Stellaris

Stellaris

Unique Ascension Perks
En3rgyCrafter 11 Dec, 2021 @ 9:09pm
A really dirty fix for fixing building and district jobs not working.
I spent a couple hours working on fixing the jobs for this mod.
Copy and paste the following test into C:\Path\To\Steam\steamapps\workshop\content\281990\1693982756\common\pop_jobs\unique_ascension_perks_jobs.txt. Note: the long string of numbers might be different for you. A sign you found the correct folder number is that the jpg file is called the mod name.

####################################### # # ########## Pinnacle Society ########### # # ####################################### # Normal Empire governor_assitant = { category = ruler condition_string = RULER_JOB_TRIGGER building_icon = building_akx_worm_3 clothes_texture_index = 1 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_ruler_job possible = { ruler_job_check_trigger = yes } resources = { category = planet_jobs produces = { influence = 0.33 } upkeep = { consumer_goods = 2 } } planet_modifier = { pop_government_ethic_attraction = 0.05 } country_modifier = { edict_length_mult = 0.03 } weight = { weight = @ruler_job_weight modifier = { factor = 0.2 has_citizenship_rights = no } } } judge = { category = ruler condition_string = RULER_JOB_TRIGGER building_icon = building_autocurating_vault clothes_texture_index = 1 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_ruler_job possible = { ruler_job_check_trigger = yes } resources = { category = planet_jobs produces = { unity = 4 } upkeep = { consumer_goods = 2 } } planet_modifier = { planet_stability_add = 0.5 planet_crime_add = -100 } weight = { weight = @ruler_job_weight modifier = { factor = 0.2 has_citizenship_rights = no } } } ambassador = { category = ruler condition_string = RULER_JOB_TRIGGER building_icon = building_master_archive clothes_texture_index = 1 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_ruler_job possible = { ruler_job_check_trigger = yes } resources = { category = planet_jobs produces = { society_research = 12 } upkeep = { consumer_goods = 2 } } country_modifier = { country_admin_cap_add = 2 country_trust_growth = 0.02 country_trust_cap_add = 5 } weight = { weight = @ruler_job_weight modifier = { factor = 0.2 has_citizenship_rights = no } } } director = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_public_relations_office clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs produces = { unity = 10 } upkeep = { consumer_goods = 1 } } planet_modifier = { planet_amenities_add = 20 } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } border_controller = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_colony_shelter clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs produces = { energy = 1 } upkeep = { consumer_goods = 1 } } planet_modifier = { planet_crime_mult = -0.03 planet_crime_add = -10 trade_value_add = 4 trade_value_mult = 0.03 } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } influencer = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_artist_patron clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs produces = { unity = 2 } upkeep = { consumer_goods = 1 } } planet_modifier = { pop_government_ethic_attraction = 0.33 pop_ethics_shift_speed_mult = 0.25 pop_citizen_happiness = 0.04 planet_amenities_add = 8 } country_modifier = { faction_approval = 0.01 } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } military_expert = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_fortress clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs produces = { unity = 2 } upkeep = { consumer_goods = 1 } } planet_modifier = { army_defense_morale_mult = 0.08 army_defense_damage_mult = 0.08 } pop_modifier = { pop_defense_armies_add = 2 } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } industrialist = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_bio_reprocessing_facilities clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs produces = { consumer_goods = 4 alloys = 2 rare_crystals = 0.25 volatile_motes = 0.25 exotic_gases = 0.25 } upkeep = { minerals = 8 } } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } teacher = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_public_relations_office clothes_texture_index = 2 possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_worker_job #possible = { complex_worker_job_check_trigger = yes } possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { unity = 5 society_research = 2 } } weight = { weight = @worker_job_weight modifier = { factor = 0.25 is_enslaved = yes can_take_servant_job = no } } } # Hivemind Empire hive_queen = { category = complex_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_hive_major_capital possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = {} upkeep = { food = 4 } } planet_modifier = { planet_jobs_produces_mult = 0.07 planet_amenities_no_happiness_add = 20 } weight = { weight = @spawner_drone_job_weight } } royal_guard = { category = complex_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_hive_warren possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { unity = 10 } upkeep = { food = 2 } } planet_modifier = { planet_crime_add = -60 } pop_modifier = { pop_defense_armies_add = 3 } weight = { weight = @synapse_drone_job_weight } } stabilizer = { category = complex_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_palace possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { unity = 8 } upkeep = { food = 2 } } country_modifier = { country_admin_cap_add = 5 country_resource_max_add = 1000 } weight = { weight = @synapse_drone_job_weight } } nurse = { category = simple_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_hive_node possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { food = 1 society_research = 1 } } planet_modifier = { pop_growth_speed = 0.03 } weight = { weight = 2 } } botanist = { category = simple_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_paradise_dome possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { food = 1 society_research = 2 } } country_modifier = { terraform_speed_mult = 0.01 } planet_modifier = { pop_environment_tolerance = 0.01 } weight = { weight = 2 } } # Machine Empire protector = { category = complex_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_hall_judgment possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { unity = 8 } upkeep = { minerals = 3 } } planet_modifier = { planet_stability_add = 1 planet_crime_add = -30 } pop_modifier = { pop_defense_armies_add = 3 } weight = { weight = @synapse_drone_job_weight } } improver = { category = complex_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_nanite_transmuter possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { engineering_research = 4 } upkeep = { minerals = 3 } } country_modifier = { modify_species_cost_mult = -0.01 } planet_modifier = { planet_jobs_produces_mult = 0.03 planet_amenities_no_happiness_add = 6 } weight = { weight = @synapse_drone_job_weight } } constructor = { category = simple_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_production_center possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { alloys = 2 engineering_research = 1 } upkeep = { minerals = 5 } } planet_modifier = { planet_pop_assembly_add = 0.5 planet_amenities_no_happiness_add = 3 } weight = { weight = 2 } } recycler = { category = simple_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_wrecking_yards possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { energy = 2 minerals = 2 food = 2 } } planet_modifier = { planet_amenities_no_happiness_add = 1 } weight = { weight = 2 } }
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Showing 1-5 of 5 comments
En3rgyCrafter 11 Dec, 2021 @ 9:12pm 
Part 2:
# Mega Corporation economist = { category = ruler condition_string = RULER_JOB_TRIGGER building_icon = building_commercial_forum clothes_texture_index = 1 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_ruler_job possible = { ruler_job_check_trigger = yes } resources = { category = planet_jobs produces = { energy = 6 } upkeep = { consumer_goods = 2 } } planet_modifier = { trade_value_mult = 0.07 planet_amenities_add = 10 } weight = { weight = @ruler_job_weight modifier = { factor = 0.2 has_citizenship_rights = no } } } trading_expert = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_galactic_stock_exchange clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs produces = { energy = 1 } upkeep = { consumer_goods = 1 } } planet_modifier = { trade_value_add = 10 } country_modifier = { country_trade_fee = -0.01 } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } treasurer = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_drone_megastorage clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs produces = {} upkeep = { consumer_goods = 1 } } planet_modifier = { planet_crime_mult = -0.05 trade_value_add = 3 } country_modifier = { local_trade_protection_add = 5 } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } banker = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_xeno_tourism_agency clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs produces = {} upkeep = { consumer_goods = 1 } } planet_modifier = { trade_value_mult = 0.02 trade_value_add = 5 } country_modifier = { country_resource_max_energy_add = 1500 } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } tax_controller = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_commercial_zone clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs produces = { energy = 4 } upkeep = { consumer_goods = 1 } } planet_modifier = { planet_jobs_energy_produces_mult = 0.04 } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } sponsor = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_amusement_megaplex clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs produces = {} upkeep = { consumer_goods = 1 } } planet_modifier = { trade_value_add = 3 } country_modifier = { trade_value_mult = 0.01 country_admin_cap_add = 3 country_trust_growth = 0.03 country_trust_cap_add = 3 } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } player = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_public_relations_office clothes_texture_index = 2 possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_worker_job #possible = { complex_worker_job_check_trigger = yes } possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { unity = 4 society_research = 1 } } planet_modifier = { planet_amenities_add = 4 } weight = { weight = @worker_job_weight modifier = { factor = 0.25 is_enslaved = yes can_take_servant_job = no } } } journalist = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_luxury_residence clothes_texture_index = 2 possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_worker_job #possible = { complex_worker_job_check_trigger = yes } possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { society_research = 