Stellaris

Stellaris

All Ascension Paths
777 Comments
Azona 8 Aug @ 2:07am 
Okey I just only used your mod and found out that tradition skill thingy from psionic tree Great awakening once you pick that option then assimilate hive mind get disable with mention message in tool tip. no longer able to remove hive mind trait and make it normal pop trough assimilation.

I made 2 save games for you load in. before tradition slot picked and after (last not really needed as soon you pick tradition skill it get locked out)

https://app.box.com/s/5v0bdeetr747jin3xmf84nzrjg0dc79y

I hope it helps.
Draconas  [author] 7 Aug @ 2:37pm 
So the order you pick matters less, it might still be loading another mods version (try just AAP and see if you still get it). I've checked the code and I have code in their to deal with hive mind assimilation as psi. If it still doesn't work with jsut AAP then i can investigate but that is going to take a while.
Azona 7 Aug @ 10:02am 
loaded your mod last to be sure it overrides everything else and sadly still wont let me do the thing. I guess its broken indeed for now I have to purge little hive mind drones.
Azona 7 Aug @ 9:14am 
Oh maybe it’s a mod I use might interfere then if should work. I’ll try different load order to be sure now think of it one of my own mods might touch this and due name loaded after yours. I’ll let you know before you might break something.
Draconas  [author] 7 Aug @ 6:30am 
Hrmm, that's odd, i definitely fixed that issue. My hatred of that particular piece of code knows no bounds. It's possible it's rebroken in 4.0
Azona 7 Aug @ 2:20am 
Hey I love this mod but I found bit of bug. I got purity and mutation wich should allow you to assimilate hive mind pop out of a hive mind. but I chose mind of matter and finished psionic but now I cannot move pops out of hive mind with assimilation as it says this "not possible due to hive minds cannot develop psionic powers."

also cannot pick the living standars due spiecies must have assimilation citizenship what is blocked by the mentioned above.
Draconas  [author] 30 Jul @ 1:02am 
That sounds like you have another mod issue if you are not getting the trait with only virtual accession. This mod doesn't do anything to machine ascension until you run the edict for a second one.
tjimagineer 27 Jul @ 5:09am 
I tried doing only virtual and I did not get the virtual leader trait at all for any of my leaders even though there was a popup saying it happened but I when I went and looked at them in the leaders tab no trait was present.
tjimagineer 26 Jul @ 1:48pm 
@Stepover34. The edicts don't appear or work for non biological empires. I am playing non-gestalt machines.
Fenrisúlfr 26 Jul @ 3:59am 
Try the edicts
tjimagineer 25 Jul @ 10:13pm 
When doing all 3 machine ascensions I lost the synth trait for my leaders. Is there a way to fix this?
Fenrisúlfr 25 Jul @ 1:55am 
@BroncoXeno, the synthetic pops cannot use bio traits, it just allows your bio pops to be stronger
BroncoXeno2035 24 Jul @ 6:15pm 
Do Bio->Synthetic Ascension Pops allow the new Synths to keep getting Bio Traits?
Cheesus 24 Jul @ 11:34am 
Awesome mod!

I know it's explicitly banned from doing so, but I think it'd be neat if the AI could also pick multiple ascensions - maybe just 2/3 so they maintain some identity. Would you be open to allowing that as an optional feature?

Thanks
Winter 21 Jul @ 11:49am 
ok thanks a friend I play with said it was not happening managed to figure it. in the end it works just fine
Fenrisúlfr 21 Jul @ 8:38am 
@Winter, it starts when you start the cybernetics tradition
Winter 21 Jul @ 8:34am 
I have started having a issue where the cybernetic situation is not starting when I choose the ascension perk not sure why. I can say all I do is choose flesh is weak and the situation does not trigger
1000cyberblade1000 18 Jul @ 3:45pm 
if anyone is looking for a version that works with 3.14 then here is a link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3475281874&searchtext=All+Ascension+Paths+3.14
Draconas  [author] 17 Jul @ 6:32am 
Oof, good questions. This has been made more complex in 4.0 because of the default assimilate settings. Those edicts were important for 3.14 where default templates were all under the hood.
The edicts don't pay attention to what you have set, because it never used to exist and it may be you don't actually need them anymore - I've stopped playing for a bit as 4.0 instability was causing me problems.

I think most likely you can just use the settings in the species screen and ignore the edicts, hopefully being able to set the default template makes it irrelevant, I'll make some notes to investigate how useful they are in 4.0
Aniki 16 Jul @ 7:16pm 
If I'm glossing over any common known knowledge regarding species, apologies in advanced, its my first game. Its been a fun learning curve!
Aniki 16 Jul @ 7:15pm 
Thanks so I think I am correct that when an event occurs, the game will sometimes want to register, "is the dominant species biological or synthetic." However do I need to make default a select sub-species of my founder race first? For example, I notice after syntheization, that when I make a biological subspecies default, That template will gain a "Robot Default" label under Template on the Species screen. However after enacting the "Set Biological Species as dominant" edict, that label goes away.

