Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yep the species system changed a bit, that's also why my mod was broken for a bit in the past. The species file is now primarily used here to overwrite and make the new variants show up. (Even that might change if possible, fingers crossed, for compatibility reasons.)
*New* portraits are added with portrait_categories and portrait_sets, for the purposes of making a portrait move to a different species category, you'd go into trace_nercoid_portrait_sets.txt and add to that list. Takes a bit of re-learning but in the long run it's better modding and can be reverse engineered from other mods if you get stuck.
:)
Ye, Necroids mod is soon, it just took a bit longer due to being out (forced to touch grass) IRL the day after updating this one, and it had a couple half-finished portraits in that I want to finish instead of cut before upload. :)
Will the Necroid mod also be getting looked at for 4.0?
I did manage to get people to test it last night, installed on a second PC in my house, and also didn't have the dupe, it looked the same as locally on my PC.
So it could be a specific mod incompatibility, I stuck a bunch of mods on my own game and the worst I got was Lithoid Supremacy overwrites my species file (no vanilla portrait edits).
I don't know what to test or what to replicate, so just keep a passive eye out, anyone who does get the bug let me know version and modlist, thanks :)
What precisely needs tested for feedback? Happy to help out since I love the mod, and the Necroid's one, but not sure what might need done other than running only this mod.
Current build test: Only running this mod: No dupe on empire gen.
I couldn't replicate it in 2023 and put it down to mod incompability, if it is please let me know which.
I'm trying to rework how the mod works, maybe it'll fix the issue as a side effect.
Don't really know what to say except that in the meantime I'm getting people to test it, just in case it works differently subscribed vs local mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2796778215
I don't have plans for it myself, but if you are into or get into making mods you could do it. I can't technically give permissions since I just kinda yoinked those portraits myself but I'm cool with you using the additional variants I did make.
Some of the traits should be back now it's fixed, I think I did have a few I made a long time ago but we'll see what happens with them.
Basically, it kept trying to change the Steam ID to this one's, I set it to read only to stop it but last night it stopped allowing that, complaining about not being able to change local files, guess I forgot what would happen.
I'll think I'll stop updating the light version, maybe trim fat from this one to have one middle ground.
Launchers seem to be tricky in general w/ games atm. Mod order swaps in Stellaris aside other games like X-COM 2 have suffered due to it being packaged together w/ other games by the publisher. which literally broke games because all their mods stop working, no hyperbole. Wasn't even changes to X-COM 2 involved, just bricked mods that existed for years.
So the Alternate Mod Launcher is now a thing and the Irony one for Stellaris gets attention in a similar way.
It's a shame too since very much like X-COM 2 this game also benefits immensely from the mod library and modders have quite literally added years onto the longevity of the game [transcripted to decades+ of time played when considering how many players are involved seeing as how Paradox wants to start using a metric like that...]
I'm glad it's at least it's not just me though, good in a way.
Don't think there's a way to play Lithoid with any portrait between this mod and base game, but again been a while. Think it may be possible though, if the Lithoid trait was detached and made available for all. But there's also a species category keyword thing that may change some things.
But from what I understand it's a neat idea, and if any other modder wants to get in and make it standalone before I do anything, they have my blessing.
In the game i am just playing as Theravor i am anyoed by the fact that i have to decide to either keep a better habitability and food districts by using the normal colonyships or go metroit ship, but would loose the habitability, but have burried pops and the food districts are transformed.
Why would i need food, i devour everything and anyone ^^.
anyways i am glad i could interest for the idear and i follow your mod for any updates, take care
A third option for a colony ship which would also replace aggricultural districts with mining districts, but otherwise be the same as the normal colony ship one.
So in the end we would have 3 ships
a) normal - good for those do not mind having meatbags around
b) enhanced - so pure Lithoids do not waste districts and still can keep the better habitability
c) meteroit colony ship - Calamitous birth orign bound which additionally gives burried pops
Trying to not fill up the messages here with things not relating to the mod so if you want to further discuss personal theories hit me up but as far as the only 4 Lithoids seeming to be able to breath I'd suggest looking up "do insects have lungs". I find it interesting that insects do not need a mouth to breath. It's actually why sprays like Raid work so quickly on them.
That being said, a really expensive trait that allowed your Lithoid to live on frozen/barren worlds because they didn't need air and only needed minerals to survive would be cool but I'd expect it would A: be an expensive trait like 3pts and also B: hard to mod in them being able to do it because of the base game code.
Side effect of modding that ability in is other races could technically live there as well once a robot/lithoid race set up initial colony, it's just their habitability might be super low.
Yeah I guess that makes sense, but only four of the Lithoids seems to even be able to breath, and the other look (to me) to be natural synthectics.