.
Panda  [author] 13 May, 2019 @ 1:12pm 
@b00marrows, frankly speaking i do not want to overcomplicate (you might look at Automatic Pop Migration, though). i think it should be smart and simple :) Do you uses any other mods?
b00marrows 13 May, 2019 @ 1:08pm 
Alright, thanks.
Still trying to figure out what might have caused half a worlds population to move which in turn collapsed half of its buildings.
Maybe unhappiness? I dont know its quite weird... I wish there was a "this planet is full, migrate any unemployed from now on" button, haha
... Maybe a planet policy thing? could you do that?
Panda  [author] 13 May, 2019 @ 12:39pm 
@b00marrows migration from a planet will always stay at least 1 pop, just in case
Panda  [author] 13 May, 2019 @ 12:22pm 
@ViperCanel, yep, because migrated robots replaced them for some reason ^^ (the way vanilla works). Or do you suspect anything else?
HyperEndless 13 May, 2019 @ 11:26am 
This mod creates unemployed rulers and specialists from time to time while moving workers. A fix would be appreciated.
Panda  [author] 13 May, 2019 @ 4:01am 
@b00marrows, pops will be moved only if they are unemployed or homeless. May be there are other mods you use?
b00marrows 12 May, 2019 @ 4:13pm 
Seems this mod keep nuking planet populations, sometimes emptying a planet so it needs recolonising. I'm playing on 2.2.*, i'm unsure if this mod is compatible.