Stellaris

Stellaris

Traditions+ Patched
238 Comments
lyra_tcm 16 Jun, 2022 @ 7:17pm 
The dev of the original mod have create a new version of the mod for those who may have missed it https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2806737895
Ghost 14 Oct, 2021 @ 2:45pm 
Yeah, given the changes it's probably going to require a near full rebuild, depending on how they implemented the new tradition popups. That's beyond me and patching the jobs folder won't fix it >.<
dekeche 15 Sep, 2021 @ 2:20pm 
I have absolutely no idea how you'll patch this one for 3.1, good luck.
HobbitFeet 4 Sep, 2021 @ 3:46pm 
Does this fix the issue that the main mod has of unemployed pops not taking clerk/technician jobs (no they werent slaves or nerve stapled or that stuff that would prevent those)
FatRefrigerator 15 Jul, 2021 @ 5:08pm 
Also the last perk in the "Exchange" block of the "Commerce" tree does not give any additional amenities or trade value to Merchants like the text suggests.
FatRefrigerator 15 Jul, 2021 @ 12:16am 
I'm not getting any of the finisher effects. Obviously I can't finish the tree because of the mutually exclusive ones, but I figured at 15/18 it would give it to me.
arieviloj 13 Jul, 2021 @ 9:44am 
I'm kind of confused. What is the working (or most up-to-date) version? This one or Ghost version (drop box files).
슈팅스타 17 Jun, 2021 @ 8:06am 
This is so magnificant
Village Idiot 13 Jun, 2021 @ 7:44pm 
yeah unity cost increase from having all trees unlocked at the start is huge
Skratch 13 Jun, 2021 @ 12:37am 
Actually, I removed the auto-adaption. So the code for the AI-weight of the traditions was easier.
dekeche 12 Jun, 2021 @ 12:57pm 
Any ideas for fixing the unity cost increase from starting with 7 traditions automatically unlocked?

If not, you might be able to add a "refund" event, to dump some unity back to compensate for the increased costs.
Skratch 12 Jun, 2021 @ 10:41am 
Joint the server too.
While cleaning the files up I startet tweaking the traditions. boy, that escallated quickly ;)
Surlyous  [author] 11 Jun, 2021 @ 8:30am 
yep
wodzu_93  [author] 11 Jun, 2021 @ 8:24am 
Stellaris Modding Den?
Surlyous  [author] 11 Jun, 2021 @ 7:25am 
Pog @wodzu_93, message me on discord whenever you want
LokiCharms 11 Jun, 2021 @ 4:48am 
wodzu_93,
If possible, I would like a link for my personal merge mod I am making aka for Steam friends only never public. Sent ya a friend request.
wodzu_93  [author] 11 Jun, 2021 @ 4:19am 
If people working on this want it to quickly update/fix, I can post the link.
wodzu_93  [author] 11 Jun, 2021 @ 4:16am 
To the mod author / anyone working on this.

I have a fully bugfixed and functional version of this mod that I patched in private that works with 3.0.3. It requires Unofficial Modifier Patch mod due to the changes, but I think mod dependency is worth it, as files are much cleaner now - job edits were replaced with modifiers where possible, all files have been updated to 3.0.3 changes.
Skratch 29 May, 2021 @ 11:45pm 
Hi everyone,

I am currently working on a reupload including the More AP Mod by Thane.

Since the building discounts are hard-coded values while the building cost are related to the tier, I have decided to swap these discounts with a build time reduction (which is also easier to code).

The mod will not change the current vanilla variant of the forges and industrie complexes.
warriorandtoaster 26 May, 2021 @ 2:10am 
Hm, I see that removing the manufacturing buildings file "fixes" the issue. IIRC most of Traditions+ changes to the buildings files are just construction cost discounts or speed-ups so I think I'll be ok deleting them all to make sure I don't miss out on the 3.0 changes.
warriorandtoaster 26 May, 2021 @ 1:09am 
Hi Ghost, does your patch not include the changes made to the artisan/metallurgist buildings that make them limited to one per planet and boost goods manufactured per job as opposed to adding more job slots?
Ghost 17 May, 2021 @ 6:39am 
Rgr, thanks for the info. Didn't realize the Localization file had all the descriptions in it, probably should have. >.< Fix will be posted momentarily.
lyra_tcm 16 May, 2021 @ 10:27pm 
The effect does work, its added in as a line in the pop job. The issue is in the localisations, its missing the prefix for a job leading too the missing icon.
trp_expansion_colonization_c_hive_desc:0 "£job_synapse_drone£ §YSynapse drones§! now produce §G+1§! £unity£ Unity."" fixes it and adjust the name to be correct
Ghost 16 May, 2021 @ 9:56pm 
That being said, I just tested in game and it appears to be functioning properly. I tested by adding enough unity to open all 3 traditions with one planet. I started with 4 synapse drones and +21 unity. I let it roll over the month and it went to +25. So I'm not sure there is an error here aside from a typo on the description line, which shouldn't break anything.

