Stellaris

Stellaris

A Lot of Traditions - 12 Tradition Slots
42 Comments
TiraboTurbos 29 Jun @ 3:47pm 
I actually decided to test it and use the debug commands to give me the tech(but still have to research it), and it DOES work. I must've just been obscenely unlucky.
Adeptus Freemanicus  [author] 29 Jun @ 2:45pm 
@TiraboTurbos, Yes, I never touched it from it's orignal state, which leaves two main possibilities, you are really unlucky or a Stellaris update (a recent one) broke it and no one else reported it.
TiraboTurbos 29 Jun @ 1:44pm 
Just double checking, but you didn't touch the OG ascension theory tech, right? Is it still supposed to show up after the 6th perk?
TiraboTurbos 29 Jun @ 1:14am 
...Maybe, double check the modded technology? It still hasn't shown up, even with the curator. I usually got the OG tech shortly after the 6th or 7th ascension perk in vanilla gameplay, and I doubt I just so happened to have a scientist with the right expertise on the council every time.
TiraboTurbos 24 Jun @ 2:36pm 
Thanks.
Adeptus Freemanicus  [author] 24 Jun @ 2:19pm 
@Turbotowns, Goodluck.
TiraboTurbos 24 Jun @ 1:43pm 
I check the wiki, and it said the chance was reduced by 80% if I don't have a counselor with the right expertise or the curator trait, so I hired a curator scientist and made them my head of research, hopefully I get it soon.
Adeptus Freemanicus  [author] 24 Jun @ 4:51am 
@Turbotowns, Ascension Theory is a rare tech, so maybe it didn't pop up, Scientific Inspiration federation perk, Technological Ascendancy perk, and Dimensional Worship civic, all increase it's chance of showing up. Read More. [stellaris.paradoxwikis.com]
TiraboTurbos 23 Jun @ 10:12pm 
I've gotten all 12 tradition slots filled and their 12 ascension perks, but I haven't gotten ascension theory yet, are there some requirements I forgot about or have I just been obscenely unlucky?
Luzilyo 15 May @ 4:33am 
Damn, nice job, thanks for fixing it <3
Adeptus Freemanicus  [author] 8 May @ 7:17am 
@RedRapture, Understood.
RedRapture 8 May @ 7:04am 
Nah bro, you misunderstand what I was sayin. Your mod *before your update* was the issue. With the update, there is no longer an issue. I was simply playing the game when you made the update. I have deleted the comment saying this mod stopped Biogenesis.
Adeptus Freemanicus  [author] 8 May @ 6:58am 
@RedRapture, The mod doesn't cut anything out nor touch/remove any buildings, wait for a few days for mod authors to update their mods, if it still persists after then, send me your mod load order and I'll try to find the mod causing the issue if you are unable.
RedRapture 8 May @ 6:44am 
Ah, there's the issue with me, I've been playing the game the last several hours and when I couldn't take biogenesis, I checked your files vs the game files and saw how it was cutting them out.
Adeptus Freemanicus  [author] 8 May @ 6:23am 
@RedRapture, Check other mods enabled, I been told with the latest update I released a few hours ago fixed the issues with Biogenesis, as now the mod doesn't touch perks at all.
Wolf478 10 Apr @ 1:15pm 
@Adeptus Freemanicus

You also didn't carry over the local variable @ascension_path_base_weight meaning that ai will never pick these AP.
Wolf478 10 Apr @ 1:13pm 
@Adeptus Freemanicus
You missed a } in the 69_LOT_Perks_Fix.txt
Adeptus Freemanicus  [author] 5 Apr @ 7:26pm 
@Mr D Grim, After looking through some mods I decided to update the mods with 01_, but I remain unconvinced that it'll really solve much, but after further research it's seems to be currently my only choice as defines cannot be dynamically via in-game events, which was my original plan.

That would of by-passed the need for load order all together, but sadly game limitation means no luck.

The current best thing is users ensuring that they have no mods that change defines back to normal limit or to a smaller number.

Again, thank you for the comments!
Mr D Grim 29 Mar @ 4:06am 
sorry misswrote the first sentence a bit.
what i wanted to say was:
"While you are correct that a proper load order would fix inter mod conflicts. there are some cases where you will still have mod issues despite the load order because the load order does not dictate everything"
Mr D Grim 29 Mar @ 4:03am 
While you are correct that a proper load order would fix inter mod conflicts. there are some cases where that is not entirely true.
for example say a mod changes the ascension paths files therefor making your 69_LOT_Perks_Fix.txt not work, people will have issues which is likely what the person Boriken Coffee ran into.

and the reason there was an issue where the game had problems with correctly reading @max_tradition_trees is because of the file name 69_Lot_scripted_variables.txt. the game will NEVER read that file over its default one. because the name is lower in alphabetical order.
so naming that file to for example 01_Lot_scripted_variables.txt would fix that and would make 69_LOT_Perks_Fix.txt not needed at all anymore.

