Stellaris

Stellaris

Genemod Micromanager
49 Comments
Zee Captain 28 Mar, 2024 @ 7:18am 
We need hero what will save this mod
FuriousDee 9 Sep, 2023 @ 8:44am 
Does this remove Gaia world habitability.
Pilgrim 7 Sep, 2023 @ 1:37am 
Do modifiers that affect the modify species cost affect the edict cost?
Techen 24 Jul, 2023 @ 7:02am 
First off, thank you for this mod. In every game I eventually end up min/maxing pops but it is laborious task. Your mod makes this process easy and convenient.

My only complaint is that customising every pop is extremely powerful. Perhaps it should the reward for finishing an ascension path?
omnissiah.child 15 Jul, 2023 @ 9:10am 
Hi. Can you add compabillity for Machine & Robot Expansion mod?
omnissiah.child 9 Jul, 2023 @ 3:59am 
@Sledjer
Hi, you write, that you make patch for Decision Origins, but i can't find it in workshop. Can you post it, please?
rayshaun  [author] 16 Jun, 2023 @ 2:56pm 
@Sledjer: No problem
Sledjer 15 Jun, 2023 @ 9:03am 
Hey, I made a compatibility patch for Decision Origins so that this mod will recognize the presence of taking the Overtuned decision when deciding to use overtuned traits. Is it okay if I post it on the workshop?
rayshaun  [author] 22 May, 2023 @ 5:36pm 
@Laecard, it will increase your species list somewhat. In my testing it didn't seem to be a major issue. If you have a ton of species it could be an issue but number of pops is honestly a bigger issue late game.
Laecard 22 May, 2023 @ 7:53am 
Does this mod impact performance?
Cubile Oddity 16 May, 2023 @ 6:06am 
if i rename a subspecies and then unlock trait that addopt will it create a new subspecies or no ?
rayshaun  [author] 11 May, 2023 @ 8:36am 
@Lordlony, it won't add/remove modded traits, but it will track them so that it doesn't go over the trait/point limit for species modification.
Lordlony 11 May, 2023 @ 1:36am 
I see computability is mentioned a little in commends, but nothing in description. So was just wondering what mods is this compatible with, specifically it consider modded traits ?
rayshaun  [author] 10 May, 2023 @ 8:10pm 
Updated for 3.8
christopherottersen 21 Apr, 2023 @ 2:40pm 
Could the mod be made to change a pops species to your primary species? That could help to prevent the explosion of species templates which, as I understand it, is a source of late game lag. It could be a more costly version of the edict.

Also it would be kinda cool if the templates were named like "human farmer" or "blorg foundry worker" that would compliment the previous change well since it would make the late game statistics more readable.
rayshaun  [author] 4 Apr, 2023 @ 11:38am 
The mod itself doesn't change the species portrait or name. You can modify a species to use a particular portrait/name and it will be preserved when the mod changes the species.
Aolar 4 Apr, 2023 @ 11:15am 
can i change portraits with this mod?
rayshaun  [author] 18 Mar, 2023 @ 12:47pm 
Update from changelog:
Fixed Tomb World Habitability being give to a species whose homeworld got nuked. (Noticed this with the Broken Shackles origin)
rayshaun  [author] 15 Mar, 2023 @ 8:24pm 
@TumbleKy: I double checked and I did find a bug on the Robot version of the leader policy, but the others appear to be working, at least with no other mods installed.

Which changes aren't you seeing show up? Just Erudite or are you also not seeing changes to Leader max age and experience gain? (You have to hover over their age/level to see if they got those).

One thing to keep in mind: My mod doesn't give the Erudite Trait if they are already Cyborg/Psychic since the vanilla game doesn't do that. If you want Erudite+Psychic/Cyborg, my mod is compatible with this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2499031295&searchtext=Leader+Traits+All+Eligible
TumbleKy 15 Mar, 2023 @ 5:04pm 
I have tried using the leader enhancement policy in several new games with different empires, but I did not see any changes to the leader traits. This included the active leaders, the pool of available leaders, and the replacement leaders when cycling the pool. Is there anything else besides the policy that I need to use? I tried to debug by researching all techs with the console, but this did not seem to help.
rayshaun  [author] 15 Mar, 2023 @ 1:13pm 
@Khalltlag: Do you mean adding support for traits from other mods? Not too hard, probably, it's mostly a matter of detecting when a given mod is installed (usually they should either set a variable or a custom trigger to indicate they are installed) then you just have to decide what the priority of those traits should be.

