Stellaris

Stellaris

Various Servant Job Rewrite
111 Comments
nexusphere 19 Jul @ 5:40pm 
Super excited by your work!
Mevennos 17 Jul @ 7:48am 
Just doing a check in! This was my favorite mod and I'm eagerly (yet patiently) awaiting a 4.0 update! Take your time ofc, this was a big change to pops so I'm sure it's not an easy task to do an update on this mod.
computy741 13 Jul @ 1:09am 
Good to see that work got done! thanks for updating
EJR 12 Jun @ 9:19am 
Not that I am trying to hurry you but you got a timeframe when this mod will be updated? This is the only mod in my list that needs updating
PariahOftheMultiverse 7 Jun @ 9:34am 
Is there a way to change the living standards for specialised slavery?
blood_guts 20 May @ 6:52pm 
yeah now that multiple different pops can grow on the same planet and there's a trait for necroids to give 50% more from livestock, you have the potential to do some crazy stuff.
EJR 19 May @ 12:31pm 
Due to the changes to pops, I'm interested to see how this mod will be used in 4.0
blood_guts 18 May @ 7:11pm 
Excited for the update of this mod. I wanna mass produce lab rats like never before
williamestep23  [author] 17 May @ 12:22pm 
It will receive a 4.0 update yes, I've been busy over the last few weeks and haven't had time to play the update yet but as soon as I have I'll get right on it. Sorry for the continued wait guys I've just been busy. It'll probably be within the next month I know that's disappointing. On slightly more interesting news I'm also looking into taking on the Cradle at the end of the Universe mod since the original author vanished so this 4.0 update may release alongside something else which could be cool
EJR 14 May @ 2:05pm 
Update for 4.0?
victoriousdread07 (private) 11 May @ 4:07pm 
will this mod be getting a 4.0 update?
computy741 7 Apr @ 11:12am 
Way higher pop counts, specialisation is a bit more difficult and tall empires are also more difficlt. The Game progression is helped by a task system where you have basically quests to advace in the game
williamestep23  [author] 6 Apr @ 9:28am 
@Snakie ethic edits are a pain in the ass, the game really doesn't want to recognize slavery as something Egalitarian empires can do these days. The slaves on Advanced Livestock policy do not necessarily produce food/minerals they produce other stuff depending on the slavery type.
@Computy thanks for checking, just how different is the new beta looking?
computy741 6 Apr @ 4:05am 
@williamestep23 Yeah played the open beta and figured it out i test it on each update and each time the game just crashed.
Snakie 5 Apr @ 6:39pm 
Can you make it so slavery policy and livestock slavery type to be available for every ethic? Currently, you can set policy to allow slavery, but the regular slavery is still grayed out, but you can take all the new slave policy. Also, does slaves under the new livestock slave type still produces food/mineral?
williamestep23  [author] 3 Apr @ 11:37am 
I can, I can also put add it to the main mod if you'd like. Thank you by the way
卡尔文迪斯梅特 2 Apr @ 9:08pm 
I made a new Chinese localization translation is here.Could you please add a link?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
williamestep23  [author] 18 Mar @ 8:58am 
@computy741 I would be beyond shocked if this mod even loaded after 4.00. Don't worry I have every intention of updating it though. Although you all may need to wait a bit so I have time to actually play the update.
@kapsellola that's kinda what I expected, thanks for the confirmation!
computy741 16 Mar @ 12:44pm 
So the 4.00 will kill this mod!!!! Please update it once the full release is out!!!
kapsellola 11 Mar @ 12:22pm 
Oh, sorry. About the problem, most of the reproductive slavery pops take on jobs that are available on the planet. And other slaves, like VR slaves do take soldier jobs if available (none else so it's good). But I think you should indeed wait for the pop update because it'll change everything anyways. It's not like it's a mod-breaking bug
williamestep23  [author] 8 Mar @ 11:33am 
@kapsellola yeah I still haven't had time to mess with the weights, been kinda busy. How bad is the issue from what you've noticed? I'm trying to determine if it's important enough to hotfix now or if I should wait for the pop update
kapsellola 8 Mar @ 6:05am 
Hey, I love your mod but I have noticed recently that AI still prioritize other jobs sometimes, for example reproductive servants take normal jobs even when I have the policy from your mod that prohibits them from doing so
uncertified forklift operator 28 Feb @ 12:40pm 
Fair enough. I'd prefer if it worked with machines as well given I was using it for the diplomacy boost in my vassal overlord run (which I assume was the original purpose of it working for machines to begin with).
williamestep23  [author] 28 Feb @ 10:41am 
@Uncertified forklift operator I had assumed it working with machines originally was unintentional and patched it. If people would prefer it be applicable to robots I can undo that pretty easily
The Sexual Attraction trait doesn't seem applicable to machines whereas in the previous iteration of the mod it was.
FollowTheBlu 24 Feb @ 10:41am 
okay thanks :steamhappy:
williamestep23  [author] 23 Feb @ 12:17pm 
@FollowTheBlu First of all thank you! Second it should work if laoded in alongside MOR, I spent a lot of time making this mod completely free of any vanilla overwrites so it should work with anything without breaking it. That being said I haven't done anything to make it work with MOR so it may not recognize my slaves as slaves and stuff like that. It's something I've been meaning to look into actually. TLDR the game won't crash but MOR based mods may not recognize my slaves as slaves