I ran into this exact issue trying to get both my mods to work.
test it out i'd say. you genuinely do not need 69_LOT_Perks_Fix.txt
Adeptus Freemanicus  [author] 28 Mar @ 11:39pm 
@Mr D Grim, thank you for the comment,

A correct load order in the launcher takes away the need to really touch those files, and issues will still arise as other mods will still have files that will overwrite yours, so relying on file names is a folly.

69_LOT_Perks_Fix.txt solves an issue with @max_tradition_trees where it doesn't correctly read modded @max_tradition_trees and instead base game, through my testing removing it entirely solved the issue, other confirmed it. This also seems to happen even with no other mods loaded.

Though it is correct that removing will make the mod more compatible and any new updates that touch ascensions.

Glad to hear you got into modding and made something!
Mr D Grim 28 Mar @ 9:13pm 
Heya, I wanted to let you know that you should rename the file under the scripted variables to something like 01_ to 06_
instead of the 69_
While working on my own version to add an 8th tradition but no ascension perk slots or repeatable tech i found out that that variable file works on a FIOS basis (reverse alphabetical order basically)
https://stellaris.paradoxwikis.com/Modding#Overwriting_specific_elements
doing so will fix most your issues.
and you can then also remove "69_LOT_Perks_Fix.txt" under ascension perks.
which will make your mod be a lot more compatible with other mods and future game updates.

Anyway thanks a lot for your mods they helped me a lot on my path to make my own version from scratch by seeing what files i needed to look at.
Adeptus Freemanicus  [author] 27 Mar @ 8:46pm 
@Gizmo, Don't use that mod, so sadly I cannot confirm or deny that.
Gizmo 27 Mar @ 7:07pm 
By any chance, is this mod compatible with Star Trek New Civilizations?
Adeptus Freemanicus  [author] 23 Jan @ 3:03pm 
@Boriken Coffee, Conflict, not an issue with the mod itself.
Boriken Coffee 23 Jan @ 3:44am 
Unfortunately ascension paths can't be picked with the empty tradition slots given by the mod. Really fucked over my game
Adeptus Freemanicus  [author] 7 Nov, 2024 @ 8:29am 
@ChrisGaming64, did the mod break after an update?
DarthCain 5 Nov, 2024 @ 1:08pm 
Update please
AdamMarkIV 13 Sep, 2024 @ 11:19pm 
Hi, it seems that with this mod there are no machine empire ascension paths, hope you can fix that
Adeptus Freemanicus  [author] 17 May, 2024 @ 11:37pm 
@Doge Needs Healing (99/100HP), I'll go ahead and remove them, I guess when people start reporting issues it can go back.
Grumpy Yukichi 17 May, 2024 @ 5:05pm 
Yeah it might be best to delete the ascension paths from the mod as they interfere with other mods which change how ascension paths work (such as the newer one allowing organic Synths to take the Synthetic Age ascension path afterwards), as well as interferes with the Synthetic Fertility origin. Removing the ascension path folder from the mod fixed all of the issues I was seeing because of the forced inclusion of the other ascension paths.
Adeptus Freemanicus  [author] 17 May, 2024 @ 12:32am 
@Doge Needs Healing (99/100HP), Not sure, I haven't made the mod, I tried deleting the file and didn't notice much after a few minutes of testing and taking all the traditions I can take, but not sure if they fix things, etc.
Grumpy Yukichi 16 May, 2024 @ 9:03pm 
Forgive my ignorance, but why does this mod even need to define the ascension paths? Do the tradition slots break if it doesn't?
Adeptus Freemanicus  [author] 15 May, 2024 @ 12:41am 
@Zerundhj, Fixed now.
Adeptus Freemanicus  [author] 8 May, 2024 @ 12:36pm 
@Zerundhj, When I get time for Stellaris, yes.
Zhilvar 8 May, 2024 @ 12:24pm 
Howdy, noticed after various testing that the "Synthetic Age" ascension perk becomes missing while using this mod, any chance to look into it please?
Adeptus Freemanicus  [author] 3 Dec, 2023 @ 9:03pm 
@Doctor Proteus, @Nekro "Shapiro" Philadelphia, since ya'll asked for it, here, you have the pleasure of testing it: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3104779317

It's both only 12 slots and has no tech.
Ex Ossibus Fumus 3 Dec, 2023 @ 2:05pm 
@Adeptus Freemanicus Would you be open to having a variant of the 12 Tradition version to having only 12 AP Slots?
Adeptus Freemanicus  [author] 29 Nov, 2023 @ 5:27pm 
If more people ask then sure, ones can be made.
Adeptus Freemanicus  [author] 29 Nov, 2023 @ 5:27pm 
@Doctor Proteus, that would likely mean making a no tech version for each mod, you can easily do it yourself by deleting the "technology" folder under "common".

You find where a mod is by opening the paradox launcher and clicking the three dots.
Doctor Proteus 29 Nov, 2023 @ 2:43pm 
Do you think you could do a version without the Infinite Ascension Perks Research? Being able to get every Ascension Perk is a bit overkill.
Adeptus Freemanicus  [author] 19 Nov, 2023 @ 1:14pm 
Somethings may still be broken but it fixes the most major bug reported, let me know what you find.