If you can double check on your end and see if it was just hard to notice (Depending on when you take this tradition the modifier could be insignificant)
Ghost 16 May, 2021 @ 9:24pm 
I am not seeing that error in the base mod files.

I have searched the entire mod for this typo, I see it in game but not in the files anywhere.

I'll have to do some research, no promises.
Erika 16 May, 2021 @ 9:10am 
manifest consciousness(third one of colonization) for hive mind saids ''syanpse drone'' and thus does not work. could you kindly fix it good sir?
Ghost 15 May, 2021 @ 12:38pm 
Updated with a fix that worked for Suto, redundant entry removed.
Ghost 14 May, 2021 @ 1:02pm 
I'm thinking it may be a local issue on your end, I sent a friend request on steam so we can take a closer look at your issue. Maybe I've missed something and we can hammer out what it is.
Suto 14 May, 2021 @ 12:10pm 
Ghost, so I've been messing with this today on my breaks. Even with the update it seems I'm still not getting jobs from industrial districts, both beta and release versions tested. However, if I play a gestalt consciousness empire I get alloys. For normal empires the districts are there, the pops are there, the jobs aren't. I used the console to insta build some alloy foundries and civilian industries, still no jobs. If I add alloy foundries to a gestalt I get the jobs. If you would like to keep troubleshooting this I'm grateful and will help test anyway I can. If not, then thank you for your efforts so far!
Ghost 13 May, 2021 @ 8:03pm 
Updated with a fix, I think. It just needed the base districts folder added so it realizes it exists.
Ghost 13 May, 2021 @ 7:48pm 
I don't see any part that modifies districts in this mod. I'll continue digging.
Ghost 13 May, 2021 @ 7:34pm 
hmm, I'll look into this, might be something that's corrected by another mod I use. Loading it by itself seems to recreate it so I have something to start with.
Suto 12 May, 2021 @ 12:32pm 
I'm having a weird issue and seeing as how this thread is still active I thought I'd ask for help. I have this mod installed and Ghost's awesome update applied. However, when I start a new game the industrial districts aren't generating any jobs. I've tested it with only this mod, using the current release build and the beta build(I started with the beta build). Any help would be greatly appreciated.
Skratch 10 May, 2021 @ 11:01am 
Great, thank you!
Ghost 7 May, 2021 @ 2:00pm 
I saw the file that fixes while doing the edits, so it may be the author here already fixed that issue. I didn't see a conflict with this particular file over on the base version of this mod either. So it may be needed if you have an older mod that needs to use that file. But for this mod specifically, I don't believe you will.
Ghost 7 May, 2021 @ 1:57pm 
I've never seen that before. I don't use it so I don't think so. I only use a few mods and only 2 are major, this and gigastructures.
Skratch 7 May, 2021 @ 7:54am 
Waiting for Tradition+ Overhaul feels like waiting for christmas.
Ghost, will the 3.0 Modifier Patch be required for your update?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1688887083
Ghost 1 May, 2021 @ 8:51pm 
https://www.dropbox.com/s/4js4nectka6mg8z/Trad%20%2B%20patched%20files.7z?dl=0

While working on the files for the original mod I put together what was needed to get this functional again.

The original still is not 100% compatible with gestalts, so this is currently the most complete working version of the mod.
Ghost 1 May, 2021 @ 8:49pm 
steam\steamapps\workshop\content\281990\2224932825\common\pop_jobs
Ghost 1 May, 2021 @ 8:48pm 
I repurposed the instructions from the other patch that replaces the whole mod folder. I'll go fix that, thanks for letting me know.
Ghost 1 May, 2021 @ 8:47pm 
I posted a discussion so this doesn't get buried but in the mod folder there is a subfolder called "pop_jobs" The files in the DL correspond to those files. It'll be "mod directory"/common/pop_jobs
Nikolai301000 1 May, 2021 @ 4:15pm 
Where exactly do I place the files? I know it says "overwrite everything in the mod directory" for this mod, but how exactly do I overwrite it?
Tato 27 Apr, 2021 @ 5:07pm 
Update to 3.x?
early_retirement 27 Apr, 2021 @ 2:21am 
Clerk jobs can't be filled in newest version :(
Update please, this mod is awesome.
Silver 25 Apr, 2021 @ 11:15am 
Is there going to be an update for 3.0x ?
ComradeWinston 20 Apr, 2021 @ 4:41pm 
OI, YUH DEAD? *checks pulse*
SgtWhatsHisName 25 Mar, 2021 @ 8:42pm 
I love this mod but it is as buggy as the original. Not the same bugs mind you, just new different ones. as soon as this gets an update i will be re subscribing to it because it is fantastic.
Ferrus Animus 24 Mar, 2021 @ 1:04am 
I got the Discovery finisher effect after getting 15/18 of its traditions.

Also the tradition that increases city district houssing doesn't work for gestalts, as it is not repalced with Nexus districts.
PlanesWalkerToilet 22 Mar, 2021 @ 7:13pm 
I am having the same problem as Ravenhurst.
HolyFarglesnot 14 Mar, 2021 @ 12:50am 
Having the same issue. Shame, I like this mod.