Stellaris

Stellaris

The Zro Must Flow
129 Comments
Well, I've used the mod since I mentioned it last year
Great mod, I would recommend working on it more
Maybe add more Origins and some event chains regarding the various houses of the landsraad
Maybe something that focuses more on the Spacer, Been Gesserit or Mentats..that being outside of the jobs and buildings that already exist
Tnynfox  [author] 7 Jul @ 4:40pm 
@Vlad_1492 I will decide whether to continue working on it or accept it's dead
Vlad_1492 28 Jun @ 10:55am 
Looks like the mod is not set up for 4.0 yet. Seeing things like a sietch granting 5 amenities and 1 job. Things are being counted in hundreds since the update.
Aj25 27 Jun @ 9:21pm 
Nothing really. Was just hoping for it to be updated to 4.0. Would be cool to find a way to make a better Zro trade system so you can be like a Harkonnen and just get rich, but I feel like that would be too complex, and idk how modding works. Also thanks for responding and getting an update out so quickly. Really appreciate it.
Tnynfox  [author] 25 Jun @ 9:13pm 
@Aj25 when I can think up new content. Any recommendations?
Aj25 15 Jun @ 8:36pm 
Would there be a possibility of an update? Absolutely love Dune, but theres not many mods that I can find for stellaris.
Stachman 5 Aug, 2024 @ 2:59am 
what if you smoke that shit
Tnynfox  [author] 23 May, 2024 @ 8:53pm 
@Arc Someone else said an earlier Zro deposit was OP, so I must've nerfed too much. I'll consider disabling the Kwitsatz Haderach until I can find a less buggy implementation; it was a kinda forced "add everything in Dune" checklist deal.
DocHolliday 14 May, 2024 @ 4:10pm 
Please keep updating my guy we NEEEEEED Dune mods for this game they would go together better than the halo mod does..... I'll kiss you even....
Arc 22 Apr, 2024 @ 1:47am 
How do you get enough Zro to do any of the edicts this mod offers. I've only ever seen a deposit on my starting planet and that only provides me like 16 zro mean while all edicts are double that already. Can't really do anything the mod has to offer because zro production is laughably bad, am I missing something? Also how long do you have to do Kwasach hateract breeding program before it works?
Tnynfox  [author] 14 Apr, 2024 @ 7:34am 
Dear everyone, I will be investigating that bug about Kwisatz Haderachs not spawning. I will probably add no further content to this mod beyond minor balance recommendations, however Dune 2 might give me new ideas.
Rat King 10 Apr, 2024 @ 5:18pm 
Yeah i think the traits in this mod doesn't work because of some reason as my ruler also doesn't have Kwisatz Haderach trait and i also can't spawn it with console commands
Butyr 7 Apr, 2024 @ 6:39am 
I just started a game with the children of Dune origin and my ruler doesn't seem to have the Kwisatz Haderach trait? Is this normal?
Immortal Guest in the Clouds 2 Apr, 2024 @ 2:57pm 
In all honesty, I enjoyed more than 80% of it. Have used it in several of my games for the past 2-3 years now.
There are some obvious exploits with certain mechanics but aside from that I really enjoyed the various edicts, buildings and technologies.
Planetary Zro Formations could've been nerfed further given how broken trading with Fallen Empires became post year 40. Many of my games either me or a friend would have upwards of 50-80k Zro monthly.
Nevertheless amazing mod, sad to see that it won't be continuing being updated :(
Tnynfox  [author] 20 Mar, 2024 @ 7:37pm 
@/ideation I'm sorry for abandoning this mod. Will update this and others to the latest version.

What was your fave part? Any ideas to add?
Immortal Guest in the Clouds 19 Mar, 2024 @ 1:01pm 
Would it look like this mod is getting an update? Have had soo many funny encounters with this mod!
Hope this is enough of a motivation to update the mod, if not I'll start a petition :>
Trilogy 5 Mar, 2024 @ 1:00pm 
Is this mod good in 2024?
MateusZ 5 Mar, 2024 @ 1:40am 
Update?
Tnynfox  [author] 13 Jun, 2023 @ 7:16am 
@Ave Imperator I'm going through the code right now.
Ave Imperator 7 Jun, 2023 @ 11:31am 
In zro_edicts spice of trade needs to have
country_influence_produces_add = 3
changed into
country_base_influence_produces_add = 3 otherwise it does nothing

spice of talent needs to have length = @campaigncost changed into length = @campaignduration because why would the edict cancel on its own?(or... just removed for all of them since the breed kwisatz haderach edict doesn't have and it works just fine)

In zro_traits the ruler kwisatz haderach trait needs to have country_influence_produces_add = 1 changed into country_ruler_influence_produces_add = 1 as otherwise it also gives no influence.
Ave Imperator 7 Jun, 2023 @ 11:15am 
So the way leader traits work now is that there are councilor traits and what I'll call individual traits, individual trait only effect what they are assigned to; science ship, armies, and fleets work the same essentially, but governors only affect the one planet they are assigned to instead of the entire sector. Councilor traits work like the old ruler traits as empire wide buffs but the important thing for mods is that there is now only the head of research council position instead of the three guys for physics, society, and engineering so now research rate buffs now only work when part of a councilor trait and ruler traits have to be changed into councilor traits.

