Stellaris

Stellaris

(Broken) Spiritualist Materialists: The Machine Cult
140 Comments
NovaPolaris 19 Jul, 2024 @ 7:32pm 
I completely understand there. I'm still sorry to hear you've been having to deal with that. >_<
Also I have no coding skills. I wish I did. Then I could work on my own games and projects because I can't get help. ,_, If I had those skills I'd love to help you.
Tnynfox  [author] 29 Jun, 2024 @ 7:52am 
I will update it when, or possibly if, I get an idea to make it different enough from the new Machine Age update. I gave up on waiting months for an assistant to do their own code corrections.
Windless 23 Jun, 2024 @ 2:53pm 
will this be updated?
Tnynfox  [author] 20 Mar, 2024 @ 7:35pm 
@NovaPolaris @W1ldf1re if you have any coding and rebalancing skills maybe you can DM me? This mod had been on hold for months since I was waiting for the other tech support, but maybe I'll get something done.
NovaPolaris 11 Mar, 2024 @ 1:50pm 
I still miss this mod.
W1ldf1re 11 Mar, 2024 @ 3:32am 
Any possibility for an update ? could we set up a discord or something to help fix this mod ?
NovaPolaris 2 Nov, 2023 @ 12:11pm 
It sucks so much what happened with the tech support. I wish someone else could step in to help.
Eshminima 9 Aug, 2023 @ 11:17am 
Broken?
kutaro 21 Jul, 2023 @ 5:19am 
This was also the case when I made a custom butlerian crusader empire and forced it to spawn during my game. It is possible that the AI doesn’t quite know how to handle these civics/ethics.
kutaro 21 Jul, 2023 @ 5:15am 
@Tnynfox If I may suggest, perhaps remove the ability for AI empires to generate with your civics/both spiritualist & materialist? It would be a shame if this fixed it, but as far as I'm aware my early-midgame crashes only happened when AI empires had those civics/ethics.

This hunch of mine exists because after I killed (kill_country command in console after taking control of them) the countries that had them, most of my crashes stopped. They eventually came back (probably due to wars and the like), but doing that mitigated my crashes for a good while. Just an idea, though.
Tnynfox  [author] 20 Jul, 2023 @ 6:01pm 
@kutaro I don't know how to fix that, and my only tech support has been offline for a long time. Disappointing, I was gonna use it for my own play.
kutaro 17 Jul, 2023 @ 8:26am 
So... Should we not use this mod for the time being since it causes crashes? I've been dealing with similar issues, though not at startup; Rather (if the error log is to be believed), the game spits an error like this out multiple times:

[01:55:20][trigger_impl.cpp:1191]: Script Error: Invalid context switch [owner] from As-Shi Pop on Thebe I [pop], file: events/machinecult_events.txt line: 402, Scope:
type=pop
id=5602
random={ 0 1234219370 }
random_allowed=yes

Before inevitably crashing not two seconds later. I've been dealing with this crash on-and-off for a while now, with some games getting as far as 2300 before entering an infinite crash loop, or in my most recent one for example I'm stuck at 2240-ish.
Tnynfox  [author] 16 Jun, 2023 @ 8:27am 
@Kevin McScrooge Akerhamius was supposedly going to send me a patch to fix that
Kevin McScrooge 15 Jun, 2023 @ 8:30pm 
Seems to crash the game.
Strides 9 May, 2023 @ 2:56pm 
Just a heads up, this mod seems to crash the game on launch after this recent update!
Tnynfox  [author] 27 Apr, 2023 @ 5:35pm 
@Akerhamius yes please
Delendar 27 Apr, 2023 @ 4:22pm 
Oh, in that case congratz for making this huge mod dude! But yeah, numbers need some tweaking, if i for example pop the 2 regen edicts my fleets are virtually undefeatable. If you dont mind me i'll map your mod and send you a dropbox when im done together with a sheet with all the changes, then you can see if you like it. It will take a while though since I need to test stuff though.
Tnynfox  [author] 27 Apr, 2023 @ 3:50pm 
@Akerhamius this is my first mod. Most of its content was made on first release and has been only minimally updated. List anything else you find OP and I will consider removing, nerfing (by what number?), or restricting it to optional "epic mode". And no, I try not to restrict stuff to the player for fairness; as a player I've found it lonely to be the equivalent of an Awakened Empire by midgame while no one else was.
Delendar 27 Apr, 2023 @ 3:05pm 
So far what i found was that, in the titanicus fleetmind trait example, the tech_bondoftitanicus has factor = 0, this doesnt mean it wont appear, it just means it will rarely appear. Maybe rather than a correction, a better solution would be to restrict technologies and traits to civics? Not sure if there is a variable for that but I can try checking that out. I haven't found what is it that makes leaders randomly spawn with like 6-10 traits yet though.

