Stellaris

Stellaris

Plentiful Traditions 4.x
3,781 Comments
Kavvan Shrike 17 hours ago 
for anyone who wants a fix for clone vats but feels like this is a bit of a wait for what is essentially one line of code go to 01_pop_assembly_buildings.txt find the code that starts with:
#############
# Clone vats
#############

and right after this change:

building_clone_vats = {
base_buildtime = @b1_time

to

building_clone_vats = {
planet_limit = 1
base_buildtime = @b1_time

then save the file.
Monstah ⚠ Osprey Diver ⚠ May 23 @ 11:34am 
@Fikus I use UI Overhaul Dynamic - More Tradition Categories (16) with all the traditions mods in my modlist. It's pretty decnt for the amount of traditions i use
EtheneSann May 23 @ 5:55am 
this mod makes the planet limit of Clone Vats to be 0 again
Fikus May 22 @ 11:50pm 
Hello, the window for traditions wont show all of them (i cannot scroll down) but i can scrtoll down ascensions ... anyone can help :D ?
lynx May 21 @ 9:17am 
The planet limit of Clone Vats is zero,this bug have been already fixed.But this mod makes this bug appear.Please fix it bro.Thanks :)
Abominus [GER]  [author] May 20 @ 1:57pm 
Made an Update, I dont think it works for malice, but I'd be happy if you ladies could test it too.
弯腰捡BT May 20 @ 9:55am 
The Void Dwellers Origin cannot select the ​​Expansion ascension perk​​ for building additional Habitats.
Helios May 19 @ 6:48pm 
Sorry if this is a stupid question, but this mod is not compatible with Ethics and Civics (Classic)? I get a game freeze as soon as I unlock the technology on the slaves (the building)
Wukong² May 19 @ 12:40pm 
Whenever robots build the research building of the empire idea it dissapears magicaly and the pops go crazy :(
Cython May 19 @ 3:02am 
the tower of affinity from the affinity tree seems to be bugged? pops cant be assigned as culture workers the work itself doesnt give anything
shade May 18 @ 10:38pm 
So, the habitat ascension perk might need to be reworked, wording at minimum needs some work done on it.
os May 18 @ 2:36pm 
yes, they are. though you can avoid freeze even if traditions researched, just saveedit and remove malice tradition :O
AlexnChaos May 18 @ 4:14am 
Slave Implants and Malice still borked?
sNuiK May 16 @ 7:53am 
Hello

There is a weird bug that you don't get more than 2 biomass per month (wilderness origin).
I've got 4 cradle of rebirth on my planet, Without the mod i get around 10biomass, when i enable the mod im stuck at 2, no matter how many more cradles i add. :Blessing:
[KOR]Bichang May 16 @ 7:50am 
This mod modifies TRADITION_COST_TRADITION, making tradition acquisition too fast. Can this be removed or made optional?
Sunshine Von Der Mond May 15 @ 4:21pm 
What happened to the randomly generated extra-galactic clusters that where wormhole accessible? are they no longer possible with 4.0?
Hiztaar May 15 @ 2:52pm 
Hello!

A few bugs found:

- Weapon research facility does not unlock as scientific and can only be built on energy building slots > Fix to assign the building as research building
- Anguish unlock order is not what is displayed on screen.
Ashtart May 15 @ 9:15am 
After testing, it was found to be caused by the advanced slave facility. Once the neural implants are researched and the tradition of "Malice" is unlocked, the building list will stuck when opened.
Ashtart May 15 @ 8:11am 
It got stuck when opening the building list, and it became normal after canceling the MOD.
Zalpha May 15 @ 4:37am 
@Depressed Half-Elf
I am guessing you are using the UI Overhaul Dynamic version and not the stand alone one. You might need to get the UI Overhaul Dynamic - Ascension Slots mod. Then use Irony mod manager and do a merge patch. That will fix your issues.
xkuripuri May 15 @ 12:57am 
Something to consider, as a result of 4.0, a lot of the bonuses of things are changed from buffing the production type (like getting unity or research), and have been changed to buffing the job efficiency related to that.
[TmX]Handepsilon May 14 @ 6:40pm 
@Kavvan Shrike

