Stellaris

Stellaris

Mastery of Life: Where Paths Meet
35 Comments
Maschinenmensch 4 Jul, 2024 @ 2:33pm 
Nice
gnatsteak 7 Sep, 2020 @ 5:24am 
Ok, Seems pretty dead to me, I'm taking over. I'll have something uploaded soon.
gnatsteak 22 Aug, 2020 @ 4:04pm 
So, is the mod dead, and if so do I have permission to take over the project?
CaptainCaveman7 21 Jul, 2020 @ 11:48pm 
@numnwomble(rnn), any updates regarding the update? ;)
I really love the idea of this mod and hope you'll find the time to fix it so I (and I'm sure many others) could give it a go.
Thanks for your work!
lz-numn-rnn  [author] 16 Jul, 2020 @ 8:12pm 
Yeah I'll be able to fix both by tm night (EST), I appreciate your patience
Sir Mayday 16 Jul, 2020 @ 4:34pm 
Just wanna toss out some encouragement here. This mod is great, but the flaws with the gaiaterra planet class are preventing me from enjoying it to the fullest extent, and the issues with the Biogenetic Engineering tech and wonkiness with ascension perks means I have to use the console (which I don't mind, but others might) to get to the point where that's a problem. This is good stuff! Please, when you can find the time, come back and set things right.
CaptainCaveman7 10 Jul, 2020 @ 1:49am 
Did some more testing. This time with this mod as the only active mod.
Again, gave myself all tech via console and then a bunch of unity.
Picked Technological Ascendancy then had all first tier ascension perks available (Engineered Evolution, Mind over Matter and The Flesh is Weak).
Picked Engineered Evolution and then had Mind over Matter and The Flesh is Weak in addition to Evolution Mastery.
Picked Mind over Matter and had The Flesh is Weak, Evolution Mastery and Transcendence to choose from.
I then picked Transcendence and Evolution Mastery is now gone. Completely gone. It's not even in the unavailable list. I can still pick The Flesh is Weak.
This will also happen if I choose Evolution Mastery. In this case Transcendence will be completely gone.
naj30004 9 Jul, 2020 @ 4:55pm 
@numnwomble(rnm) biogenetic synthesis tech and gaiaterre world destricts work now. but the planet portrait of the gaiaterra world is still not showing
CaptainCaveman7 9 Jul, 2020 @ 5:40am 
Started a new game, cheated to get all techs and tons of ascension perk picks. Picked Engineered Evolution and was then blocked from picking Mind Over Matter.
The mod is last in the list of mods and is enabled.
lz-numn-rnn  [author] 8 Jul, 2020 @ 6:40am 
@naj30004 must have broken when I split things up, I'll get it fixed.
naj30004 8 Jul, 2020 @ 6:24am 
@numnwomble(rnn) gaiaterra worlds and the biogenetic synthesis tech are broken. biogenetic synthesis does not appear as a research option and even does not appear when cheatet in via research_technology tech_biogenetic_synthesis. For gaiaterra worlds there is no decision to "make" them and when cheatet in (planet_class pc_gaiaterra) they have a black background. Also the primary and secondary of gaiaterra worlds destricts have no jobs
JenkoRun 25 Jun, 2020 @ 9:53am 
The name Primordials alone is enough to interest me
lz-numn-rnn  [author] 25 Jun, 2020 @ 9:08am 
@Corrupted Corruption some parts do but Utopia is the only truly required DLC. I'll add it to the list.

@Cactus Juice let me know once you're done, I can add it as a submod

@all sorry for disappearing, I'm working on a totally new species archetype with unique origins/ascension paths/country types/authority/civics etc called Primordials
Legacy 29 May, 2020 @ 6:03pm 
Does this mod require the MegaCorp DLC? Because in the description of this mod it does not state it does, but it also doesn't state contrary to that, so I'm just wondering.
TequilaSe'lai 13 May, 2020 @ 7:58pm 
@numnwomble Thanks for the answer. I'll go ahead and edit those events for the new species added (which could take a while cause I have quite a few installed lol)
lz-numn-rnn  [author] 13 May, 2020 @ 6:45pm 
CTD issue fixed, while moddevs adjust to not needing to overwrite 00 districts this one will need to come with an overwrite for them but I expect to be able to remove that in time which will make it easily compatible with other mods that add/change planet classes.

@CactusJuice the species classes with the current commands available need to be explicitly delineated. You can add species classes by going into events 0-11 in the biogenetic_synthesis_events file and adding in the option as you see the rest done, then by localizing it.
TequilaSe'lai 13 May, 2020 @ 3:28pm 
@numnwomble Still haven't tried this out yet, but I have a bit of a clarification to what I was asking before. Most of the new species mods adds new species CLASSES, not archetypes. They still usually stick to either biological or synthetic archetypes (or inherit traits from those archetypes)

So with that in mind, do you have to add the new species classes manually, or does CaE detect them automatically if they're still part of biological archetypes? If I have to add them manually, what file would I edit?

