Stellaris

Stellaris

The Tasty Expansion Pack
192 Comments
Sad Wet Cat :3  [author] 13 Jul @ 7:28am 
@Stepover34
I seeeeeee... I'll look into it. Either somewhere along the way a patch broke that modifier... or it broke the tooltip and the modifier is still there but hidden. Back to debug hell I go I suppose XD

Ty for the information, I actually haven't played stellaris since the biogenesis patch so I probably haven't noticed stuff with recent patches!
Stepover34 13 Jul @ 3:07am 
I just remember morb blood giving habitability and no other effects
Stepover34 13 Jul @ 2:51am 
When I looked last time the pop growth negative on morb blood didn't show
Sad Wet Cat :3  [author] 12 Jul @ 11:12pm 
@Stepover34
Revisited:
- Delicious Traits now cost at least 1, so you cant easily stack them all on one livestock species and get 20+ food per single pop.
- Ketchup and Steak cost set to 1 as suggested.
- Cake Flesh kept the same, the upside is getting minerals from livestock which is very strong in my experience. Especially since the negatives are being placed on non-citizen species that are not being used as armies typically.
- Morb Blood kept at 1 cost, it is actually quite bad lol. A -70% pop growth speed is actually horrible XD Ive had some games where my pop actively goes extinct upon becoming morb blooded!
- More Morb Blooded amenities usage increased to 1.25, following suggestion.
- Secret recipe DNA increased to 3 as suggested.

It'll take me some time to test these numbers and see if they feel right. I appreciate you bringing it up and being specific. It's nice when someone has a clear idea of where the balance should be applied so that's awesome! Ty :3

(Part 2 / 2)
Sad Wet Cat :3  [author] 12 Jul @ 11:11pm 
@Stepover34
Thank you for the feedback! I have left those traits pretty IMBA for too long so you're comment galvanized me to revisit them.

The seemingly effectless traits effect how much food the species produces when its living standard is livestock. So having them on your ruling species doesn't do anything, but if you have captured and farmed a species with the trait then you get extra food from them. (Unless you are noting that this doesn't work... if that's the case... my bad something is wrong and I'll fix it lmao)

(Part 1 / 2)
Stepover34 12 Jul @ 3:47pm 
Ketchup Blood and Steak Sauce Blood i think should be moved to 1 trait point instead of 0, Cake Flesh should probably be moved to -1 or -2 as it seems to have no upsides, Crunchy Edges if just Extremely Adaptive but costs 3 less points it should be moved to 4 points, Morb Blooded should be moved to 2 trait points as it is just the adaptive trait, More Morb Blooded should lose some habitability maybe going down to +30% and having the consumer goods upkeep reduced to +50%, maybe also moved to 4 points alternatively increase amenities usage by +0.5/1 (Like the Hard reset origin trait) and move to 2-3 points, Secret Recipe DNA i believe should move to 3 points as happiness can be powerful.
Stepover34 12 Jul @ 3:36pm 
@Sad Wet Cat :3, this mod is adding 6 traits for 0 points with seemingly no effects, besides that the mod seems interesting
姆咪 16 Jun @ 7:59am 
@Sad Wet Cat :3
Thank you! I did indeed acquire the Treasure Worlds from a Megacorp during a war.
Sad Wet Cat :3  [author] 16 Jun @ 7:07am 
@姆咪
Luckily this is intended! Utilizing treasure worlds is only possible for empires with the Treasure Hoarder Civic. At game start hives are forbidden from acquiring it. This is similar to how non-violet flood cannot use nanoworlds.

You scared the crap out of me I was dreading re-coding all the zones until I realized what you were talking about. What you have made me realize though is I should prevent non-treasure empires from being able to colonize treasure planets in the first place, that way it's a little more intuitive.

I'll play around with some ideas on how to handle it, because it also brings up the question of, what if you are a hive and you conquer a treasure world?". I'll see what I can do. Maybe it is easier to just let everyone build on it regardless of having the civic if they manage to acquire one lol

Ty for the heads up!
姆咪 16 Jun @ 1:00am 
When playing as a hive country, it's not possible to construct any buildings in the Treasure Hoard on Treasure Worlds. Other planet types added by the mod might have the same issue. It seems to be related to recent updates affecting district behavior.
Sad Wet Cat :3  [author] 6 Jun @ 6:32pm 
@Nameless
Fixed! Thank you for the heads up. Pretty game breaking patch changed the event script ordering, and was instantly killing the player when their population count was reset. I appreciate you reporting this! Let me know if you find any more issues!