The main effect that adds genetic traits lives here if you want to look: https://github.com/chmeyers/mod/blob/master/gene_micromanager/common/scripted_effects/gene_micromanager_effect.txt#L616
rayshaun  [author] 15 Mar, 2023 @ 1:05pm 
@Sayle: I moved Cybernetic Durable for hive minds up to just below fertile/rapid_breeders. Let me know if you think it should go higher. It could potentially go above the growth traits and above Efficient Processors. Where it is now I think most hive mind jobs should end up with it.

Also in this update: Fixed Robots not actually getting Harvesters
Sayle 14 Mar, 2023 @ 6:38pm 
Great stuff with the new update. The only suggestion I'd make is making Durable (cybernetic) a higher priority specifically for hiveminds. They have to spend a lot more pops (about 1/5) on amenities generation, and the cybernetic Durable outright removes 0.5 amenities from the upkeep requirement. It's not an exaggeration to say that it effectively increases a hive-mind's "effective" population by 10%. (20% of pops on amenities to 10%). That said, it's hard to disagree with what you say in the code that cybernetic priority lists are debatable. That's just my two cents. But the main reason I think of for picking cybernetic traits over the otherwise nakedly superior genetic for hiveminds is specifically for Durable, and at present the priorities simply won't use it most of the time.
Khalltlag 14 Mar, 2023 @ 12:17pm 
how hard would it be to add mod support by myself? there's a few mods that i like and would like to know if it's even possible.
Sayle 14 Mar, 2023 @ 7:54am 
Stop, stop! I can only get so erect.
rayshaun  [author] 13 Mar, 2023 @ 8:17pm 
@Sayle: Done! Robomodding support has been added with the latest version of the mod.

Also, given all the work I did to get Cybernetics supported properly, I realized that there was zero work left to support all the other Ascensions, so now the edict is available as soon as you research Gene Tailoring. And the Robot/Machine version of the edict is available as soon as you research Robomodding.
Sayle 10 Mar, 2023 @ 2:16pm 
Brilliant mod. Are there plans for a similar effect for robots/machines?
rayshaun  [author] 5 Mar, 2023 @ 12:31pm 
From Changelog: Added Support for Cybernetic Ascension. Also works great if you have Both Cybernetic and Genetic ascensions from a mod.

(Honestly, Cybernetic+Genetic was easier than just Cybernetic because without the Genetic ascension I had to do a bunch of work to deal with figuring out when it was okay to remove positive genetic traits and add negatives for cyborgs.)
Asa 5 Mar, 2023 @ 9:23am 
This mod is such a lifesaver, I don't even want to count how many hours I've spent trying to micromanage my pops on my first few bio runs before I eventually gave up, thank you so much.
corsairmarks 4 Mar, 2023 @ 10:30pm 
@rayshaun I switched from using flags to compat triggers. You put an always = no trigger in your mod, in a position where the one in my mod overwrites it if the mod is installed.
rayshaun  [author] 4 Mar, 2023 @ 1:17pm 
@corsairmarks: I see. I'll try it, but I need your mod to have a flag so that I can check for it's installation. (See the pull request I just sent on Github...)
corsairmarks 4 Mar, 2023 @ 12:49pm 
@rayshaun I have a custom on_action that fires my event to add/remove all appropriate traits. Not just, not removing erudite. Since your leader gene-sculpting can create species without Pops, it could be useful to fire my custom on_action on_leader_species_changed. A few of my other mods integrate with that on_action as well - some examples in Assimilate All the Pops!.

@Robert - try my mod Assimilate All the Pops!, which allows taking all ascension paths at the same time.
rayshaun  [author] 4 Mar, 2023 @ 11:10am 
@Robert: I might add do Cyborg/Synth traits. I've had a couple requests.

The 50% reduction is assumed since the Edict requires that you finish the Genetic Ascension tree (that's also how I assume that you can add negative traits and remove positive traits). The cost isn't exact anyways. Vanilla Trait Modification varies depending on the point value of the traits you are changing on the pops, which is hard to pre-calculate for the Edict, so the Edict has a flat cost per pop.

Specifically the Edict costs 100 unity per organic pop per decade until 90% of your pops have been changed once, then scales down to 20 unity per organic pop per decade (divided by 120 to make it a monthly cost). Initial startup is an extra 3k Unity to match the 3k base Research cost from Vanilla.
rayshaun  [author] 4 Mar, 2023 @ 11:00am 
@corsairmarks: I call event utopia.2508, which calls remove_leader_traits_after_modification, and your mod overrides remove_leader_traits_after_modification, so I think with both mods it works out and the Erudite leader trait is not removed.

