Stellaris

Stellaris

TW - Xeno Compatibility Fix - Stellaris 3.0 to 3.14
57 Comments
Pietas 12 Jun @ 10:30am 
I've looked further and found you were right sinc, glad to know! (Maybe put that in big letters on the mod page for dummies like me ...)
TrueWolves  [author] 12 Jun @ 2:56am 
A *lot* of tooltips are not updated in 4.0. Its a mess pushed by Paradox far before it was finished to meet their DLC profit cycle. Its on bugfix 4.0.18 with hundreds of bugs fixed and they still haven't improved performance past 3.14 levels or fixed over half the reported bugs.

However, half species do not exist. Check if you don't believe me.
Pietas 11 Jun @ 7:33pm 
The ingame tooltip straight-up says that they do, though.

If they actually don't and the tooltip is just thing #987654321 half-baked in 4.x, that is great news.
TrueWolves  [author] 11 Jun @ 3:23pm 
Half-species don't exist in 4.0 However, the Ascension Perk still exists under a rework in vanilla. (It averages you population growth across all species so your 10000 humans and 100 blorg share the same pop growth with a moderate net gain of +20%)

Since my mod did things the vanilla perk didn't (being able to change some of the pop growth bonus for other bonuses and compatibility with hives and machines), I'll make a 4.0 version of this mod eventually.

My priority atm is fixing my Caves of Qud mods first, so apologies in that this might take a while.
Pietas 8 Jun @ 12:37pm 
Half-species are still a thing in 4.0, so is there any chance of this getting an update?
TrueWolves  [author] 17 Feb @ 4:51pm 
When 4.0 comes around with the death of half-species, I'll leave this version of the mod up for legacy 3.X players. For 4.0+, I'll see about porting some of the current mechanics/features of this version of the mod to the new version of the perk as a separate/new mod.
TrueWolves  [author] 5 Jan @ 10:56pm 
Updated mod with Assimilator fix & fixing the missing bracket.
I did not see the missing new line in the tooltip, and it looked like a vanilla tooltip I was using. That may have been fixed between 3.13 and 3.14, but if anyone sees it again, please let me know.
A-Sartek 8 Nov, 2024 @ 3:34pm 
Damn, good luck! That is definitely more important.
:shockedkitty:
TrueWolves  [author] 8 Nov, 2024 @ 2:47pm 
3 bugs to patch as soon as I finish my last college course. :fscared:
A-Sartek 8 Nov, 2024 @ 12:41pm 
I usually don't use Irony that much, however I wanted to report this:

Error in common\policies\twmod_xeno.txt: Ln: 278 Col: 10 (UTF16-Col: 3)
}
^
Note:
* The column count assumes a tab stop distance of 8 chars.
* The error occurred at the end of the input stream.
Expecting: closing brace, statement or whitespace


I did check the file and yea is missing a bracket but because it is a single policy within that file I guess it didn't caused errors somewhere else.
TrueWolves  [author] 16 Sep, 2024 @ 11:40am 
Since 3.13 dropped, I'll try to fix both of these bugs and update the version number by the end of the month. Sadly due to irl demands being very high, it might take tell the end of the month for both of them.
Kit Carson 15 Sep, 2024 @ 4:44am 
Incredibly minor bug report, but the "Must have at least 1 xeno pop living in our empire" prerequisite line in the perk selection screen is missing a line break causing it to show up on the back of the previous line's devouring swarm pre-req.
https://imgur.com/a/8ypjE9F
󠄀 26 Jul, 2024 @ 5:46am 
im not a modder so i don't exactly know how the code works but from my experience it is like that
i think the way it works is that any mechanical trait point + pick also function like biological points + picks. probably a flag in the json, once tradition is taken it applies an empire wide flag like this

an interesting thing is that the biological points + picks are instantly applied to cyborg pops once you take ascension perk but for mechanical points + picks, you need to wait a month for the game to calculate effects. i found that after testing the ascension perk. which correlates with the effect being a flag instead of a modifier
TrueWolves  [author] 23 Jul, 2024 @ 2:26pm 
Wait, the cybernetic ascension actually already applies *any* machine trait bonuses to organic pops? I'm surprised it works that way from what I've seen in the code!