1 } } planet_modifier = { planet_amenities_add = 6 pop_government_ethic_attraction = 0.03 pop_citizen_happiness = 0.01 } weight = { weight = @worker_job_weight modifier = { factor = 0.25 is_enslaved = yes can_take_servant_job = no } } } # Other Jobs builder = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_bureaucratic_1 clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs produces = { engineering_research = 4 } upkeep = { consumer_goods = 1 } } planet_modifier = { planet_housing_add = 5 planet_housing_mult = 0.05 } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } builder_drone = { category = complex_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_bureaucratic_1 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { engineering_research = 4 } upkeep = { minerals = 2 } } planet_modifier = { planet_housing_add = 5 planet_housing_mult = 0.05 } weight = { weight = @synapse_drone_job_weight } } controller = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_precinct_house clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs produces = { society_research = 2 unity = 1 } upkeep = { consumer_goods = 1 } } planet_modifier = { planet_crime_add = -25 planet_crime_mult = -0.08 planet_stability_add = 0.04 } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } controller_drone = { category = complex_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_precinct_house possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { society_research = 2 unity = 1 } upkeep = { minerals = 2 } } planet_modifier = { planet_crime_add = -25 planet_crime_mult = -0.08 planet_stability_add = 0.04 } weight = { weight = @synapse_drone_job_weight } } spy = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_residence clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs produces = { physics_research = 2 society_research = 2 engineering_research = 2 unity = 1 } upkeep = { consumer_goods = 1 } } country_modifier = { all_technology_research_speed = 0.02 country_election_influence_cost_mult = -0.01 empire_size_penalty_mult = -0.01 megastructure_build_speed_mult = 0.02 } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } spy_drone = { category = complex_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_residence possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { physics_research = 2 society_research = 2 engineering_research = 2 unity = 1 } upkeep = { minerals = 2 } } country_modifier = { all_technology_research_speed = 0.02 empire_size_penalty_mult = -0.005 megastructure_build_speed_mult = 0.02 } weight = { weight = @synapse_drone_job_weight } } navy_pilot = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_fortress clothes_texture_index = 2 possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_worker_job #possible = { complex_worker_job_check_trigger = yes } possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { unity = 1 } } country_modifier = { country_naval_cap_add = 6 country_command_limit_add = 1 } pop_modifier = { pop_defense_armies_add = 1 } weight = { weight = @worker_job_weight modifier = { factor = 0.25 is_enslaved = yes can_take_servant_job = no } } } navy_pilot_drone = { category = simple_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_fortress possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { unity = 1 } } country_modifier = { country_naval_cap_add = 6 country_command_limit_add = 1 } pop_modifier = { pop_defense_armies_add = 1 } weight = { weight = 2 } } smuggler = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_smuggling_rings clothes_texture_index = 2 possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_worker_job #possible = { complex_worker_job_check_trigger = yes } possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = {} } planet_modifier = { planet_crime_add = 2 trade_value_add = 4 } country_modifier = { local_trade_protection_add = 1 } weight = { weight = @worker_job_weight modifier = { factor = 0.25 is_enslaved = yes can_take_servant_job = no } } } smuggler_drone = { category = simple_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_smuggling_rings possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { energy = 6 } } planet_modifier = { planet_crime_no_happiness_add = 2 } weight = { weight = 2 } } purifier = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_bio_reprocessing_facilities clothes_texture_index = 2 possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_worker_job #possible = { complex_worker_job_check_trigger = yes } possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { minerals = 6 energy = 1 } upkeep = { alloys = 0.5 consumer_goods = 1 } } planet_modifier = { pop_amenities_usage_mult = -0.005 } weight = { weight = @worker_job_weight modifier = { factor = 0.25 is_enslaved = yes can_take_servant_job = no } } } purifier_drone = { category = simple_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_bio_reprocessing_facilities possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { minerals = 6 energy = 1 } upkeep = { alloys = 1 } } planet_modifier = { pop_amenities_usage_no_happiness_mult = -0.005 } weight = { weight = 2 } } ####################################### # # ########## Wheel Of Fortune ########### # # ####################################### treasures_collector = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_treasures_entrepot clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_worker_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs produces = { treasures = 2 } } planet_modifier = { trade_value_add = 3 } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } treasures_collector_drone = { category = complex_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_treasures_entrepot possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { treasures = 2 energy = 3 } } weight = { weight = @synapse_drone_job_weight } }
En3rgyCrafter 11 Dec, 2021 @ 9:13pm 
