Stellaris

Stellaris

Ascension - Biological Module
 This topic has been pinned, so it's probably important
Yanzihko  [developer] 3 Oct, 2021 @ 11:24am
Bug/Grammar Reports
Report bugs or any grammatical mistakes you've found here. Thanks.
Last edited by Yanzihko; 3 Oct, 2021 @ 11:25am
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Showing 1-15 of 69 comments
Mitsumi 3 Oct, 2021 @ 1:07pm 
All races have access to the following at empire creation due to intial being flagged yes

trait_yanz_hive_biological_perfection = {
cost = -10
initial = yes
randomized = no
Yanzihko  [developer] 3 Oct, 2021 @ 1:28pm 
Originally posted by Mitsumi:
All races have access to the following at empire creation due to intial being flagged yes

trait_yanz_hive_biological_perfection = {
cost = -10
initial = yes
randomized = no

Already fixed, thanks
Spider 3 Oct, 2021 @ 2:59pm 
You're using "icon_frame = x" in your armies file. This was deprecated in 3.1.
I found that the mod prevents the construction of robotic pops, even if all prerequisites are met. In fact, even the console command doesn't add robots anymore.
Alastair 4 Oct, 2021 @ 6:57am 
If what Korn says is true about being unable to assemble robots/pops. Then I may know the fix. Since I had this issue with another mod. I am not sure what in particular fixes it but I know the various things I did to fix it.

I think the issue is that Robot and Machine aren't being told they are robotic. Or it could be the Other doesn't say it doesn't use other modifiers but my best guess is the robot and machine thing. But either way to my knowledge the fixed code in 00_species_archetypes.txt would look like this.

#Code below modifies maximum amount of trait picks and trait points.

@robot_trait_points = 2
@robot_max_traits = 42
@machine_trait_points = 2
@machine_max_traits = 42
@species_trait_points = 2
@species_max_traits = 42

BIOLOGICAL = {
species_trait_points = @species_trait_points
species_max_traits = @species_max_traits
}
ROBOT = {
species_trait_points = @robot_trait_points
species_max_traits = @robot_max_traits
robotic = yes
}
MACHINE = {
species_trait_points = @machine_trait_points
species_max_traits = @machine_max_traits
robotic = yes
}
PRESAPIENT = {
species_trait_points = @species_trait_points
species_max_traits = @species_max_traits
}
LITHOID = {
species_trait_points = @species_trait_points
species_max_traits = @species_max_traits
}

OTHER = {
uses_modifiers = no
}
Last edited by Alastair; 4 Oct, 2021 @ 6:59am
Yanzihko  [developer] 4 Oct, 2021 @ 6:58am 
Originally posted by Alastair:
If what Korn says is true about being unable to assemble robots/pops. Then I may know the fix. Since I had this issue with another mod. I am not sure what in particular fixes it but I know the various things I did to fix it.

I think the issue is that Robot and Machine aren't being told they are robotic. Or it could be the Other doesn't say it doesn't use other modifiers but my best guess is the robot and machine thing. But either way to my knowledge the fixed code would look like this.

#Code below modifies maximum amount of trait picks and trait points.

@robot_trait_points = 2
@robot_max_traits = 42
@machine_trait_points = 2
@machine_max_traits = 42
@species_trait_points = 2
@species_max_traits = 42

BIOLOGICAL = {
species_trait_points = @species_trait_points
species_max_traits = @species_max_traits
}
ROBOT = {
species_trait_points = @robot_trait_points
species_max_traits = @robot_max_traits
robotic = yes
}
MACHINE = {
species_trait_points = @machine_trait_points
species_max_traits = @machine_max_traits
robotic = yes
}
PRESAPIENT = {
species_trait_points = @species_trait_points
species_max_traits = @species_max_traits
}
LITHOID = {
species_trait_points = @species_trait_points
species_max_traits = @species_max_traits
}

OTHER = {
uses_modifiers = no
}

thank you, will test it out and try to fix ASAP
Alastair 4 Oct, 2021 @ 7:01am 
Originally posted by Yanzihko:
Originally posted by Alastair:
If what Korn says is true about being unable to assemble robots/pops. Then I may know the fix. Since I had this issue with another mod. I am not sure what in particular fixes it but I know the various things I did to fix it.

I think the issue is that Robot and Machine aren't being told they are robotic. Or it could be the Other doesn't say it doesn't use other modifiers but my best guess is the robot and machine thing. But either way to my knowledge the fixed code would look like this.

#Code below modifies maximum amount of trait picks and trait points.

@robot_trait_points = 2
@robot_max_traits = 42
@machine_trait_points = 2
@machine_max_traits = 42
@species_trait_points = 2
@species_max_traits = 42

BIOLOGICAL = {
species_trait_points = @species_trait_points
species_max_traits = @species_max_traits
}
ROBOT = {
species_trait_points = @robot_trait_points
species_max_traits = @robot_max_traits
robotic = yes
}
MACHINE = {
species_trait_points = @machine_trait_points
species_max_traits = @machine_max_traits
robotic = yes
}
PRESAPIENT = {
species_trait_points = @species_trait_points
species_max_traits = @species_max_traits
}
LITHOID = {
species_trait_points = @species_trait_points
species_max_traits = @species_max_traits
}

OTHER = {
uses_modifiers = no
}

thank you, will test it out and try to fix ASAP
No worries I think what changed was the budding trait. That they likely needed to add extra stuff to define the robots to allow budding. Not sure. Either way hope it works and if so glad I could help.
Yanzihko  [developer] 4 Oct, 2021 @ 7:50am 
Originally posted by Alastair:
Originally posted by Yanzihko:

thank you, will test it out and try to fix ASAP
No worries I think what changed was the budding trait. That they likely needed to add extra stuff to define the robots to allow budding. Not sure. Either way hope it works and if so glad I could help.

i've fixed the problem, should work now.
barkingnoise 4 Oct, 2021 @ 8:30pm 
Confirming it works now. Thanks to both of you!
(I had to un+re-subscribe even tho it said it had updated, but that's a steamworkshop issue)
Alastair 5 Oct, 2021 @ 4:03am 
Originally posted by barkingnoise:
Confirming it works now. Thanks to both of you!
(I had to un+re-subscribe even tho it said it had updated, but that's a steamworkshop issue)
Yay glad I could help get this fixed.
My leaders can't get the new traits for some reason
Mitsumi 5 Oct, 2021 @ 8:41pm 
Budding doesn't appear to be working.

Adding the following to the pop categories fixed it for me:
triggered_planet_modifier = {
potential = {
can_assemble_budding_pop = yes
}
planet_pop_assembly_organic_add = @plantoid_budding_rate
}

Also appears that the influence cost for resettlement is missing from these, but not sure if that's intentional.
Yanzihko  [developer] 5 Oct, 2021 @ 10:35pm 
Originally posted by The World Must Burn:
My leaders can't get the new traits for some reason

Description says that NEW leaders will get traits.



Originally posted by Mitsumi:
Budding doesn't appear to be working.

Adding the following to the pop categories fixed it for me:
triggered_planet_modifier = {
potential = {
can_assemble_budding_pop = yes
}
planet_pop_assembly_organic_add = @plantoid_budding_rate
}

Also appears that the influence cost for resettlement is missing from these, but not sure if that's intentional.

Thanks, will fix
Originally posted by Yanzihko:
Originally posted by The World Must Burn:
My leaders can't get the new traits for some reason

Description says that NEW leaders will get traits.

God, I'm blind
Ogor 7 Oct, 2021 @ 12:39am 
Phototropic/Radiotropic traits are also bugged and aren't working.
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