Thankfully its an easy fix without nerfing the Synthetic ascension any. All I have to do is put in a check for empires with both the Assimilator civic and Cybernetic tradition and exempt it being applied twice. It'll apply just fine when you get the perk, it just won't apply again with the tradition since it already does that early. That way it'll work in either order too.
󠄀 22 Jul, 2024 @ 5:18am 
Driven assimilator cybernetic ascension is bugged with this one
the machine equivalent of the ascension perk says that it applies the traits points + picks if you research gene tailoring for organic pops. so far good
but due to how cybernetic ascension works, the machine species trait points + picks are also applied to cyborgs, this means that the perk gives 4+ points and 2+ picks to cyborg species instead of 2+ and 1+ just wanted to point this here because it looks very OP
an easy fix for this is to make a different variant of the perk for driven assimilators which only gives mechanical trait points and not biological. but this would make synthetic ascension for driven assimilator weaker
TrueWolves  [author] 2 Jun, 2024 @ 7:13pm 
Working on the full machine-age update.
- Individual machine support
- Rebalanced machine support due to new ascension path content
- The policy has been adjusted now that machines need habitability and lifespan
- Every empire has up to 4 options. Immigration, Habitability/Pops, Lifespan/Leaders, and Assembly. Machines/Synthetics have a variant of the latter 3.
- Empires fully capable of both organic and synth/machine pops will gain trait points for all types of pops. There should be full Machine/Synth support across the board now.
- Support for multi-ascension mods if you have both Bio and Synth ascension.
- Russian Translation (courtesy of Aregemoth)
- I did my best reusing content for other translations. Individual machines default to gestalt machine descriptions if their own translations haven't been done yet. Machine habitability isn't translated yet.
ToxicCalamari 1 Jun, 2024 @ 7:01am 
Ah, I forgot about those events ngl. I get it, hopefully if you do make a 2nd version it won't be too much to work to overwrite and remove those events.
TrueWolves  [author] 27 May, 2024 @ 4:28pm 
Potentially, but that requires going through and overwriting every event that creates hybrid pops as well, since that setting disables more than just the perk.

I may make 2 variants of this mod with one that does overwrites and one that doesn't if there's enough demand for such. This version optimized compatibility with other mods.
ToxicCalamari 27 May, 2024 @ 9:19am 
Truly a god amongst men for this one, now this ascension perk will no longer melt my PC when I want it for roleplay purposes

However would it be possible to just outright replace the standard Xeno-Compat ascension perk with the one you get for disabling it? I feel this would be a far better solution as the lag it generates is why so many people just don't pick it
dew22797 24 May, 2024 @ 5:31am 
GOAT
TrueWolves  [author] 8 May, 2024 @ 2:41pm 
If the new translation doesn't appear, try re-downloading the mod. There were some encoding issues when it was first pushed.

Individualist Machines support will be added as soon as I get a hang of how they're handled in the game. Ideally, they'll get the same benefits as Synthetic empires. Both IM and Synthetic empires may get some custom description text for the ascension perk as well.
Solkundor 6 May, 2024 @ 12:15pm 
OK, we'll have to do it via discord. Steam only allows a maximum of 1000 characters per message ...
TrueWolves  [author] 5 May, 2024 @ 6:55pm 
Absolutely! If you post it in the Discussion or send it to me over Discord (same name) then I can add it to the mod and give you full credit.
Solkundor 4 May, 2024 @ 3:15pm 
I translated the mod into German. Is there any way to contribute the translation :)?
(Perhaps a translation discussion where I can simply paste the content of the translation in?)
TrueWolves  [author] 7 Apr, 2024 @ 5:25pm 
I can't seem to add the 3.11 or any other tag to the searchable tags. If anyone has any idea how to do this, please share.
TrueWolves  [author] 22 Mar, 2024 @ 7:47am 
Apologies again for the long delay. I finally have my PC back after a month and a half and was able to push the small bug fix and update the version number for everyone.
TrueWolves  [author] 16 Feb, 2024 @ 8:28pm 
Oh, damn,thanks for the catch. I can't fix it now (without PC for 2~3 weeks) but I'll get to it as fast as I can.
󠄀 13 Feb, 2024 @ 1:06pm 
non gestalt synthetic ascension doesn't gain extra trait picks/trait points from this AP
checking file you made a mistake writing machine instead of robot

