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I am working on another mod right now and cannot check apologies.
I would think so but with the changes to the pop system I dont think it would work as it should for the effect it needs.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
Adaptive/Extremely/Survivor/Durable gain bonuses at all times of the year.
If your species is Phototropic then they consume less energy during Spring/Summer and more energy during Autumn/Winter.
Finishing the Adaptable Tradition tree also gains you bonuses.
Nerve Stapled and Zombies gain no bonuses no matter the season with the exception of Zombies gaining a slight bonus on Necro worlds from Planetary Diversity.
If you were having a malus listed as Perfection Preference then you either had a species with the High-Maintenance/Non-Adaptive traits
Those effects dont actually check for the deposits. Just if the species that has the modded trait has any of the specific other traits.
So that was actually working as intended I just completely forgot about it. But on the upside, if it wasnt for that its likely that neither of us would have noticed anything was wrong with Random 5 & 10 years so it worked out
I still dont know why you would get a malus because you shouldnt but I found the issue.
5 and 10 in random were missing an S (year instead of years)
Updated and fixed it
Just checked without Guili's, no change.
There's so much wrong with what is happening for you it makes no sense.
You are getting a negative production on habitats. But there are no seasonal deposits, so you should have no modifiers on your pops in either direction. Your pops should not be producing any more or less than a vanilla pop.
None of your habitats are getting deposits and none of the other empires worlds are getting deposits.
I would suggest you check to make sure the mod is properly downloaded and activated but your seeing the traits and the event on start so its downloaded.
The only thing that makes sense to me is that maybe steam didnt download all the files properly. Maybe its got the events and traits but not the deposits. That still would not cause a production malus however.
Have you tried unsubbing and resubbing?
Have you tried other settings for Random/Linked & Durations?
Only thing I can recommend in the meantime is to remove one mod at a time until they show up as normal. Thankfully your mod list is mercifully small so it should not take too long.
But like I said, I'll try to add them and check it out myself in a few days if you dont find anything, I'm so sorry..
Again the other weird thing is there should be no malus. The traits check for what deposit current exists. So if no deposit at all exists then there should be no negative production bonuses.
The trait specifically checks for either of the 4 natural seasons or the number of artificial ones.
I would understand the malus if the trait just checked for the deposit they liked and then gave a malus if it wasnt there but that is not at all how the trait operates.
Going to scrub this run anyways and see try another one.
-New Galactic System
-Zro Refinery
-Guili's Planets and Modifiers
-Planet Diversity Collection (Base, Excotic Worlds, More Arcologies, Unique Worlds, Reworked Habitability, Planet View, Shroud Worlds, Space Habitats, Gaia Worlds, Ringworlds)
-The Infinity Stones (not to be confused with the other one, should only add space deposits and not planetary)
-L-Cluster Access
-Hypervtraversal Manipulation 2
-I Overhaul Dynamic
-UI Overhaul Dynamic + Planetary Diversity
-UI Overhaul Dynamic - Ascension Slots
-UI Overhaul Dynamic - More Tradition Categories (16)
-Superstates
-Precusor Selection
-City World Flavour
-Stellarian Season
-City World Flavor - Planetary Diversity Comptability
-Stellarian Seasons Patches
But I don't think any mod would really have a reason to do that.
Curious, can you share your mod list?
That said, you still shouldnt be getting any malus. Its just that you shouldnt be getting any bonuses or harms of anykind.
You dont get a planetary modifier for the habitat, seasons are deposits. If the habitat has no deposit so no seasons then the pops should just exist as normal vanilla pops with no bonuses or malus.
It shouldnt be. If your species have an artificial preference and the Habitat has an Artificial deposit then you should be getting:
planet_jobs_produces_mult = 0.4
pop_job_trade_mult = 0.4
planet_pops_organics_food_upkeep_mult = -0.4
planet_pops_organics_minerals_upkeep_mult = -0.4
pop_happiness = 0.4
Unless the habitat is some kind of PD habitat that Im not aware of and it somehow has a normal season. As long as it is a vanilla hab and says it has artificial you should be getting good stats.
Yes!!! You nailed EXACTLY what's exciting about the seasons thing! And it's even cooler to imagine that certain species do better in winter and others in summer, right? Love it. If you have a few hours and a few bucks to spare definitely try don't starve this weekend. It takes a couple of hours for the season to shift to winter and you'll feel it real good.
The whole concept is great for creating that sense of a "living" or dynamic galaxy that actually changes as time goes forward. I was also thinking that baseline anomalies could be a little lower, but then new random ones spawn when the seasons swap, so there is always that excitiing new flurry of activity. Does away with this thing where after early game everything is static and nothing is happening.
I considered 2 versions of the mod and one was galactic instead of planetary applying empire modifiers. This idea was opposite of what I suggested as galactic seasons in the description.
I was bouncing ideas off a friend and got excited imaging a scenario where during a "winter" that was vastly negatively effecting your empire, as a powerful winter empire was cutting through you.
Then suddenly the winter ended years earlier than expected and better still spring time is skipped and it goes straight to summer. Suddenly their fleets and economy are at a massive disadvantage while yours remaining fleet gets a large boost. Maybe not quiet enough to fully win but enough to chase them off and rearm before you invade.
Just the thought of such an emergent possiblity pushed me to finally create something out of the idea.
Basically the inspiration was the seasons from the game "don't starve" if you've ever played that :P. Huge fan of what you've done!
This doesnt actually effect habitability directly it just attempts to emulate such an effect. I also think the +40% multiplier is a little much and wanna reduce it but I'm worried ill mess up peoples economies lol
Will update the number next time I update. Still working on some strange seasons for Planetary Diversity shroud worlds.
https://imgur.com/a/gtqyVgl
Humans have the adaptive trait so they get a 2.5% boost to stats no matter the season.
Adaptive gives 2.5% but the rest give 5%
Survivor, Extremely Adaptive, Cyborg/Robot Durable
If your species has non adaptive or Cyborg/Robot High Maintenance then they get a -20% malus instead.
If your species is a zombie/nerve stapled then they do not get any of any of the bonuses (considering removing it from nerve stapled) But if you are using planetary diversity then necroworlds provide a 20% bonus to zombie production.
Finishing the adaptability tradition also grants you a 5% boost to the stats.
I forgot to include that for the robot trait but will include it on next update
But it isnt duplicating, for some reason the game just doesnt wanna show it as one thing. So if you have a species that is extremely adaptive, survivor, durable cyborgs, you have finished adaptability tradition then you will see 5 different "Temperate Preference" listed along with their effect. I dont like it but its how the game works
https://imgur.com/a/Sx5yns0
Also really cool mod, thanks for sharing
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3072858623&searchtext=