@STOOL: Yeah, it's AI Generated artwork. I'm not an artist. If you like, you can assume that they are sampling the xeno's stool.
Robert 4 Mar, 2023 @ 10:17am 
Also, does the edict take into account cost reductions on species modification projects? 50% from the tradition tree, and I think there are a few other vanilla sources.
Robert 4 Mar, 2023 @ 10:14am 
This sounds *very* neat. Can it also work with Cyborg traits? If you use a mod that lets you have both Genetic and Cyborg trees at the same time, will the edict add cyborg traits as well ?
wndr4 [twitch] 3 Mar, 2023 @ 11:53am 
why is there a bottle under the person's ass in the picture?
corsairmarks 3 Mar, 2023 @ 11:24am 
I have a mod that will help with leaders getting all their traits based on species traits: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2499031295

@rayshaun if you want, I can help you trigger the relevant custom on_action for my mod with yours so they integrate seemlessly.
rayshaun  [author] 3 Mar, 2023 @ 8:47am 
@The Grim Sleeper: It won't remove them from leaders who have them, but doesn't add them.

Specifically for Psionic/Cyborg: It will still give the leader Erudite, but leaders are only typically allowed to get one of the special Psionic/Cyborg/Erudite leader traits and this mod uses the vanilla game's logic to determine which, which always picks the non-erudite one.

Brainslug should stay.

@Phill: Currently it neither adds nor removes any traits it doesn't know about, but will keep track of any points they use so that it doesn't go over the point limit. Any particular modded traits you care about?
The Grim Sleeper 2 Mar, 2023 @ 11:26am 
I am fascinated by this mod and want to know more:
How does the Genesculpting leader policy handle the traits that are usually not part of the genetic ascension path, like bran slug, psionic, cyborg, etc?
Phill Meup 2 Mar, 2023 @ 11:16am 
i might have missed it, but does this work with modded traits?
rayshaun  [author] 26 Feb, 2023 @ 5:16pm 
From changelog:
-Made it so Hive Mind pops wouldn't get the Conservationist trait which is useless for them.
-Fixed a bug where high point cost traits wouldn't be given if they required a negative trait to be added.
-Made the Edict prioritize altering new pops that have never been altered before instead doing a second pass on pops that it's already touched.
-Made it so that the leader policy choice would show up after getting the Genetic Ascension, even if you haven't researched Selected Lineages yet.
rayshaun  [author] 25 Feb, 2023 @ 6:20pm 
From changelog:
-Added a higher startup cost to the edict to better reflect the cost of vanilla trait modification
-The monthly cost of the edict will now go down considerably once 90% of your organic pops have been modified once. This better reflects just the ongoing maintenance cost since after the first ten years the edict is only taking care of job changes and new pops.

(So, more expensive to start, cheaper to leave running.)
rayshaun  [author] 25 Feb, 2023 @ 3:13pm 
From changelog: Tweaked when radiotrophic traits were assigned and fixed lithoids getting the wrong radiotrophic trait.

Currently the edict doesn't give the non-lithoid/plantoid radiotrophic trait if the pop has tomb-world habitability as that version doesn't come with increased growth and they don't need the +10% habitability bonus. They'll usually end up with rapid breeding instead. I could probably be convinced that the -0.5 food upkeep is worth it by itself, but at first glance it doesn't seem like it's worth the two points on it's own.
rayshaun  [author] 25 Feb, 2023 @ 10:44am 
From Changelog: Updated priority of the Resilient trait for Soliders and other jobs that generate Defense Armies. They still won't get it until after Very Strong and some other general purpose traits, but there should generally be enough points for it to show up for Soldiers.

Soldiers still won't get Drake Scaled or Noxious as the Edict never adds or removes those traits, so if you really want your soldiers to have either of those you have to add them manually.
rayshaun  [author] 25 Feb, 2023 @ 10:32am 
@Livnthedream: I'll admit that my system is beefy enough that I never have trouble with lag. I've always tried to specialize my pops but it was too much of a pain once the Xenos or half-species started moving in.
Livnthedream 24 Feb, 2023 @ 11:07pm 
You do realize this is going to generate more lag overall by running the job finder AI everytime a new pop is generated. It's why Generalizing pops is king.
FortuneHost 24 Feb, 2023 @ 10:35pm 
This is an absolutely fantastic tool and it may have to join my must-haves whenever I play. Fabulous work.
Sir Mayday 24 Feb, 2023 @ 9:33pm 
Y'know, I was recently put off by the micromanaging Genetic Ascension required to TRULY optimize. Thanks for putting in the work; if you're taking requests, similar mods for Synthetic and Cybernetic Ascensions wouldn't go amiss.