custom_tooltip = unlock_xenogenetic_utilization
modifier = {
pop_growth_speed = 0.10
BIOLOGICAL_species_trait_points_add = 1
BIOLOGICAL_species_trait_picks_add = 1
}
triggered_modifier = {
potential = { has_ascension_perk = ap_synthetic_evolution }
MACHINE_species_trait_points_add = 1
MACHINE_species_trait_picks_add = 1

remove MACHINE name and add ROBOT. the fix should be as simple as that
Dr. Nolegs 4 Jan, 2024 @ 11:11pm 
Woo! Thank you, both for your continued support of this mod and integrating all those ideas!
TrueWolves  [author] 4 Jan, 2024 @ 11:10pm 
Took me a rather long while to find the time for it, but in addition to updating it to 3.10, all of the new requested features have been included (Synthetic empire support, Non-xenophile support, customized hybrid pop benefits.)
Dr. Nolegs 23 Sep, 2023 @ 5:56pm 
Looking forward to it!
TrueWolves  [author] 23 Sep, 2023 @ 5:11pm 
Still compatible for 3.9. I'll update the version number when I release the new version with the added Policy.
Stilicho 22 Sep, 2023 @ 4:24pm 
Is this still compatible for update 3.9?
TrueWolves  [author] 16 Aug, 2023 @ 10:42am 
I did forget that the bio/robot assembly are different, but thankfully that'll be an easy catch. And this makes the perk a touch more interesting than just stat buffs.
Dr. Nolegs 15 Aug, 2023 @ 9:03pm 
I forgot that Xeno-Compat gives immigration pull rather than "Growth from Immigration" which are two entirely separate stats, whoops! Well either way I like your mod now, and like what you are cooking in these comments.
Dr. Nolegs 15 Aug, 2023 @ 9:01pm 
Given all of your reasoning and confidence in it's simplicity, I think that would be a great approach. I'll keep an eye out for an update when it comes and see if there are any issues therin.

You should be aware to use a 'possible' split for the assembly types, since mechanical (synth, cyber) and biological(bio, also cyber with their policy) assembly do not usually stack although you are probably aware of this limitation.
TrueWolves  [author] 15 Aug, 2023 @ 8:14pm 
I considered dropping growth and immigration, but even hiveminds get growth and growth can be justified by improved colony medicine for combating xeno-illness with xeno-genetics. A policy would also be easier to code, if a little less elegant and intuitively implemented compared to the base perk. Plus, choices like this can benefit both roleplayers and micromanagers.
TrueWolves  [author] 15 Aug, 2023 @ 8:07pm 
Thinking heavily on this: Pop growth was my initial idea as well, but phobes are already growth heavy. Habitability/Lifespan were also considered. The former is a rarer bonus but not always useful, the latter is usually useful but also earned more elsewhere. Both wouldn't apply to synthetics.

Ultimately my idea is to have the perk unlock +1 trait points/picks and +10% growth for everyone (Synthetic/Machine empires trading the growth for a pick) and unlocking a Policy with 1 of 4 options:
- +10% Habitability
- +20 Leader Lifespan
- +33% Immigration (Non Phobe/Gestalt Only)
- +10% Assembly (Bio/Cyborg/Synthetic Ascension or Gestalt Only)

Thus Xenophobes *would* have the least choices, thematically, while letting the player choose/adapt. However, xenophobes would still be able to access and benefit from the main genetic portion of the perk, and still have 2~3 of the 4 options.