Honestly, i'd personally just lock most of the mod's content to the player only, most of the stuff in here is very powerful. Works marvels if i want to rp a magos that travelled back in time to terra in the 3rd millenium and is using 40k mechanicus tech. But if all this stuff is unevenly spread among all the random empires, it becomes quite chaotic.
Tnynfox  [author] 27 Apr, 2023 @ 2:48pm 
@Akerhamius on the off chance, are you able to code up a correction and send me the dropbox?
Delendar 23 Apr, 2023 @ 11:30am 
I'd say the ones affecting priest production and cult mechanicus. They are very specific of the cult mechanicus itself. Rather, it is the traits that worry me, i've found admirals from AI fleets spawning with like 10 traits and the titanicus one. Haven't really complained about my own scientists spawning with like 4 or 5, but the trait symbols didnt really fit in the space so i couldnt really see what else they had, except the titanicus one which is red and gold. I saw that happening several times. Confirmed it is this mod that allows it.
Tnynfox  [author] 22 Apr, 2023 @ 6:12pm 
@Akerhamius I haven't looked into that, but I will consider lowering the random weights and tightening some conditions. Which civics should be lowered?
Delendar 22 Apr, 2023 @ 11:37am 
Is it possible to modify some value to not allow the ai to use civics/traits from this mod? Feeling like it dillutes the uniqueness when i find a bunch more of random alien empires using mechanicus themed stuff that makes absolute no sense on them imo.
Tnynfox  [author] 19 Apr, 2023 @ 8:34pm 
@Akerhamius I'm getting someone to fix that. The updates happened so fast I simply didn't think to check how they might mess up my mods.
Delendar 18 Apr, 2023 @ 7:05am 
Btw, do you think you can make it so that droids/synths cant go into priest jobs? Outlawing AI only makes droids and synths not able to take researcher, bureaucrat and culture jobs, but not priests since the base game doesnt really allow it to begin with and with this mod i pretty much only got priests.
Delendar 17 Apr, 2023 @ 5:32pm 
Im getting a couple of errors. First one is a typo in one of the policies, then is the spawn of a Heretek civilization that has no name (not sure if its intended or not) and when going cyborg the robot building doesn't seem to be able to assemble cyborg pops and it only creates robots, tried setting it to robot then back to cybernetic pop but it doesnt do anything.
Who's Askin'?! 26 Mar, 2023 @ 4:52am 
Glad to hear it! The changes to Civics and Origins are quite cool, so looking forward to adding it back to my playset. As more detailed feedback, it seems like the passive Minor Artifacts gain from modifiers is probably going to need to be adjusted to fit the rates provided by similar effects in the new update, as they seem to have adjusted that. I'd noticed also similar to Feral Nanite Growth that the other planetary features added by this mod tend to give much better rewards than they should for how common they're spawning, so could be worth looking at, in general the buildings and techs are also really strong and might be good to move to later in the tech progression.

Hope that feedback helps, and have a lovely day. :)
Tnynfox  [author] 23 Mar, 2023 @ 2:34pm 
@Athena I think I remember putting Feral Nanite Growths now that you mention. Will remove or edit soon.
Who's Askin'?! 9 Mar, 2023 @ 3:29pm 
Not sure if it's this mod, but does this mod by any chance add Feral Nanite Growths and a Full Template Recovery tech? Both are pretty damn unbalanced and Feral Nanite Growths is popping up on half my planets, and I can't for the life of me pin down which mod is doing it.

Really fun mod though! :)
mhariz1993 3 Mar, 2023 @ 11:25pm 
When I use this mod & want to create an empire, the flag UI is messed up.

