Stellaris
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AI Species Limit
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9 aout 2019 à 16h42
25 déc. 2023 à 12h56
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AI Species Limit

Dans 1 collection faite par mario0244
Mario's Stellaris Mods
3 objets
Description
Load Order
Not important.

For which version of the game is this?
3.10

FAQ
What does this mod do?
It allows you as a player via edict to set a number of allowed subspecies (per empire) up to 20. It doesn't do anything more or less.

Does the limit apply to player?
No.

What's the point of this mod?
Well... The AI creates all sorts of subspecies whether it needs to or not. That can clutter the UI so I kinda thought you might want to limit that and make AI stop spamming so many subspecies.

Have you tested this?
Not very much. I used a "has_country_flag" instead of "is_ai = no" to switch between players in order to test this on the species screen. Cannot exactly test "is_ai = no" condition really any other way.

Is it compatible with xyz mod?
It is compatible with any mod (in theory) which doesn't modify "can_modify_species" game rule.

Is it Ironman or Achievement compatible?
Please, this is a scripting change. It obviously is not compatible.

Can you do xyz?
Maybe, if I want to really.

What languages are supported?
English. English is also not my primary language FYI (if you find spelling mistakes report them and I will fix them).

Is it savegame compatible?
In short: yes. You can install it safely on top of an existing save game. The only drawback is that the mod will kick in from the moment you installed that mod. Which means that any species created up until that point will remain in the game. That is beyond the scope of this mod however.

Can I uninstall it safely?
Yes, you can install\uninstall as you wish and it shouldn't mess up your game. Upon uninstallation some country flags will remain which should never have any impact upon your game. In fact if I didn't mention these flags (not literal flags though) you probably wouldn't even know of these. That's how insignificant they are.

Is it possible to shutdown AI's ability to modify species completely?
That's been possible from day one. Recent changes better explain that functionality in the mod. In short just set the number of allowed species to 1 and consider it shut down.

I want to prevent the mod from using the edicts menu, is there anything that I can do?
Check out Dynamic Mod Menu, this mod has full support for it.

Can you limit the number of hybrid species being created?
I am sorry to disappoint I can't prevent half species from being created programmatically or limit them at all. Paradox's conditions don't work, namely the "is_half_species" trigger which is the only way to find out if a species is a hybrid. No way to workaround the issue as no other exposed API calls can be used to find out if a species is a hybrid. Until it's fixed your best bet is:
1. Cope with it (not what you wanted to hear)
2. Nag PDX to fix the feature
3. Nag PDX to fix "is_half_species" trigger
4. Disable Xeno-Compatibility
...
Discussions populaires Tout voir (3)
1
16 févr. 2020 à 9h44
Bugs
mario0244
0
27 sept. 2019 à 8h18
Ideas\Suggestions
mario0244
112 commentaires
Sophia Ferddinand 26 mai à 18h18 
Same question as Dr. Democracy, does it work with 3.12? Great work, BTW!
Dr. Democracy 3 mai à 8h48 
Got back to Stellaris recently - I used this mod all the time as it helps game performance massively! Does it still work for the current version?
Dennis24 17 mars à 20h03 
Does this still work? I am a huge fan of this mod!
RandomEdits 24 janv. à 11h46 
I wish I found this sooner!
mario0244  [créateur] 25 déc. 2023 à 13h03 
Since you asked so nicely updated. BTW just use Dynamic Mod Menu this mod supports it and it doesn't clutter the edict menu then.
OMNISCRONCHULON 25 déc. 2023 à 10h08 
Please, please, this mod has been the single best performance mod for me, there are no other mods that do this, I beg of you, update this beautiful piece of software.
Rakio 21 déc. 2023 à 22h38 
Crashes in 3.10.

Any intention to update?
Khione 25 nov. 2023 à 2h40 
I'm aware of that, I was simply highlighting an issue others may experience when using the mod in newer versions
mario0244  [créateur] 25 nov. 2023 à 0h18 
It does say it works guaranteed for 3.7 version, no later.
Khione 24 nov. 2023 à 1h29 
Seems to be an issue where the activation of the edict will cause a crash on the council menu if the edict can appear there in the activated list