Thoughts?
Dr. Nolegs 15 Aug, 2023 @ 7:36pm 
As a Random note that could be out of scope, you could use a triggered modifier to add the points/picks as machine points/picks allow Synth/Cyborg empires although that's probably a bit awkward for a number of reasons, but would save you the trouble of working out the machine version. Although that may be a step beyond simple Xeno-Biological Ingenuity that your mod seems to work at.
Dr. Nolegs 15 Aug, 2023 @ 7:35pm 
I really really like your first idea, especially keeping the gene point/picks the same with just that extra bit of alternate zest.

The second idea could be the most optimal if you find a decent name and description standing for it, but you'd probably be dealing with more scripted loc and modifiers than you'd really want to in my estimation.

For changing around the bonuses, you could even just simply gate the Immigration bonus to xenophiles instead of going full ham with new changes, or go full mental with some overtuned type evil shenanigans (Like you were close to doing with your leader lifespan idea) {Personally I would use a main species production bonus/just slightly more pop growth for xenophobes but I like how you sold your idea}.
TrueWolves  [author] 15 Aug, 2023 @ 6:43pm 
I was thinking of releasing the restriction on the base perk anyway (and just forbidding Xenophobes) though thinking about it now, it might be more interesting to make a version who's effects change slightly depending on ethos. Keep the gene point/trait picks the same, but change the pop growth/immigration bonus a bit for Xenophobes and let non Xenophiles take the base version. That way it automatically shifts if you go from one to the other, all centered around the same theme of capitalizing in interxeno genetics technoculturally.

There's the possibility of making each ethos give a slightly different effect, but I worry that might be reaching too far from the base perk. +Immigration for xenophile and maybe +leader lifespan for xenophobes? (all those tasty and now compatible xeno-organs for transplant)

I suppose that leaves out xenophobe synthetics, but synthetic empires should probably get the machine version anyway... Thoughts?
Dr. Nolegs 14 Aug, 2023 @ 11:31pm 
Could you make an AP variant of this for non-Xenophiles? I love this mod as a hive (as it serves as a fairly neat way to get 1 point and pick extra, it feels like a shame to leave other Ethics behind (especially as in game Xenophobes are the most likely to go Genetic Ascension!).

While Basegame has this restriction I just think it would be sweet, assuming you have the time and ideation to Make a Xeno-Compatability variant such as Xeno-Enchancements, or what have you.
Triel 4 Aug, 2023 @ 9:39pm 
Fair enough.
TrueWolves  [author] 4 Aug, 2023 @ 5:22pm 
@Demopan, just so it wouldn't modify vanilla files. Nothing more or less. It wouldn't be a hard change to make a variant that replaced the original perk.
Triel 4 Aug, 2023 @ 4:54pm 
I wonder, why the choice for it to work on 'xeno compatibility=off ' instead of modifying the perk itself? Is there some kind of compatibility nightmare?
Cutiegorgon 22 Jun, 2023 @ 1:10am 
*happy xenophilic noise*
TrueWolves  [author] 21 Jun, 2023 @ 5:29pm 
N.Korea Child Labour: Sadly nothing that changes, adds, or removes mechanics, including this mod, is achievement compatible. Only properly made aesthetic-only mods will leave achievements intact.
Emperor Lowa 21 Jun, 2023 @ 2:46pm 
As someone who "religously" plays Fanatic Xenophile. I always found it amusing how badly paradox screwed up with hybrids, like on paper its a great concept. but I don't understand why that was never caught in testing. like in a game like stellaris that eats CPU power (and lags like crazy late game regardless of what you do) based PRIMARILY on how many INDIVIUDAL species and pops. Yeah that was a great idea.

So nixing the idea and replacing it with a strong bonus makes more pragmatic sense.
Honestly paradox should just bite the bullet, instead of comically making it a player problem by making it a game setup option. which "technically" nerfs xenophiles and bio ascension.
Then again that is often paradox M.O.
So thanks for doing this for the xeno lovers.
N.Korea Child Labour 21 Jun, 2023 @ 11:13am 
is this compatible with ironman ?
Karma 20 Jun, 2023 @ 1:37am 
Thanks for thinking of Gestalts when you made this. Super exciting!