@kokiller
I'll look into it. I can't see any issues but maybe I am just not sure what you are finding. If you have any details about what you are experiencing please feel free to share them!
Nameless 6 Jun @ 3:50pm 
origins now inst kill empires using it. like bioweapon an d violate flood.
kokiller 3 Jun @ 12:11pm 
automatic building is not worked to day can you fix the problem ? nice work :-D
Sad Wet Cat :3  [author] 25 May @ 3:33pm 
@Nik
I agree the exotic gases are pretty underwhelming in the new meta. Instead I have repurposed the building to provide a powerful boost to job production, at the cost of dark matter. I appreciate the suggestion!
Nik 25 May @ 10:54am 
You may want to look at the soul refinery building. It might be under tuned in 4.0 with how easy it is to get ton of the special resources.
Nik 25 May @ 12:48am 
Ok, I will take a crack. I think the Nanorobotic is probably fine. It seems like you can hold up reasonable well with it. I have some concerns about Heaven's Error since that seem to require some aggression.
Sad Wet Cat :3  [author] 24 May @ 8:24pm 
Nik
Yes! In both cases lore wise they are post war / long hibernating. So low pops. No real other reason than that. If it seems problematic let me know and I'll re balance it!
Nik 24 May @ 6:34pm 
Just curious are both the new machine origins supposed to have less pops than normal. It looked like they have around 1700 and 1900 pops instead of around 5000ish pops.
Sad Wet Cat :3  [author] 24 May @ 12:26am 
@TroupeMasterSilas
(...also... at some point I plan on releasing a relic dig-site for each origin. But I haven't done it yet. So possibly in the future the origin will also guarantee a relic dig-site. This already happens for Heaven's Error and the Soul Crucible relic. It's my prototype test.)

But that's a secret :3 and is coming later.
Sad Wet Cat :3  [author] 24 May @ 12:23am 
@TroupeMasterSilas
Aside from the bonuses each provides:

Both: Can build bioweapon buildings.

Special to Escaped Bioweapons Origin:
- Starts with a bioweapon building on the capitol.
- Gives your species the "Bioweapon Ancestry" trait for free.

Special to Mother of Monsters Civic:
- Allows you to build the special armies: Extinction Sterilizer Horde, Specialized Apex Predator, and Kaiju.

So if you do not take the origin, it just means you will not have the Bioweapon Ancestry trait. That's about it in the long term. The origin is mostly thematic and deepens the niche bonuses of dealing more damage to technologically superior empires and having more genetic trait points.

Hopefully that answers your question!
TroupeMasterSilas 23 May @ 5:40pm 
Do mother of monsters and escaped bioweapon have any significant differences outside of the stat boosts given by the origin? Or is their more content to bioweapon, it seems like the civic and origin are pretty similar so im wondering if im loosing out on making monsters if I dont take the origin.
Sad Wet Cat :3  [author] 23 May @ 4:57pm 
@s8n
I'll be honest with you. I thought I already sent the update but I didn't. I just wrote all the code, was like... "That's good. Sleep time", and then I blacked out XD You shouldn't need a new save.

I'll roll out the update now, with the planetary tendril fix as well. Might not see your response for a while, but if something still seems sus let me know!

Also. Size 71. It's bigger than the star at this point isn't it? Hahaha
s8n 23 May @ 9:12am 
@SadWetCat, thank you, in my current game I have a size 71 world, with 17 cystoskeleton districts, which means I would have 850 hunter seeker drone jobs. I currently have 900 jobs, 600 of which is by 3 sentinel posts, so after update I would have +250 jobs compared to now. Current pop size 22.8k with capacity until 30k, with 900 hunterseekers so I think by the time i grow 8k pops I will be ok with another 6-10 districts, so yes in my opinion +50 hunterseekers per district is good. When will this update happen? Or do I need a new save?

