Stellaris

Stellaris

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(FPS)Job Rework
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Jan 31, 2020 @ 11:31am
Mar 30, 2020 @ 9:47pm
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(FPS)Job Rework

Description
I heard that a fair amount of lag comes from the game always calculating, recalculating, rerecalculating & calcula-recalculating pops working at jobs.
So I condensed pretty much every job into one do all job called Working Population.

Instead of structures providing a job to produce resources they provide a chunk of resources themselves.
Capital structures produce Working Population job slots that grow with the amount of pops on the planet so that there are not large amounts of open job slots.
Working Population gives a multiplier to all resources produced on a planet.

Although I am unsure how good the economy is. Im bad with economy so idk what needs a nerf or buff. Feel free to leave thoughts down below.

As the vid shows above the improvement is rather stellar. 2430 a month takes only 40 seconds instead 1:30...

Overwrites:
Buildings:
00_capital_buildings
01_pop_assembly_buildings
02_government_buildings
03_resource_buildings
04_manufacturing_buildings
05_research_buildings
06_trade_buildings
07_amenity_buildings
08_unity_buildings
09_army_buildings
10_deposit_buildings
12_event_buildings
14_branch_office_buildings

Districts:
00_urban_districts
01_arcology_districts
02_rural_districts
03_habitat_districts
04_ringworld_districts

Economic Categories:
00_common_categories
51 Comments
Cephalon Sithalo  [author] Jan 20 @ 1:25pm 
To addon to that last bit, I never finished and uploaded that mod. But I'm interested in seeing what 4.0 brings :LotusFlower:
Cephalon Sithalo  [author] Jan 20 @ 1:24pm 
No your right pretty much exactly. I've considered trying to make population a deposit. Each deposit giving more resource output.

But then the issue is, needing just 1 pop for a colonized world so it would be easy to just wipe a planet possibly without more effort.

It would be complicated/annoying to deal with making slave/robot pops.

Got to consider crime/stability/amenities and how I'd have to adapt them.

It's just a lot of stuff. My best and most successful way to fix the performance and still be sorta compatible was to make all buildings and districts give just 1 related job.

But even doing that was a big overwritten mess. Worked good though since most planets could only have 37ish pops
Knight The Knight Jan 20 @ 9:47am 
pops and jobs become flat number resource [global modifier]
building and districts base resources upkeep and job slots; become like resources also

then a ration of pop vs job; difference form of percentage debuff to resources per month.

all % reduce, % more resources; instead applies a buff globally; essentially they become the same buff; negative becomes a debuff that reduces the buff effects before calculating final buff.

the problem; is that such a mod basically has to rewrite half and delete half game mechanics

occurs to trading and listening post/detect/sensor; creates lot instances calculations, that stacks to much also.

lota work and potential conflict of mods;
Should directly be put in game vs add mod [especially for compat];

i think this the frustration part; problems im reading; this is what i assume ofc; i no coder
Pardon the text wall.......
Cephalon Sithalo  [author] Sep 26, 2022 @ 10:26am 
I tried to make a version for updated stelly like I said, Fishers and pearl divers civic/origin providing proper resources. But the game actually ran worse and I just... I just couldnt because I spent so much time like a month on and off working on it.

Then once I actually compared I found it to be worse which defeats the whole purpose of this mod.

I did actually consider another way to doit that may be better on perfromance (altho i have no idea why less jobs was equaling more lag) but this mode broke me and I havnt been able to mod anything since.
Cephalon Sithalo  [author] Sep 26, 2022 @ 10:23am 
Yeah I accidentally left them in for reference. I gotta wait for Stellaris to reinstall and fiddle with the files to see if I can remove them but there isnt really a point.

There would still be alot of issues with running it for updated versions. This works by overwriting all vanilla building and district files. So new changes like to cost or mechanics would not be implemented and your game would be likely worse off.

For example:
This was made before aquatics so things like pearl divers and fishers wouldnt work properly.

This works for the version it was made for. I tried to update it but performance with the mod was actually worse than without like I said before and that killed the drive.
fenox1 Sep 26, 2022 @ 8:23am 
well whil it wasactic it i had som origins as civics what was strange and a lot of civics havent shown up while empire cration
Cephalon Sithalo  [author] Sep 25, 2022 @ 3:24pm 
It should work but wont effect anything new added and wont account for any changes made since March 2020.
fenox1 Sep 24, 2022 @ 5:12am 
is tis mod working in 3.5?
Cephalon Sithalo  [author] Jun 26, 2022 @ 2:55pm 
Hey... Ive been working on this on and off for a while...
My last test showed it actually slowing the game down so...
Took 16 seconds for a month to pass without the mod then 26 seconds with the mod on with some changes I had done.

When I reverted the changes (done for compatibility and ease of patching reasons) the time it took to pass was still 19 seconds...
Considering I was making this mod mostly for performance issues, having it do the exact opposite has been very disheartening </3
Lakzo Jan 31, 2022 @ 1:00am 
No problem, i can wait.