@Wildernow I updated it last night which may be the issue. I noticed some issues when I was testing but temporarily deprioritizing the jobs they were working on and forcing the game to recalculate them seemed to work. I'll tweak the weights some more and see if I can find a happy medium where everything just kind of works on it's own but for now let me know if that works
Wildernow 23 Feb @ 6:14am 
It's quite odd, some servant jobs work some of the time but on some planets won't work at all. There will also be a mix on some planets of some of the pops doing some servant jobs while others are doing the normal ones. It's hard to find a specific reason for this and it's only very recently worked this way.
FollowTheBlu 23 Feb @ 3:52am 
This is a very good mod, but I just want to check something; the Merger of Rules says in its description that it is incompatible with the original Various Servant Jobs, so has this issue been fixed in this rewrite?
williamestep23  [author] 22 Feb @ 8:59pm 
@Meka no problem, I'm not actually certain how a mod could be incompatible with this but I can take a look I suppose you've kind of got me curios now. As for Basic Subsistence being nonassignable there is a replacement for it but I was not aware it was nonassignable I'll look into it. Thanks for the feedback.

@ERJ That bad huh? Thanks for the heads up.

@Wildernov doesn't work in general or doesn't work for certain stuff. I messed with the weights a fair bit to make sure everything worked with the thrall worlds but it looked fine during testing
Wildernow 21 Feb @ 9:58am 
Great Mod, was working fine too but the servant only policy no longer works
EJR 21 Feb @ 5:52am 
Just a heads up, been reading the dev diaries for 4.0... This is going to need some major rework once that update drops
Meka 20 Feb @ 9:02am 
Don't know if intended or a bug but can't assign Basic Subsistence to slaves.
Meka 19 Feb @ 11:43pm 
Works like a charm. Thanks for the update. After setting Citizenship to any of the Specialized Slavery, remember to unpause the game and new options should appear in Slavery Type. Also might not be compatible with https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3347255943 .
williamestep23  [author] 19 Feb @ 10:49am 
New update, new bugs! haven't found those yet so pretending they aren't there. @Meka and @Supergamergrill I removed some remaining limitations on slavery types that may have fixed your problems, if you guys test it again please let me know if things work
williamestep23  [author] 18 Feb @ 1:05pm 
huh I'll take a look and see if I broke something but I don't think I did
Meka 18 Feb @ 8:53am 
Doesn't seem to work anymore. Set the species as domestic slaves and there's no additional line to set slave type. Used to work for me a few months back.
Supergamergrill 14 Feb @ 6:07pm 
Somehow fixed it, I just deleted and downloaded and nothing. So I went back and set my update to lower and lower to 3.10 and then I decided not to go lower and jumped to the newest version and it was there. So yay.
williamestep23  [author] 9 Feb @ 4:23pm 
That's very odd especially when I haven't updated anything since the 17th
Supergamergrill 9 Feb @ 4:14pm 
Still doesn't work when I launch it through the paradox launcher, gonna verify files
Supergamergrill 9 Feb @ 3:56pm 
@williamestep23 Failing as in slavery type options not showing up.

I use Irony Mod Manager and when I first used the mod it worked like a charm. Then like a week ago it just stopped, I can still change to citizenship to specialized or domestic slavery, but the part of having unique slave picks (Like VR slaves, psionic batteries and more of this mod are not there.

I already tried clicking off all other mods I have except this but nothing. Maybe I'll try to launch it from the browser, see if it works.
williamestep23  [author] 9 Feb @ 2:07pm 
@supergamergrill, how is it failing?
Supergamergrill 8 Feb @ 9:09pm 
Ok question, does the mod work for people? I tried and succesfuly used it before but now it keeps failing me and Idk why
Commander Star 8 Feb @ 1:33pm 
Just to mention, when selecting the "Slave-Spouse" civic, it mentioned that the requirement is that "Slave Guild" and "Indentured Assets" civics cannot be selected, normally, selecting a civic with these type of requirements, it makes the undesired civic grey out and cannot be selected until the chosen civic is unselected. But this doesn't happen with "Slave-Spouse" as I can select that and "Slave Guild" at the same time. (I don't normally play Corp, so I don't know about "Indentured Assets")
RedRapture 31 Jan @ 6:00am 
Have you considered making a mod that makes it so that way slaves do not inherently have a happiness debuff, and then there are policies you can enact about slave treatment that increase production at the cost of slave pop happiness, with the default rate giving what is currently given by slavery?
williamestep23  [author] 28 Jan @ 9:50am 
@dunni give them either domestic or livestock citizeeship type and then check the slavery tab. You may need to back out of the species menu for the slavery types to show up (it only checks potential types when it opens)
dunni2822 28 Jan @ 9:31am 
How can I selected slave like maid or other?
williamestep23  [author] 28 Jan @ 9:04am 
@Gooner I have every intention of continuing it although we'll have to see what the rework looks like. If I'm lucky we'll get a much needed overhaul to the species rights UI where we could potentially add our own categories (not holding my breath) and if I'm unlucky it could really screw me up.
Gooner 28 Jan @ 6:25am 
Can confirm really want a slave entertainer building or domestic slaves being able to work entertainer jobs :steamthumbsup: Thanks for picking up this mod, if you do continue it when the pop rework comes out id be amazed lol
williamestep23  [author] 26 Jan @ 11:56am 
Added a preview image for the soon to be added thrall world jobs, thrall world overseer (enforcer variant) not shown. All shown jobs are gained from the new Thrall World districts (buildings are next on the todo list) And the enhanced thrall world can be made through a project similar to the Ecumenopolis (decision probably won't be reversible)