TL;DR for this mod is that the scientist and ruler traits of this mod have to be changed more than you've realized.
Tnynfox  [author] 10 May, 2023 @ 7:03am 
@ Captain Butters just nerfed that. My idea of extensive testing is running a game for a few in-game months, no commands, to make sure it runs properly.
Butyr 6 May, 2023 @ 4:15pm 
"Derelict Throne-Palace" blocker is being spammed on like every third planet in the galaxy. Tested on a game with only this enabled. Please fix, because requiring 1000 zro to remove its -1 building modifier is a little insane for regular empires to contend with.
dilly.bear 2 Mar, 2023 @ 4:23am 
Not sure if it has to do with interaction with other mods, but the militant isolationist Fallen Empire has summoned the the spirits of every member of their species ever like ten times.
Rawr'kraine 🐉 17 Dec, 2022 @ 11:03pm 
Oh, well I guess that's why mod mixing does, I figured it was either this mod or that one, whoops.

anyways, I think it just needs to happen less often
It was happening like monthly in the game I was playing with my friend, and we were only at midgame.

The frequency is the problem.
Tnynfox  [author] 17 Dec, 2022 @ 6:43am 
@Rawr'kraine that was actually from "Spiritualist Materialists" but I'll remove it if it doesn't add to the game.
Rawr'kraine 🐉 15 Dec, 2022 @ 7:13pm 
Oh yeah I remembered something else this mod did alot that got annoying: Leaders slamming their fists on desks

I got the popup so often it got pretty annoying, I donno if you did something about that, but I forgot to bring it up before, sorry.
Tnynfox  [author] 15 Nov, 2022 @ 5:02pm 
@IDHAGN Emperor of Mankind from Warhammer 40K
Ave Imperator 7 Nov, 2022 @ 1:44am 
One question what is the Emperor Reborn a reference to?
Ave Imperator 4 Nov, 2022 @ 6:56am 
Chosen Ones(all except the scientist or admiral) kinda suck for how rare they are and the time they come along. Being only twice as good for already good traits:
Ruler - While going from 0.5 to 1 influence is quite good the governing ethics attraction is just pointless. It is pretty much no better than deep connections, and while the immortality is good you should be getting this mid to late game which at that point you should be getting more leader life span.
Governor - While the +10 stability is nice, going from just 10% to 20% unity gain(only for one sector) is not much when it is likely mid to late game.
General - There's nothing really to say. General traits are useless.

The fact that you can only have one, along with the RNG make the chosen one traits frankly kinda meh.
Numina 27 Oct, 2022 @ 6:00pm 
Does the zro must flow expansion still work?
Rawr'kraine 🐉 27 Oct, 2022 @ 5:06pm 
#IDHAGN

I draw the line at leaders that are more than twice as good as Chosen Ones, and are very common to boot. Something that powerful should be rare, and felt earned, is my point.

Tnynfox I'll give it a go later and see how it feels, thank you very much for the continued support :cozyspaceengineersc:
Tnynfox  [author] 27 Oct, 2022 @ 2:59pm 
@Rawr'kraine I'd done some adjusting. Will do some balance testing when I'm done with this and a few other mods. Are the new numbers better?
Ave Imperator 27 Oct, 2022 @ 4:25am 
I mean if you want a balanced dune mod then you should just use the Children Of Father Eternity mod, and even then this mod isn't that bad compared to a lot of other mods on the workshop. Still sorta agree on most of your points except the leader traits, if I get a leader with God-like abilities then it should god damn feel like it.
Rawr'kraine 🐉 26 Oct, 2022 @ 10:02pm 
What I do know is, this mod enabled me to have a 40K fleet by like, 2220 and Theta was like "wtf is that fleet?!", simply due to the SHEER ammount of income of Zro I had, which I could sell and buy everything else, that isn't ok and we both agreed to not use the mod again after that game.

But, thank you very much for listening to my ranty, if not very helpful feedback.
Rawr'kraine 🐉 26 Oct, 2022 @ 9:59pm 
I wish I could tell you what building(s) when stacked was giving ALL my systems thousands of trade value, like, *every* system, even if it has nothing in it!

But when I say stupidly broken, I mean I was gaining thousands of Zro each turn, hell I had over a million by the time that game was concluding. We were using other mods, I cannot remember if I had actually selected the dune origin or not.

