Stellaris

Stellaris

Better Genetic Ascension (3.14)
30 Comments
Ellis 4 Jul @ 10:28am 
o7
Anonymous-77 30 Jun @ 9:25am 
I don't plan on getting the biogenesis DLC, so it does suck that I lose this still. :<
Lemoncello12  [author] 10 May @ 6:26pm 
Thanks! This time it's actually not an ascension tradition :)
adam-xmz 10 May @ 5:08pm 
I see, that's what I figured
Another tradition huh, Psionic is getting reworked soon as well, so ig the only two that would warrant looking after would be Cybernetics or Nanites? Either way, excited to see what you cook next!
Lemoncello12  [author] 10 May @ 10:36am 
With the new biological ascension paths, this mod is kinda redundant now, so I won't be updating it for 4.0. I have another tradition rework in store though.
adam-xmz 10 May @ 6:10am 
Will this mod be updated now that 4.0 is here? The genetics tree itself seems mostly unchanged apart from how leviathan transgensis no longer is a tech but rather part of the finisher effect, so I wonder if you would update this or whether you think it's unnecessary
raydx620 31 Jan @ 8:18am 
Strangely not working for me, even when this is the only active mod :)
Stout Goi 19 Nov, 2024 @ 9:42am 
Suggestions :) I don't thinks these are OP, but you could make them edicts that cost Society Research or Unity if they need reeling in. I think they make sense as part of the Ascension Perk or as additions to the Tradition Finisher Effect.

Pops automatically submit for genetic modification to preferred templates. Every month, 1 pop of a different template on each planet will have the prime template applied. Prime templates could be marked with a trait, so also give +1 trait picks.

You could also add a trait like, "Proactive Gene Swapping," which would cause Pops to have 100% habitability in all climates, but -50% immigration to planets with different climates, simulating the effects of being able to change your genes for the planet you are on. It's just a climate preference trait awarded at the end of Ascension, since you could mod each planet's Pops individually now, but it removes that busy work.
Lemoncello12  [author] 18 Nov, 2024 @ 4:31pm 
Seems this was because of a line in the culture worker job that I didn't copy over. Should be fixed now.
Kano 18 Nov, 2024 @ 1:16pm 
The new galactic curator civic gives "0.5 unity from culture workers". This effect isn't applied when your mod is activated. I tried to briefly look through the mod files, but couldn't figure out what exactly is causing this.
Lemoncello12  [author] 15 Nov, 2024 @ 4:39pm 
This should now be fixed.
King Harold 14 Nov, 2024 @ 8:07pm 
I have tested it multiple times and this mod disables diplomacy on the galactic community. The AI will propose zero resolutions and vote against all of them. Turn the mod off and it works again.
Moros 12 Nov, 2024 @ 5:17pm 
Great to hear. Lucky timing.
Lemoncello12  [author] 12 Nov, 2024 @ 5:15pm 
I was just about to update the mod, so thanks for letting me know. It should be fixed now.
Moros 11 Nov, 2024 @ 7:05pm 
I've done a bunch of debugging and concluded that, while this mod mostly does still work in 3.14, it badly needs an update to continue working because it introduces a major bug:

If almost any other mod is enabled, even if they don't touch anything related to the code of such things, the mod breaks the functioning of Relic Triumphs. It locks the time they last as -1 days, making them infinite and leaving the player unable to ever activate them again or use any other Relic's Triumph.

It'd be easier to list what class of mod doesn't activate the bug, than those which do. I've got no idea why it could be happening, but clearly there's something going on.
Last Seraph 25 Oct, 2024 @ 4:25pm 
Honestly, I feel like it's less that bio needs a buff, but rather, that the new options are *hilariously* overtuned.

But it's good to see this is being done.
Archmage MC 4 Oct, 2024 @ 2:03am 
Still needs some buffs. Should be brought up to Modularity as a baseline. Dark Matter Engines still does what this entire mod does, and they still have gas for 20% extra resources, and an additional 40% to alloys on top of that, as well as another 10% global resources from the 2 three trait points, or another 20% alloys and 500%!!!! army damage if they find the dreadnaught.

Or compare to Psionic ascension, which at the end of the day is something like 90% resources to all jobs once the shroud is fully completed.
Inerael 20 Sep, 2024 @ 8:52am 
amazing ! Will be great if it add thing like ability to seed primitive life on planet :)
Lemoncello12  [author] 14 Sep, 2024 @ 3:56pm 
That's odd. It works on my end, and it doesn't seem like it could be a mod compatibility issue. Maybe verify your game files?
Azerah 14 Sep, 2024 @ 10:44am 
"Stem Cell Stimulation" do not have a description on my screen. The +2 pop bonus still seem to work regardless.
Lemoncello12  [author] 20 Aug, 2024 @ 7:57pm 
I noticed a small typo in that file's code which seemed to cause the problem. It should work now.
Kelradi 20 Aug, 2024 @ 7:27pm 
I'm quite pleased with the changes you've made to genetic--really brings it closer in line with the other ascensions, without being bundled with a number of other non-genetics related changes. However, I've run into a crash regarding the council agendas.

It seems the frontier_health (gene clinics) entry added to the 02_council_agendas_ascensions file, at least on my end, is causing issues. Just shows a "?" to the tech progress and crashes upon launch, whether I or the AI do so. Deleting that entry seems to have fixed it.
amefurashi 18 Aug, 2024 @ 1:11pm 
Since we're modifying the same elements, I think it's probably a dispute with UAP.
However, I no longer have any saves from that time, so I can't reproduce the problem or find out the cause.

This is just a report, not a request for a solution, so I'll stop here.
Thank you for the nice MOD.
Lemoncello12  [author] 18 Aug, 2024 @ 12:52pm 
I just tried it on 3.12.4 and it still worked so I'm pretty sure this is just a compatability conflict with one or more of those mods. I don't know enough about those mods to know what the exact issue is but you could try testing with commands to see which ones are incompatible (i.e. give youself max unity with commands and adopting Genetics with each mod to see which ones crash the game). Hopefully that helps.
amefurashi 18 Aug, 2024 @ 11:50am 
Well, I think it was ...

"More Events Mod"

"Gigastructural Engineering & More (3.12)"

"Kurogane 2.0"

"Kurosections Expanded"

"Unique Ascension Perks"


I forgot to mention, I'm playing on 3.12.4:holyflame:
Lemoncello12  [author] 18 Aug, 2024 @ 11:12am 
Yeah, I haven't tested this with any other mods, only by itself, so that's probably what's causing the issue. Just to be sure, what are the other mods in your playset?
amefurashi 18 Aug, 2024 @ 9:46am 
This mod is great, but it's causing a CTD on March 1, 2268 after I get Genetic Ascension.

It's probably just causing a fatal discord in my playset, but as far as I know, the CTDs in this game don't generate a crash log, so I don't know why this happens
Unpixelled 15 Aug, 2024 @ 9:36pm 
I’ll have to give this a play test, sounds like a lot of fun!
Quote 13 Aug, 2024 @ 3:31am 
This will do for now. Genetics is really miserable atm, and while I do RP from time to time the forgone benefits from picking other ascension perks is just too material
Journeyman Prime 12 Aug, 2024 @ 2:32pm 
"cybernetic concurrencies with enough specialist resource output to make a grown man cry"

Ironic, considering I did cry when I saw those modifiers lmao