Also is the AI weighted to use biogenetic synthesis or is it player only?
lz-numn-rnn  [author] 12 May, 2020 @ 1:28pm 
Yeah, I am currently working on making it fully compatible w/ 2.7. If you can post a link to a pastebin with your crashlog to the Bug Reports discussion tab that'd be helpful, I'll take a look.
Velaroz 12 May, 2020 @ 12:47pm 
Something regarding the APs added from this at this time currently causes games to crash in 2.7 when you see their tooltips.
lz-numn-rnn  [author] 2 May, 2020 @ 3:22am 
Update, check out the description to see new additions (esp you @aformofmotion and @Flash2).

@CactusJuice from what I've read it does not seem possible to dynamically create species archetypes in-game, but I could be wrong. However, if I understand your question correctly and you're looking to apply it to the linked mod, that'll require a compatibility patch (consolidate species archetype file in common, adjust traits/modifiers to new archetypes, etc). You're welcome to work on it if you want. I can take a look at getting around to it.

@Lasovikk: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2081614279
TequilaSe'lai 28 Apr, 2020 @ 12:34pm 
Also is the AI able to create primitives, or just the player? Because if AI is able to as well, things would get a bit wonky fast lol
TequilaSe'lai 28 Apr, 2020 @ 12:23pm 
@numnwomble: There are tons of mods that add their own archetypes/species groups. For example, the Mass Effect Ultimate Species Collection ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1939165893 ) adds all the ME races under custom archetypes called "MassEffectBIO" and "MassEffectSynth"

There are probably way too many mods that add all kinds of archetypes to make patches for all of them, but as long as I can copy the default format for the vanilla archetypes and edit them to include the new archetypes/species, that would be perfectly fine.
lz-numn-rnn  [author] 26 Apr, 2020 @ 4:55am 
@Lasovikk: I still haven't forgotten about you, I plan to program your request later today or tomorrow.

@No Name: Ofc! Don't forget to thank the giants whose shoulders I stood on to get this far. I'll be updating the description bc some new features are in the works.

@CactusJuice: can you point me toward a mod that I can examine? So far it only has vanilla archetypes but I could look into that, I really like the idea and would be willing to take a deep dive to allow the creation of new species archetypes.

@Flash2: I can, the BDA mod I linked in the Special Thanks section has some features you may want to look into.

@aformofmotion: Thanks! I can look into it. As I understand it, this was changed from what you're asking about to the current situation during one of the patches but I can see if the mod can do what you're asking, I've been thinking about it.
aformofmotion 24 Apr, 2020 @ 9:47am 
This is now one of my favourite mods.

I know nothing about modding for this game, so I don't know if it's feasible, but one feature that I'd really like that I think would fit this mod would be the ability to "uplift" pre-sapients into primitive races when you find them, instead of having to colonize their planet and Uplift them directly into citizenship. Like a tech that requires Epigenetic Triggers and then adds the option directly to the pre-sapient discovery anomaly?
Flash2 20 Apr, 2020 @ 6:54am 
Could you add the option for Hive minds to go Psionic? I never understod, why this isn't a thing. Maybe even The Flesh is Weak, why would a hive mind not enhance it's drones. Synthetic Evolution for hive would probably break the game.
TequilaSe'lai 19 Apr, 2020 @ 1:13pm 
Definitely curious to try this mod since it incorporates everything I've been looking for (Psionic-Biological ascension, creation of new primitives, etc.)

But does this work with mods that add new species archetypes, or only vanilla archetypes? If it's only vanilla, is it possible to add the new archetypes myself?
nosivaste 19 Apr, 2020 @ 7:31am 
this mod looks interesting
No Name 17 Apr, 2020 @ 1:11am 
I have been searching everywhere for a mod that lets me go full psionic and biological ascension. Glad I found this. Thank you very much for making it!
lz-numn-rnn  [author] 15 Apr, 2020 @ 7:53pm 
@Nikolajgs if you take more than one ascension path you can use it up with a handful of perks to spare. In theory that could work, you probably would want to load the other mod first. If it doesn't modify ascension perks/paths it'll likely work out although there could be an issue with the additional slots appearing on the UI

@Lesovikk, yes I can look at doing that
Sunconure11 15 Apr, 2020 @ 11:15am 
Ascension perk slots, that is.
Sunconure11 15 Apr, 2020 @ 11:15am 
For mods that add their own slots, can you make a version of this mod that does not add in these extra slots?
Nikolajgs 13 Apr, 2020 @ 7:09am 
i'm curious. but i thought there was less then 25 ascension perks in the game total (might have counted wrong)
another question i have. would using this with another mod that adds a bunch of traditions cause major issues or should it in theory be fine?
lz-numn-rnn  [author] 7 Apr, 2020 @ 5:07pm 
Thanks! If you have thoughts or ideas let me know in addition to reporting bugs. I've been getting back into modding recently so I may end up expanding this.
LBbobcat310 5 Apr, 2020 @ 8:26pm 
this seems intresting