Stellaris

Stellaris

Natural Psychics
27 Comments
LAJ-47FC9 26 Feb, 2018 @ 12:13am 
@Commander Venus - As a matter of fact, I did. Check it out here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=854505301
Betamax 28 Jan, 2018 @ 9:42pm 
@Artificial
DId you ever make good on that?
Alterd-Rushnano 24 May, 2017 @ 4:42pm 
Start with Psionic!

This mod is very attractive, but with one major drawback - not compatible with the latest patches. I assure you that you will be able to drastically change this simple problem.
LAJ-47FC9 16 Dec, 2016 @ 7:27pm 
If the author doesn't say anything by... oh, the end of the year, say, I'll probably put what I have up on the Workshop myself. I'd much rather not have to remember to work on it myself, but whatever happens, happens, I suppose.
Verminator 16 Dec, 2016 @ 3:14am 
I hope this mod still works, it's always been one of my favorites. Thanks Galle
Spearka 8 Dec, 2016 @ 3:22am 
mod is incompatible with 1.4
LAJ-47FC9 20 Nov, 2016 @ 11:32pm 
While I really like the idea of your mod, there's probably a way that you could do something mostly similar, without overriding the entire vanilla society tech tree. In fact, I have a bit of work that I did on a mod that'd do what I said. If you like, I could send you the GitHub?
Arakhor 2 Nov, 2016 @ 5:13am 
You haven't updated the file for 1.3.1, so you've reintroduced the Frontier Health/Hospital bug.
Galle  [author] 23 Oct, 2016 @ 1:35pm 
Looks like I accidentally uploaded the wrong files by mistake. Everything should be fine now.
Galle  [author] 23 Oct, 2016 @ 12:43pm 
...huh. Well THAT definitely wasn't intentional. Obviously I should do some more debugging when I'm updating my mods.
sindri42 23 Oct, 2016 @ 12:10pm 
I mean it's an interesting mod, going out into space with absolute control of psionics and nothing else. But feels a little cheaty.
Popemaster 23 Oct, 2016 @ 8:50am 
Although adding on to my previous comment, none of the research shows up under the "researched" section of the research window.
Popemaster 23 Oct, 2016 @ 8:48am 
I noticed what they said below as well and came to mention it. Any chance of a fix?
sindri42 23 Oct, 2016 @ 2:58am 
This is definitely just unlocking all psionic tech from the start. Psionic armies and commandos are available right away in the recruitment screen, my starting ships get auto-generated with psi jump drives and precognitive interface... As it stands this mod doesn't do anything about research but just treats any 'naturally psionic' race as if they've finished the entire branch of the tech tree before they left the homeworld.
ChesedNeb 22 Oct, 2016 @ 12:33am 
If a mod where to interfere with this mod how would that be done? I ask because after multiple games I have not ever gotten a psionic tech and I am wondering if the large amount of other mods I use could somehow interfere.
NeverSleep 21 Oct, 2016 @ 11:40am 
I dont know if it's cus of the heinlein 1.3 patch, but this mod now allows PSI Jump drive to be used without being researched in ship design.
Galle  [author] 20 Oct, 2016 @ 7:19pm 
The Xeno Integration bug should now be fixed.
dragonkingofthestars 6 Oct, 2016 @ 12:54am 
Humm? this mod buggs Xeno intergration? that's unpleasent.
|GHP| Терпсихора 13 Sep, 2016 @ 6:35pm 
I know this mod technically hasn't been updated in a good while, but it includes the bugged version of xeno integration, causing that tech to not appear.
sindri42 2 Jul, 2016 @ 9:11pm 
I thought that as of 1.2 they fixed it so that genemodded founders were still founders? Anyway, thank you!
Galle  [author] 2 Jul, 2016 @ 11:31am 
As long as your empire's "founding species" has the trait, it will work. Genetic engineering does not alter the founding species, so that probably won't work. Console commands might, I'm not sure.
sindri42 1 Jul, 2016 @ 10:24pm 
So does it take effect for the full game if the empire is founded with the trait, or would it apply if you used a console command or genetic engineering to add the trait, so long as the resulting species is registered as the Primary for the empire?
Galle  [author] 1 Jul, 2016 @ 10:01am 
It's whenever your empire's founding species has the trait. I really, really wanted to make it based on the species of the scientist in charge of social research, but it turns out this is impossible.
AcneZebra 29 Jun, 2016 @ 8:21pm 
Is there a console command to add these to a game already in progress? add_trait_species (name) trait_natural_psychics doesnt seem to work.
sindri42 28 Jun, 2016 @ 11:03pm 
When does this take effect? Is it whenever you have pops with this trait? When your ruler has this trait? When the scientist in charge of sociology has this trait? And what is the multiplier to draw rate for the technologies? Like, in the base game, psionic technologies have 5% of the base chance of appearing if you're neutral and the researcher isn't a specialist, and 0 chance if you're materialist unless the researcher is a specialist, so does the mod just remove that factor, or apply a x20 multiplier, or what?
Galle  [author] 5 Jun, 2016 @ 8:47pm 
That's totally fine with me, yes.
Svafa 5 Jun, 2016 @ 1:03pm 
I've created a trait mod that also has a Natural Psionics trait, though it functioned differently. You can find it here.

I've received a few requests to make it similar to yours as well, and while I don't intend to copy yours, I'd like to make them compatible. Right now, I've done this by changing the digit at the start of my traits file name so that it takes precedence in the load order. Doing this, both traits still show up in the species trait list, but regardless of which you choose, once you start the game it uses the version in my trait file. Since your mod gives its bonus in the tech file, it also gains that benefit.

Is this alright with you?