Stellaris

Stellaris

Life Engineering 1.9
326 Comments
Lupe Fenris 25 Aug, 2018 @ 8:01am 
UPDATE PLEASE!
I think it's better if it does not have a warning sign. Although it is not a problem.
Draco Lander 3 Jun, 2018 @ 6:53am 
Hey, i would like to change Promethean Project to not removing all other traits from modified population. How to do this? :|
Draco Lander 11 Mar, 2018 @ 1:58pm 
Hey, engineered scourge was cool :D
Skill Less  [author] 1 Mar, 2018 @ 11:41am 
These are parts of dead ideas, I forgot to remove the remains ... ^^
Seafighter 1 Mar, 2018 @ 11:36am 
I found in the .yml data the life engineering unit trait and the engineered scourge trait, but I didn't find the traits in the game, so where can I use them.
Sry for the dump question when I'm just don't saw them.
;)
=(FGR)=Sentinel 28 Feb, 2018 @ 7:35am 
Other than the "disable life engineering event" edict no longer working, everything is more or less functional from what I can tell. The event fires normally and the tech can be researched, so I assume everything works how it should.
H11DN-D4NG3R 26 Feb, 2018 @ 11:18am 
(observation. not accually used this yet)
From looks. i do not think Much is changed against this mod. pre sapient and primitives havent been touched as much as i know.
James Stone 26 Feb, 2018 @ 7:16am 
Even if there isn't reupload anyways please, the little red sign is annoying
Skill Less  [author] 25 Feb, 2018 @ 11:21am 
hi, I'll see if there are any issues with 2.0 If there is something to do I'll reupload the mod for 2.0
OverlordMGC 24 Feb, 2018 @ 7:48am 
Will you update the mod? It's really usefull and it would be sad if the mod is out of date.
di Medici 23 Feb, 2018 @ 11:40pm 
Hi! Does it need to be updated or it will work fine? Awesome mod btw!
F0X_H0UND 10 Feb, 2018 @ 1:31am 
Oh wow very nice thank you
Skill Less  [author] 10 Feb, 2018 @ 1:28am 
please see at Enhanced Gene Modding, I added support for the mod so that it's used after the life engineering process
F0X_H0UND 10 Feb, 2018 @ 1:26am 
I think if you were able to chose exactly which portraits you wanted this mod would be even better. For example, When I select fungoids, I could then select the mushrooms portrait to be the new species. Nothing too crazy unlike some other ideas i see here
Mack Daddy 5 Feb, 2018 @ 12:20am 
nvm got it to work
Skill Less  [author] 4 Feb, 2018 @ 10:07am 
might be an easter egg of another mod author. can you post all the mods you've installed besides Life Engineering ? :)
Mack Daddy 4 Feb, 2018 @ 10:01am 
everytime i get the special project with the science ship it only spawns robots name pollox. is this a bug or is it just me?
Skill Less  [author] 1 Feb, 2018 @ 9:59am 
yes you can if you colonized the planet. build the life engineering facility, some life seeds and let them mature. upgrade to the sentient species project and repeat until you have enough diverse species :)
Roflmaozors 1 Feb, 2018 @ 9:24am 
Can you put multiple different species in the same planet with this mod?
H11DN-D4NG3R 27 Jan, 2018 @ 11:34am 
Well the Little things matter.
Good luck on the mod.
Skill Less  [author] 27 Jan, 2018 @ 11:26am 
there are situations where you don't need epigenetic trigger, it depends on your empire. some time ago i implemented some things because of community requests... (don't know anymore what that was exactly ^^)

seems i forgot to update the description, should do it now. thanks for your report.
H11DN-D4NG3R 27 Jan, 2018 @ 11:22am 
Misscommunication.
''How does this work'' after the epigenetic trigger it is possible to research life engineering.
Alas i do not have Epigentetic trigger. but i do have life engineering.
Skill Less  [author] 27 Jan, 2018 @ 11:13am 
you need Life Engineering tech to be able to get the Life Engineering Event (let your research ship stay in orbit of habitable world, it'll take a while for the event to show up) the uplift tech is not needed.
H11DN-D4NG3R 27 Jan, 2018 @ 11:00am 
So you need the tech to uplift pre-sapients to get life engineering?. i dont have it but i did get the Life engineering thing. so. i dont know
Skill Less  [author] 26 Jan, 2018 @ 9:13am 
thanks for your report, what does the tooltip say on the grey building upgrade button?
are the pre-sapients within borders of your empire ?
memyselfandu2 26 Jan, 2018 @ 2:02am 
This mod sounds awsome and i have just finally passed the research.......I dont seem to be able to upgrade my life engineering build to one of its other options and i have just managed to deploy pre-sapients on a planet but there is no record of them in the species list so uplifting will be impossiable............