Don't get me wrong I do like the Dune stuff, it just all needs a general tone down. Whatever was giving all my systems extremely high trade value, the stat boosts on the Dune Leaders needs a very heavy nerf (also should be rarer, given the context), and generally yeah just tone down the income and Zro maintenance values on the buildings. I'd say maybe like, 25% of what many of them give would be a good starting point.

Again, this mod gives Zro some ACTUAL use and I like it for that, but the Zro shouldn't flow so hard it overflows practically everything else.
Tnynfox  [author] 26 Oct, 2022 @ 8:01pm 
@Rawr'kraine if you mean by favoring empires with large amounts of Zro, that works as intended for Dune reasons. That said, I went over what you said and I don't want anything too OP since Dune isn't an aspirational universe.

What numbers seem best to you? Anything else I can fix?
Rawr'kraine 🐉 25 Oct, 2022 @ 5:50pm 
Hey, Theta said I commented but I forgot to.
I donno if your gonna update this again but if you do, please add a bit more balance? Like the ammount of Zro you can get from this mod is *insane*, like truely, *insane*. The leader traits are way too strong, and the trade value buildings give way too much.

It's a fun mod that gives Zro more use don't get me wrong, but it's way too broken currently.
TheBiscuitBaron 5 Oct, 2022 @ 5:50pm 
3.5 by chance or plans?
Nosnek199 20 Aug, 2022 @ 10:12am 
Aight thank you man.
Dr. Quackers M.D. 19 Aug, 2022 @ 5:23pm 
Attaching to tech is a way better idea cut down on tech clutter.
Tnynfox  [author] 19 Aug, 2022 @ 5:17pm 
@blah Blsg I capped them 1 per world. This gives empires freedom to expand them, as I always found empire caps to be horribly deterministic.
Tnynfox  [author] 19 Aug, 2022 @ 5:16pm 
@GotWeenies I did your first suggestion, at least as a temporary measure. The challenge is cluing in the player that the new techs do indeed increase Zro job cap. That said I could attach it to Stellaris' existing techs like having mineral isolation add some jobs.
Dr. Quackers M.D. 19 Aug, 2022 @ 3:35pm 
4 zro workers with my bonus to production creates 554 zro a month. Jobs really need to be limited to 10 to 15 per zro formation not 50. I already meet the upkeep for a zro spaceport that gives +6 influence, and I only have 4 zro harvesters. A single Zro formation should give enogh zro for 1 zro spaceport and one or two more zro focus buildings. However right now one zro formation give enough jobs that, you could have 12 zro spaceports, and 72 influence.......

Really you should do 10 per zro formation and add 4 techs that each add 5 jobs to all zro deposits, for a total of 30 jobs per formation after its been earned thru tech advancement.
Dr. Quackers M.D. 19 Aug, 2022 @ 3:03pm 
try 15 or 20 zro harvest jobs per formation
Dr. Quackers M.D. 19 Aug, 2022 @ 3:02pm 
do planetary zro formation really need to create 50 zro harvesting jobs.
I had 8k zro a month at one point. This needs some serious balance work and I would start there.
Nosnek199 18 Aug, 2022 @ 11:36am 
You might want to give the Suk Center a planet cap, or a empire cap. I've see AI spam whole entire planets with them, basically making my game a lagfest.
If planet cap: I suggest 1
If empire cap, I suggest 5-7
André 5 Aug, 2022 @ 12:22pm 
@Tynyfox

Thanks a lot! Keep up the great work! :D

Personally I still wish Zro was still more scarce (or edicts / buildings required more upkeep) but I'm very happy with this for now
Tnynfox  [author] 2 Aug, 2022 @ 11:19am 
@Andre I have no idea how to fix the names at the moment. It worked perfectly in previous testing, but updates must have broken it. I will be passing this over a more experienced modder.

I capped Zro harvesters to 50. I also removed the need to have "Fremen Lifestyle", which I've always considered an optional technology.

I did the other changes too. I also nerfed the Minor Relics one to 50 units.

Gave xenophobes an insult to direct towards eugenicists.
André 30 Jul, 2022 @ 2:48am 
I am also getting the "format.eugenics.1" empire names. My last playthrough had 2 of these.
@Tnynfox I absolutely love this mod, thank you so so much! Extremely well made and all text-dialogue seems very immerisve. In my opinion of what specific improvement to make:

1. Limit Zro-harvester jobs per planet, otherwise I got some outrageous numbers when job is prioritized and I kept resettling all my pops to do this job. I do agree with others that this leads to Zro being too abundant and never worrying about it.
2. The Dune-specific traits are all I believe 1-2 trait points too powerful, consider increasing their costs.
3. Limit the trade of alloys with fallen empires from 2000 to 500. Otherwise have it scale on some level as this can easily brake early game.