Yeah, some of the buildings still have older unusable jobs. Some are getting fixed, but there are still instances (Unity Buildings seems to still need updates)
MattS May 14 @ 2:33pm 
Maybe I'm missing something (I don't think I am) - having this enabled makes it impossible to build bioships. The techs are researched, but can't create new designs and can't build them
I looked to see if this was locked behind a tradition and as far as I can tell, no?
Kavvan Shrike May 14 @ 5:56am 
the persuasion trait of the aspiration tree acts very weird, it makes alot of jobs nobody in my hive mind can seem to work in so it appears like I have a bunch of unfilled jobs.
Depressed Half-Elf May 14 @ 12:46am 
Is there anyway to fix this mod with Tiny Outliner? I'm unable to scroll down so I lose access to over half my tradition slots, and the only scroll button is for the Ascension perks to the right.
dakotacj May 13 @ 9:19pm 
Still getting the hang up, but only when also running Universal Game Rules Patch. It runs fine with every other mod that's been updated. So the hang up might not be the mod itself. (^_^;)
BW.pickaxe May 13 @ 8:38pm 
The bug of getting stuck due to this technology still exists.When i place my mouse on this technology option,it gets stuck.If i don't do this,everything will be normal.
DracoMcGee May 13 @ 5:12pm 
Dont know about others but still happening for my save ;')
Skyspace May 13 @ 3:19pm 
Thank you for the fix!! :steamhappy:
Abominus [GER]  [author] May 13 @ 1:28pm 
I deleted the slave army stuff in this update right now. Maybe that was the problem.
DracoMcGee May 13 @ 1:18pm 
I however don't have the neural implants option, its just hard freezing whenever my new society research option list shows up.
DracoMcGee May 13 @ 1:11pm 
Im also getting hard freezes, since the last update. Im a decent way into this playthrough too lol
LauraTons May 13 @ 12:13pm 
I am also getting the bug of a hard freeze when hovering over the "Neural Implants" research option.
Hans Worst May 13 @ 11:39am 
I think today's update created a new bug. Cradle of Rebirth building doesn't give bonus pop anymore, completely tanking any pop growth for Wilderness origin.

I've tracked it down to the pop_jobs/04/gestalt_jobs.txt file, line 178.
In this mod it has "triggered_planet_pop_group_modifier" but it should be "triggered_planet_pop_group_modifier_for_species"
LauraTons May 13 @ 5:46am 
Thank you for the fix for plentiful_traditions_robotics.1
WZK May 13 @ 4:05am 
当神经植入物出现在研究选项或已研究列表中时,会闪退
Kavvan Shrike May 13 @ 3:29am 
does anyone else feel like from a flavour standpoint that aspiration tree's trading depot doesn't make sense anymore since energy credits aren't what we trade in as of this patch?
dakotacj May 12 @ 9:37pm 
No luck, it still hangs when Neural Implants appears in either research options or researched lists. As soon as it appears on screen, it hard hangs, and doesn't generate any information. Tested multiple times in multiplayer and single player, as soon as the host looks at it, they get frozen out. I wish I had more info on it to share.
BW.pickaxe May 12 @ 8:21pm 
it will cause other traditional modules with added features to be covered.
Timmah May 12 @ 8:14pm 
Clerk jobs are still a thing in Ring Worlds.. or at least there were in my last Virtualization playthrough

Robotics Facility, and other Specialized Research building jobs seem to get added but not actually worked by Pops..
[TmX]Handepsilon May 12 @ 8:07pm 
I'm seeing Merchant and Clerk jobs here in the production buildings. Those don't exist anymore. The first one is merged with Politician jobs and the latter is completely purged into Civilians instead.
BlackLuck May 12 @ 7:34pm 
it is very similar to the bug I reported about habitats and ecumenopoli a couple days ago.
BlackLuck May 12 @ 7:33pm 
so is the Maginot World a thing of this mod? or of Megastructures? because I think one of your traditions deals almost exclusively with it. 1. the jobs are still 3.14, and 2. I get a hard crash on trying to expand the district with specialties. this is overlookable except* every save after I have completed the Maginot World is corrupted. It always gets stuck on "Preparing Game".
[TmX]Handepsilon May 12 @ 6:23pm 
@Abominus [GER] considering that some people (me for example) used Ecumenopolis for research since we found out it's VERY powerful in 4.0, yeah, making it more generalised would probably be nice.

Plus that wouldn't have worked too well in Habitats anyways.
Abominus [GER]  [author] May 12 @ 3:23pm 
@dakotacj @Skyspace
Maybe it works now.
dakotacj May 12 @ 3:12pm 
Game hard freezes without crash report (>.<) when Neural Implants (Slave army tech) appears in the research options/is chosen.
Skyspace May 12 @ 3:11pm 
Hi, thank you for your mod! :)
I have similar problem of Opousinthesun: Event: plentiful_traditions_robotics.1...etc and the game crash :(
Abominus [GER]  [author] May 12 @ 1:27pm 
@Shinyaa
Yep, I changed it, was a design decision. You have three different districts, so I thougt it fit.
Do you all suggest something more generalised? I'm still in the process of finding.
Burch May 12 @ 10:11am 
Thank you for your mod. I have a suggestion for you.
Change your supported version to the following -
supported_version="v4.0.*"
and it will keep your mod showing as up to date even if Paradox does updates.
Suicide Commando May 12 @ 8:17am 
When I add this mod, along with it's 2 companions. The starbase shipyard has an 'ok' button in every section of ship types, and I'm unable to build any ships.