Part 3:
####################################### # # ########## Legendary Forge ############ # # ####################################### living_metal_extractor = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_liquid_metal_extractor clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs produces = { sr_living_metal = 2 } upkeep = { alloys = 6 } } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } living_metal_extractor_drone = { category = complex_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_liquid_metal_extractor possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs produces = { sr_living_metal = 2 } upkeep = { alloys = 6 } } weight = { weight = @synapse_drone_job_weight } } weapon_forger = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_military_academy clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs upkeep = { alloys = 9 } } country_modifier = { ship_weapon_damage = 0.01 army_damage_mult = 0.01 } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } weapon_forger_drone = { category = complex_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_military_academy possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs upkeep = { alloys = 9 } } country_modifier = { ship_weapon_damage = 0.01 army_damage_mult = 0.01 } weight = { weight = @synapse_drone_job_weight } } secret_alchimist = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_citadel_of_faith clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_jobs upkeep = { minerals = 10 food = 10 energy = 10 } produces = { volatile_motes = 4 exotic_gases = 4 rare_crystals = 4 } } weight = { weight = @colonist_job_weight modifier = { factor = 0.1 can_take_servant_job = no } } } secret_alchimist_drone = { category = complex_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_citadel_of_faith possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_jobs upkeep = { minerals = 10 food = 10 energy = 10 } produces = { volatile_motes = 4 exotic_gases = 4 rare_crystals = 4 } } weight = { weight = @synapse_drone_job_weight } } u_physicist = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_research_lab_1 clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_researchers produces = { physics_research = 12 } produces = { trigger = { exists = owner owner = { has_valid_civic = civic_technocracy } } unity = 1 } upkeep = { consumer_goods = 1 minerals = 2 } } weight = { weight = @specialist_job_weight } } u_biologist = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_research_lab_1 clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_researchers produces = { society_research = 12 } produces = { trigger = { exists = owner owner = { has_valid_civic = civic_technocracy } } unity = 1 } upkeep = { consumer_goods = 1 minerals = 2 } } weight = { weight = @specialist_job_weight } } u_engineer = { category = specialist condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_research_lab_1 clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_researchers produces = { engineering_research = 12 } produces = { trigger = { exists = owner owner = { has_valid_civic = civic_technocracy } } unity = 1 } upkeep = { consumer_goods = 1 minerals = 2 } } weight = { weight = @specialist_job_weight } } u_physicist_drone = { category = complex_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_research_lab_1 clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_researchers produces = { physics_research = 12 } upkeep = { minerals = 3 } } weight = { weight = @synapse_drone_job_weight } } u_biologist_drone = { category = complex_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_research_lab_1 clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_researchers produces = { society_research = 12 } upkeep = { minerals = 3 } } weight = { weight = @synapse_drone_job_weight } } u_engineer_drone = { category = complex_drone condition_string = DRONE_JOB_TRIGGER building_icon = building_research_lab_1 clothes_texture_index = 3 possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible_precalc = can_fill_drone_job possible = { owner = { is_fallen_empire = no } } resources = { category = planet_researchers produces = { engineering_research = 12 } upkeep = { minerals = 3 } } weight = { weight = @synapse_drone_job_weight } }
AlphaLoures 13 Dec, 2021 @ 8:51am 
Thanks for your work!
Resetium 16 Dec, 2021 @ 3:38pm 
For readers like myself who are lazy, I turned this into a mod you can 1-click into your pack. Credit to @En3rgyCrafter has been tossed in ofc
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2684316283
Yuya 2 Jan, 2022 @ 8:12am 
Thank you so much for this!

There is one bug you may want to look in to as well for machine empires the defense sentinels perk will destroy the core sector once it is taken due to "Can not create sector (system) contains colonies owned by other empires"

I am sure all us machine empire people would be very grateful if you could look into it please.
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