So I guess my next question is should I set a certain template as default before enacting either edict? And If I understand correctly as well, the edicts are not an "And" thing but an "either or" thing. So in other words, I don't need to set a default bio template and then enact the bio edict and then set a default synth template and enact the synthetic edict?
Draconas  [author] 16 Jul @ 10:05am 
sure thing: Your Empire has a single sub-species that is flagged to the game as "the dominant species", this affects a lot of events and script code that basically goes "get me the dominant species for this empire" (That is how I do the bit where I keep some of your pops as biological, I make a note of the dominant species before the synth process starts).

Those edicts basically either select a synthetic species as the dominant one for the empire, or a biological one for the purposes of game code.
Aniki 16 Jul @ 3:48am 
Hi can you clarify what the edicts "Set Biological Species as Dominant" and "Set Synthetic Species as Dominant" do? Like I'm reading the descriptions on them I'm just not sure if, when, and how I should use them.

I have completed all 4 Ascension pathways (psy, genetic, cyber, synth in that order.)
Draconas  [author] 14 Jul @ 6:22am 
2840 nice, good luck :)
Draconas  [author] 14 Jul @ 6:21am 
Yes, read the manual
napamathguy 14 Jul @ 6:08am 
Is there any way to unlock all three biological tradition trees?
284077352 14 Jul @ 2:02am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3524132713 Thank you I have published my mod and note the source.
Zerox_Flame 13 Jul @ 6:15am 
Ok so I tried some things out, and it seems like the problems start occurring after I try to modify the synths. If I keep the basic, starter synth species (or not modify all of them) and just use the integrate sub-species option, it will still produce the starter synth species and not standard robots. Sucks that I have to use this (the integration rate is 25 pops per month sad) but it seems to work at least.
Draconas  [author] 13 Jul @ 3:04am 
I'll have a look, but this sounds much more like Yet Another 4.0 Pop Growth Issue. (Also a lot of pop growth is handled in game code, not modable code so is untouchable to me)

I do not actually modify the synth creation stuff in any way. I make a note of your biological species when you start the ascension path, then afterwards swap a % of your pops back to that species. The actual synth stuff is 100% vanilla.

you may end up having to let robots be assembled then assimilate them into synths.
Zerox_Flame 13 Jul @ 2:08am 
Yeah in my case it seems like since the synth version of my pops are a subspecies, it doesn't seem to count? Like for pop assembly, it just makes a new robot species for some reason. There's only the standard pop growth that they grow, the same with my non-synth pops. I had to manually disable robot assembly for my synth pops to grow. Not really sure why, though. I can't even turn off robotic workers because I'm materialist. It just looks like this [imgur.com]
Draconas  [author] 12 Jul @ 1:52pm 
Nope, they are regular synth pops, I have no idea why yours may not be growing compared to normally.
Zerox_Flame 12 Jul @ 12:46am 
Do the synthetic pops that you get after completing the ascension count as bio pops for pop growth? I can't seem to grow them through the usual robot assembly plants. It just makes standard robots instead.
Draconas  [author] 9 Jul @ 8:53am 
No, you need the 3.14 locked version
Recon1o6 9 Jul @ 5:54am 
does this still work with 3.14?
Draconas  [author] 8 Jul @ 10:26am 
So cybernetics species change is a vanilla bug: https://forum.paradoxplaza.com/forum/threads/stellaris-native-species-changed-to-a-random-species-during-cybernetic-ascension.1713311/

Also https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3518290482 it might even be natively compatible, but I will have a look later this week and see if I can patch it if its not.
Fenrisúlfr 7 Jul @ 3:59am 
you cannot choose machine age unless you are a machine species at the start
SMN665 6 Jul @ 3:10am 
So by example, If I start as organics, I can ascend to synthetic and after just that I can pick machine age to become virtual?
Fenrisúlfr 5 Jul @ 3:38am 
@Draconas, I've done cybernetic ascension again, it seems to be very specific circumstances as the issue didn't happen again
Fenrisúlfr 5 Jul @ 3:38am 
it happens after genetic modification
tis me zacho 4 Jul @ 8:14pm 
okay it suddenly stopped happening for some reason, not sure why, either that or its just taking a much bigger time than it did before to disappear
tis me zacho 4 Jul @ 7:03pm 
im sure this is a common problem but i cant seem to find the fix for it. My leaders keep losing their psychic trait even after enacting the fix leader trait edict multiple times. Every time I do it, around a month or 2 later it just disappears again. Is there anything I can do?
284077352 3 Jul @ 3:17pm 
thank you
Draconas  [author] 3 Jul @ 10:07am 
You can. Good luck.
284077352 3 Jul @ 8:03am 
can i have this mod code integrate into my code (I will note the source of the author )? my mod add the dark-engine to cyber trait and ban the Synthetically form the others.
Draconas  [author] 30 Jun @ 12:52am 
It is technically possible but it would require a massive overwrite and rewrite of vanilla.
Fenrisúlfr 29 Jun @ 7:54am 
with the flexible traditions, is it just impossible to get them to behave even when you aren't taking a second biomorphosis path?
Draconas  [author] 27 Jun @ 11:46pm 
They can't.
Egorowar 27 Jun @ 10:45am 
So as long i understand sinths or mashines cannot become psionic there either? or everyone can become psionic with this mod?
Fenrisúlfr 26 Jun @ 12:03pm 
could potentially be ethics and civics
Draconas  [author] 26 Jun @ 10:53am 
that's interesting, that it was an existing species.
I can't rule out mod compatibility, but given several people have it, its likely a big / popular one.