Stellaris

Stellaris

( Brave New World - Biological Stratum Control )
52 Comments
Babanabanan  [author] 7 Apr, 2020 @ 3:05pm 
It's not been confirmed broken :P I'm currently in my first game post-2.6, and will look at this when that's done
Derik 7 Apr, 2020 @ 8:52am 
Has this been confirmed working?
Babanabanan  [author] 22 Mar, 2020 @ 4:27am 
@reeses4brkfst Haven't played since 2.6, so you tell me. No reason it shouldn't, but that's what I thought with Lithoids...
reeses4brkfst 21 Mar, 2020 @ 8:50pm 
I can't think of a reason it wouldn't but does this work with 2.6?
Babanabanan  [author] 21 Jan, 2020 @ 1:57pm 
If your pops are still eating rocks, please let me know, I see no reason this should still be the case.
Derik 24 Dec, 2019 @ 11:34am 
Have you ever thought of doing a civic based around the 3 stratums of species so you have them at the beginning? With some drawbacks it could be a cool and fun civic to play around with
Fracture 4 Dec, 2019 @ 9:14am 
So this is the mod that makes you eat rocks... OK found, the culprit! I hope it gets fixed, nice concept.
jankosi 23 Nov, 2019 @ 1:39pm 
Can confirm, I am having the same issue with my humans eating rocks.
Sulafet 13 Nov, 2019 @ 10:14am 
Seconded, I have this issue aswel, Only noticed when i checked the amount of farms i had been building, which is almost none, because I hadn't been reflexively building them when food got low since it never got low. No consumption either for me or for another player with the mod i played multiplayer with, and I wasn't hosting with the mod on since I don't have it.
Babanabanan  [author] 6 Nov, 2019 @ 4:23am 
That's...Bizarre. I'll give it a look eventually, pretty busy atm
明明灭灭 5 Nov, 2019 @ 10:08pm 
Yes, because it doesn't happen when I turn off your mod
And that's what happens to all non robots. They start to consume minerals instead of food.
I didn't buy a lithoid DLC
Babanabanan  [author] 5 Nov, 2019 @ 1:03pm 
Are you sure that it's my mod? Did you have any other mods active? Was the pop a lithoid?
明明灭灭 5 Nov, 2019 @ 8:48am 
@Babanabanan Hello, friend!
I found a very serious problem after using your mod. My organic pop does not consume food, but minerals and consumer goods. This is the result of the mod test after I ruled out you. It should be the problem caused by this mod
明明灭灭 4 Nov, 2019 @ 2:57pm 
thank you
Babanabanan  [author] 4 Nov, 2019 @ 2:55pm 
Epsilons grow 20% faster and are 20% happier, specialists get 5% increased output, alphas get +4 political power and grow 20% slower
明明灭灭 4 Nov, 2019 @ 2:22pm 
I see that it also increased specialist output, and the growth rate of workers. Can you give me specific values
Babanabanan  [author] 4 Nov, 2019 @ 2:17pm 
Some small ones, mainly they all have -99.9% demotion time
明明灭灭 4 Nov, 2019 @ 1:29pm 
Do they have attribute bonuses?
Babanabanan  [author] 4 Nov, 2019 @ 1:24pm 
This mod just adds the 3 traits, they will not rise or fall (except for enforcers, but I'm not sure I can change that), and it should still work. Will update it when I can.
明明灭灭 3 Nov, 2019 @ 10:53pm 
Hi, this mod just adds three traits? And they will only work in their corresponding classes, and they will not rise or fall, right?
What's more, does the current version work
Babanabanan  [author] 3 Nov, 2019 @ 8:16am 
@Zane0 If you can find it, let me know if it's caused by mine. I should probably update this soon anyway...
Zane0 2 Nov, 2019 @ 5:38pm 
It's probably not your fault. Some sort of mod interaction. I'll see if I can locate it.
Babanabanan  [author] 1 Nov, 2019 @ 10:06am 
@Zane0 That...really shouldn't be the case. I haven't actually updated this mod yet, however, so take that as you will. AFAIK you can only really spawn blockers with events and this mod does not add any events.
Zane0 31 Oct, 2019 @ 2:31am 
for some peculiar reason (I'm almost certain I've isolated the problem here) this mod spawns numerous lithoid monoliths on various planets.
Konka 4 Oct, 2019 @ 10:19am 
is this compatible with Superior Species mod?
Babanabanan  [author] 22 Sep, 2019 @ 12:11pm 
If there's any even vaguely competent artist who wants a go at making better icons for the traits, do let me know
Babanabanan  [author] 18 Sep, 2019 @ 6:17pm 
@grinning_fox, I'd considered that, actually. I'm not too attached to the Brave New World framing (highly recommend the book, incidentally), So hearing that other people want that too makes me consider
grinning_fox 18 Sep, 2019 @ 10:00am 
@Cray935 Ah, sorry. Never heard of it.
Skill Less 18 Sep, 2019 @ 9:48am 
@grinning_fox Did you read brave new world? your suggestion whould remove the link to it..
grinning_fox 17 Sep, 2019 @ 10:42pm 
Much better now with fixed compatibility.