Question, building Planetary Tendril, says adds +8 soldier jobs, not mistake?
Sad Wet Cat :3  [author] 23 May @ 1:53am 
@s8n
Done. Each cytoskeleton district adds +50 hunter seekers. Meant to scale somewhat, but not completely handle all crime management. Tell me how you feel about it if it seems over/under-tuned. Also, thank you this was a great suggestion!

@Nik
You are correct! It has been now changed to 100! When updating to the new population system I missed re-balancing that one! I appreciate you mentioning it!
s8n 23 May @ 1:34am 
Suggestion, maybe nanomass world districts could have hunter seeker drones +x per district so that when the population grows we do not need to rely on sentinel buildings?
Nik 22 May @ 4:04pm 
Nanomass worlds only have 1 replicator job added. I assume it is supposed to be 100.
Link3000XD 22 May @ 8:17am 
nice! lolol
Sad Wet Cat :3  [author] 22 May @ 2:56am 
@Saleku
Fixed! That was indeed a bug! I appreciate you reporting it!

@Link3000XD
Me too... me too lol. The portraits are in the "Uhoh" section haha. This mod started as just a goofy add on for me and my friends, and we were ok with Fanatical Purifier Carl Wheezer assaulting us. But as thousands adopted it, occasionally people would comment that it broke immersion. The amount of negative reviews on the mod is only 6% (its 4 stars still because i haven't gotten 200+ ratings yet lol), but every single negative one has always been "Good mod but please remove Ronald" lol. I'm not sure if more people would enjoy the silliness and if its worth the laughs. I do feel a bit responsible so I keep the spawns to just the "Immersion Friendly" portraits. One day maybe Ill make a portrait megapack that just adds a metric butt ton of portraits X3
Saleku 21 May @ 11:18pm 
Not sure if this is actually a bug, but in shipsets it selects all the ship types for this mod. Does it even when all mods other than this one and UI Overhaul Dynamic are disabled. Vanilla ships and ships added from other mods seem to work just fine though.
Link3000XD 21 May @ 12:28pm 
wdym truamatised!!! i want to be traumatised by ronald mcdonald and peter griffin empire! :papyruswacky: i didnt even know those portraits are in! lol
Sad Wet Cat :3  [author] 21 May @ 8:35am 
@Link3000XD
Yes but they can be pretty rare. (There are even some secret super rare ones!)

General trait stuff:
- The AI will however never use Metamorphosis traits.
- You will find a few empires that have Tasty Traits like "Crunchy Edges" or "Cake Flesh".
- A lot of overpowered traits like Sin Dynamo will not be spawned in, but I have seen AI empires modify their species to pick up these things later in the game.
- You can make empires with Tasty Traits and set them to "Force Spawn" if you want to guarantee certain goofy empires in your game that are usually kept out by default.

Portrait Stuff:
- All normal portraits can spawn and be forced.
- All Uhoh portraits cannot be forced (will be replaced with normal portrait), so basically only for Player Empires. (Designed this way by popular demand. People were traumatized by Ronald McDonald and Peter Griffin.) In order to make them not randomly spawn I had to also turn off allow_forced.
Link3000XD 21 May @ 6:02am 
ah thx! i only play psionic fox girls or robot empires usually, so i hope in multiplayer with friends some fun thigns will happen. do some races spawn automaticly with tasty traits?
Sad Wet Cat :3  [author] 20 May @ 6:51pm 
@Link3000XD
The mod is very isolated from others, the only thing it overrides in the entire game is the ability for hive minds to let livestock grow. Everything else is just additions and only relies on vanilla Stellaris and itself. So have it load after anything that effects population controls if you want to farm xenos as hivemind, place it before if you want the other mods to control that. (It also does not effect any other types of pop controls, specifically and only effects hivemind livestock.) That's the only thing that is sensitive to load order!
Link3000XD 20 May @ 12:12pm 
any load order things to watch out for? using irony mod manager btw :ccskull:
Sad Wet Cat :3  [author] 19 May @ 7:57pm 
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Zalera 19 May @ 7:36pm 
everything works great now, thanks again! and great mod! I'm quite enjoying it so far :)
Sad Wet Cat :3  [author] 19 May @ 7:24pm 
Of course! Let me know if you find anything odd!