As in I can't scroll down to see the rest of it. I can choose the categories but I can't see the rest of it.
Tnynfox  [author] 23 Feb, 2023 @ 6:09pm 
@SomeTemplarLarper Removed it. I'd completely forgotten I'd added it, nor did I encounter it in my very brief testing.
SomeTemplarLarper 13 Feb, 2023 @ 9:38am 
I don't know if this is intentional or unfinished but country_event machinecult.5 is giving every scientist, across every empire, everywhere, the maniacal trait. It's a bit jarring so I've hashed it out but might be worth looking at?
Tnynfox  [author] 26 Jan, 2023 @ 3:17pm 
@nukestar pastebin
nukestar 26 Jan, 2023 @ 10:50am 
Uh sure, how do I do that?
Tnynfox  [author] 26 Jan, 2023 @ 6:52am 
@nukestar care to send me the code?
nukestar 17 Jan, 2023 @ 9:12pm 
There seems to be a mistake in the most current version of this mod where the fanatic materialist is still mostly vanilla and therefor still mutually exclusive with spiritualist ethics, It took like five minutes for me to fix it (change category to "mat", category value to 0 and remove the category opposite line).
TheBadgerUK 22 Dec, 2022 @ 3:12am 
Fair enough, wasn't expecting a great push over Christmas!
Tnynfox  [author] 20 Dec, 2022 @ 2:35pm 
@TheBadgerUK since this sounds like a purely cosmetic issue, it will take the lowest priority. I am still in contact with someone who would solve it given the chance.
TheBadgerUK 20 Dec, 2022 @ 7:58am 
I'm going to go out on a limb and say that mod is missing the gfx & interface files for the perks. YMMV though, I'm just poking about.
TheBadgerUK 20 Dec, 2022 @ 7:30am 
Seconding the perk portrait issue, no picture just a large white block instead. This also occurs when this mod is the only mod used suggesting it is local to this one alone. Best of luck!
Ultra4kill 7 Dec, 2022 @ 2:53am 
This mod does something strange with my ascension perk slots and kinda bolds them. when i go to pick a perk the perk's picture is gone
Tnynfox  [author] 23 Nov, 2022 @ 1:16pm 
@Akerhamius I think it might be an issue with allowing both "opposing" ethics to be chosen. I don't know how to tell only the AI to "pick one or the other".
Delendar 23 Nov, 2022 @ 8:19am 
Playing myself as a mechanicus-ish nation, i encounter other nations that are also spiritualist-materialist, got one of the many civics from this mod, sometimes 2. I've played some solo multiplayer runs to load in some of the AI nations and they do get the mod's civics, leader traits and even get to research the tech.

What I'm asking is if it isnt possible to restrict all this to the player only. Imho, if the entire galaxy gets it, it becomes less unique. Maybe restrict it to both human premades and player? Dunno, just throwing ideas here.
Tnynfox  [author] 23 Nov, 2022 @ 7:56am 
@Akerhamius please give examples
Delendar 22 Nov, 2022 @ 8:47am 
Say, do you think it can be made so that only the player benefits from this, or was it intended for the AI to also randomize civics and traits from this mod? Because I'm finding a lot of randomly generated nations with leaders and civics from the mod, doesn't really make much sense on many of them too.
Tnynfox  [author] 17 Sep, 2022 @ 7:32am 
@Theta-6 from a modding standpoint I don't know where the file is. And even the Fremen ate mostly normal food.
Theta-6 13 Sep, 2022 @ 12:51am 
Lithoids Did it. (They Consume Minerals instead of Food) And some Dont have Food at all (Machines). That could be a Good Tradeoof For Zro. You get Food Stuffs from Zro. With Argriculture Districts Being Replaced by "Zro Farms" (Instead of a Building).
Tnynfox  [author] 12 Sep, 2022 @ 7:43pm 
@Theta-6 I did not know it was possible to overwrite a species' food type.
Theta-6 8 Sep, 2022 @ 8:45am 
Erm, I think a Friend of mine commented On the Zro Must Flow (He has a Dragon as his PFP?) But its mainly the fact you can stack the Zro Buffs and the amount of Storage and Production you get for Amount you spend (From the Fallen Empires) is Too Broken. A way i thought about it is making it so that One of the Origins (Maybe Children of the Dune?) Makes it so that your Food Income is Converted to Zro, However you can use any Psionic Stuff as a tradeoff due having evolved to Consume Zro as your Food.