It has such great potential and i fear I am at a total loss as to how to use it properly
Skill Less  [author] 16 Jan, 2018 @ 1:23pm 
This mod does not touch epigenetic trigger. the mod's features are unlocked by custom technologies so you won't need it anyway.
Doroga_V_Be4HocTb 16 Jan, 2018 @ 10:15am 
epigenetic trigger .I have researched all technologies . But to elevate pred reasonable impossible
Skill Less  [author] 16 Jan, 2018 @ 9:48am 
@kondrat012 what is the technology of elevation ?_?
Doroga_V_Be4HocTb 16 Jan, 2018 @ 4:57am 
The technology of elevation has disappeared from research. It is impossible to exalt before reasonable
SDNW 10 Jan, 2018 @ 5:05pm 
WITH THE END GAME CRSIS 5 TIME THERE NORMAL POWER WITH IBS LONG DARK ROAD WHICH MAKES IT EVEN HARDER
SDNW 10 Jan, 2018 @ 5:05pm 
GOOD GOOD NOW MY GOD EMPIRE CAN DESTROY THE FILTHY BUGS
Skill Less  [author] 10 Jan, 2018 @ 8:53am 
no
SDNW 9 Jan, 2018 @ 11:54pm 
but wait does this remove end game crisis
Jovzin 5 Jan, 2018 @ 5:01am 
hello,
Oh yeah thank you :)
Skill Less  [author] 5 Jan, 2018 @ 4:57am 
do you know pre-sapients ? (formerly pre-sentient) sentients are instant pops for your empire, pre-sentients not but they trigger some events from the vanilla game
Jovzin 4 Jan, 2018 @ 5:57am 
May I ask what is the difference between pre-sentient and sentiens ?
Grump 1 Jan, 2018 @ 12:41pm 
This is an excellent mod, but i have one question, will create its own primitives?
MSgt Peterson 19 Dec, 2017 @ 2:55pm 
Animated Asari Portraits - Mass Effect
MSgt Peterson 19 Dec, 2017 @ 2:52pm 
well I meant as if you could actually pickt he exact portrait you wanted rather than let it be random like actually picking the humanoid portrait I wanted rather than it being random. As for custom portraits, let see
Skill Less  [author] 19 Dec, 2017 @ 9:01am 
the titan project deploys the titan modifier to the planet.
Skill Less  [author] 19 Dec, 2017 @ 9:01am 
custom portraits require custom classes, i can only support which i know about. If you post which portrait mod(s) you mean i can look for a suitable solution to randomly use these..
MSgt Peterson 18 Dec, 2017 @ 9:00am 
What Titan said or pick the regular portraits in the game?
TITAN_BIGDICK 17 Dec, 2017 @ 11:22am 
Can u make this mod work for custom portraits?
† Ærrør † 8 Dec, 2017 @ 6:53am 
Update needed pls :)
Skill Less  [author] 4 Dec, 2017 @ 8:59am 
thanks for that report, too.. yes i did not test that feature before releasing it xD i'll definitely have a look this week
Siets 4 Dec, 2017 @ 5:00am 
@MDWdeWet I usually have to wait a while. After being in stasis for a a certain period of time (never paid close attention, a couple years or so) then there is a popup and after you clear that they are back on the planet.
@Cray935 I noticed that said popup for when they are reintroduced to the planet from stasis that there is no text or anything, I kinda figured it out myself when I saw them back on the planet, but it just gave me a blank window with no text to click on.
MDWdewet 3 Dec, 2017 @ 12:09pm 
Thanks, just want to add that it was done with a section of a ringworld
Skill Less  [author] 3 Dec, 2017 @ 12:03pm 
@MDWdeWet, thanks for the report, i'll find out what's wrong asap :)

@TILTED, please report this at the Cultural Overhaul's mod page :)
MDWdewet 3 Dec, 2017 @ 5:55am 
After I regressed the population of a planet back to the stone age, they are mark as being in stasis, and can't do anything with them through an observation post.