From my own testing:
It seems like if I let the Uhoh's be forced, then I also have to let them be in the random spawn pool. For the time being I'll make them not in the pool (and therefore not forceable either unfortunately). I'll see if I can come up with a way to make them forceable but not randomable if possible.
Zalera 19 May @ 7:10pm 
awesome! thanks! will test it right away :D
Sad Wet Cat :3  [author] 19 May @ 7:00pm 
@Zalera
Fixed :3

Was a single line of code in the portraits that I had to set to true lol
Sad Wet Cat :3  [author] 19 May @ 6:23pm 
@Zalera
My intent is:
- Uhoh-portraits should never spawn unless forced or played by players.
- Tasty-portraits (heaven's error, nanorobotic plague, treasure hoarders, etc) should be able to spawn randomly, be forced, or be played by players.

If creating an empire and slapping a heaven's error portrait on it causes it to never be spawned, that's a bug.

I'll start looking into this, thank you for telling me!

It's been like 2 years since I messed with the portrait code so its possible that something is outdated and acting weird. (Or I just never noticed, I don't force empires in my games so I never thought to check!)

I appreciate you letting me know and Ill try to get to the bottom of it!
Zalera 19 May @ 10:40am 
After some testing, I've discovered it's the portraits causing it, Using the Origins and civics spawn them fine, but when using the portraits, they won't spawn as AI empires.
Zalera 19 May @ 10:02am 
So I created an Empire for each respective expansion except for Embryonic, and none of them will force spawn as an AI empire, Is this intentional or a bug?
Sad Wet Cat :3  [author] 19 May @ 6:00am 
@Vovarush
It has been fixed :3

If you feel anything is too strong or too weak let me know too. The whole zones update shook everything up. Any and all experiences shared help me make a better mod!
Sad Wet Cat :3  [author] 19 May @ 2:49am 
@Vovarush
Understood! It seems the same things is happening for treasure planets too... something about the beginning of the game not triggering the pop class conversion. I'll start working on it. Thank you for the heads up!
Vovarush 18 May @ 11:13pm 
Nanoplague jobs priority needs to be increased so that they absorb all avalible maintenance drones and not leave me with approx 1-2k unfillable workplaces
Sad Wet Cat :3  [author] 18 May @ 5:26am 
``/l 、 !!! Now 4.0 compatible! I make mistakes so please post any bugs you find!
(゚w 。 7 I will do my best to fix them!
```l''' ~ ヽ
``じし f_, ) ノ
Sad Wet Cat :3  [author] 17 May @ 7:55am 
Generic update. Mod is technically playable in 4.0 now. Just unpolished (Treasure Hoarders and Violet Flood starting worlds have their districts redistributed 30 days into the game, but then are fine for the rest of the play-through.) For the brave pioneers the mod works and can be used without fear of crashing!

Mod now requires UI Dynamic Overhaul, since nanoworlds and treasure planets have more than 4 zones.

I still have much work to do T.T ...
Sad Wet Cat :3  [author] 17 May @ 1:04am 
@nukestar
Currently none. The last patch was to seal a total system failure from a nullptr reference in the zone slot code. So the mod should currently be disabled and not used in any version. If I left it as the old code, any 4.0 user would corrupt their memory, if I updated it wouldn't be compatible with any version.

I chose the latter because I'd rather the mod was down for a while than have people blow up their computers trying to use it with 4.0

It'll be a while before I can get it up again. I am learning the zone slot coding and testing, but dont have a full release yet.
nukestar 16 May @ 3:56pm 
Which version is this mod currently updated to, as Irony seems to think it's for 3.12.1.
Sad Wet Cat :3  [author] 11 May @ 9:42pm 
@tony_sm
Sorry to respond so late, been busy. I just wanted to say you are super cool and polite. I think its amazing you were heroic enough to take out Peter and Ronald McDonald haha. I also think the community really appreciates what you did, and that's awesome. One day, I will make things right and separate the portraits out, I know a lot of people want them in a separate mod. I just haven't done it yet, so you are helping a lot of people!