So this may be asking too much, but I was wondering if it'd be possible to have two additional traits that combine these three. As in one that allows the species to be Rulers & Specialists but not Workers or Slaves, and another that allows the species to be Specialists & Workers/Slaves but not Rulers. The main reason is the bio empire I just ran with this, it requires a lot of moving pops around due to shortages in workers or rulers. Just a thought, tis all. Thanks for the mod.
Babanabanan  [author] 17 Sep, 2019 @ 10:14am 
@grinnig_fox *Frantic scribbling*
grinning_fox 17 Sep, 2019 @ 9:03am 
Eeeeeexcellent.

And there isn't a robot version, as far as I know. If you do make one, please add it to non-Machine Empire robots/droids/synths. Would make this even better, since I'd like to be able to let one group of machines work as rulers without seeing them just become workers all the time.
Babanabanan  [author] 17 Sep, 2019 @ 4:28am 
@Killogoom I hadn't considered a robot version, mainly cause that's not exactly what I'd consider the robot society to be like, but it wouldn't really be too difficult to do. I'm not quite sure there's one already out there, though.
Killogoom 16 Sep, 2019 @ 8:02pm 
Cool mod, I haven't played a Bio ascension game yet, but this makes me want to try it. On other though note, do you plan on making a robot version, or can you tell me of a mod like that?
Babanabanan  [author] 16 Sep, 2019 @ 3:45am 
@grinning_fox You know how sometimes you write something and don't really pay attention? Yeah, the intelligence traits and alpha are now compatible, as are gamma and intelligent/natural physicists/sociologists/engineers
grinning_fox 15 Sep, 2019 @ 6:06pm 
Very nice mod concept, though I have one problem with it: For some reason, Alpha is incompatible with Erudite, which kind of go hand in hand if you go Biological Ascension (and that's my favorite).
Babanabanan  [author] 15 Sep, 2019 @ 5:52am 
@OverlodMGC, @Irbynx Thank you for pointing those out to me, Species Engineering should be compatible, but Genetic Experiments is one I'll have to add a patch for, same with Administrative AI. I'll see if I can add compatibility without a patch, otherwise I'll make a separate mod.
Babanabanan  [author] 15 Sep, 2019 @ 5:48am 
@AlphaAsh To be entirely honest, I hadn't thought to check whether or not the AI uses these, at the very least, I haven't put in any logic for them to use it.
baronjutter 14 Sep, 2019 @ 12:34pm 
I think something like this for robots would be neat. Sometimes to make sure your mine-bots are workig the mines and your culture-bots are working culture and so on.
Sulafet 14 Sep, 2019 @ 3:20am 
Time to make a Tau or Lizardmen faction from warhammer, heck ye
AlphaAsh 14 Sep, 2019 @ 2:29am 
@Irbynx Or you could chuck a compat patch together. Took me about 2 minutes. I over-ride specific triggers, rather than the whole file and it was a straightforward job.
Irbynx 14 Sep, 2019 @ 2:16am 
Noticed you are overriding scripted triggers for jobs; my mod has an override for ruler strata jobs in it. If you could make it so that my trigger (the one that has Administrative AI restrict ruler jobs only to robots) would have higher priority than genetic trigger during the com-patching, that would be greatly appreciated
AlphaAsh 14 Sep, 2019 @ 1:41am 
@Babanabanan I'm assuming the AI won't use these traits, correct? It'd take some serious scripting for them to, which I may experiment with.
AlphaAsh 14 Sep, 2019 @ 1:38am 
This is also a clever way to cut down job evaluations and job-popping as well. Good mod. I'll be doing a compatibility patch for E.D.A.I.
Babanabanan  [author] 12 Sep, 2019 @ 3:34pm 
@cestefani00 It is! However, there are a few mods (Bio-Thralls comes to mind) that break it. I've created a patch specifically for that mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1861081463

If you find another mod that doesn't work, please let me know and I'll see what I can do.
cestefani00 12 Sep, 2019 @ 3:26pm 
@Babanabanan Is this mod compatible with other trait mods?
TurtleShroom 12 Sep, 2019 @ 9:24am 
I know. I was just joking about the babies on the cover of that book. They look EXACTLY like the Dancing Baby Meme.
Babanabanan  [author] 12 Sep, 2019 @ 4:22am 
@TurtleShroom, not sure what you're on about, it's the cover of Brave New World, not any meme.
Journeyman Prime 11 Sep, 2019 @ 9:12pm 
yaaaasss finally my "Progressive Paradise" will be complete!