Stellaris

Stellaris

!!!!!No Xeno Compatibility
80 Comments
FirePrince May 6, 2021 @ 6:32am 
rip
randomuser1123456789 Jan 1, 2021 @ 3:16pm 
Rest in peace
Lofaka Nov 29, 2020 @ 6:42pm 
thank you for your service
CybrexAlpha May 13, 2020 @ 8:35am 
Thank the heavens I found this mod. Year 2700+ is ABSOLUTE HELL on my pc with all the half breeds running around.
Dellar May 13, 2020 @ 4:47am 
thank you for your service
TurtleShroom May 12, 2020 @ 3:53pm 
Thank you so much for this magnificent, beautiful Mod. It was always on the very top of my Mod list and I never played without it. Now that it has finally been deprecated, we all salute you for keeping our games free of HERESY.

Thank you so much.
Anon May 12, 2020 @ 5:44am 
Just, thank you
Sir Doggo May 11, 2020 @ 8:06am 
Finally going to be a base game option. Thank you for having this up until now.
Hoche Neuwied May 10, 2020 @ 2:13am 
This mod should be useless starting from Stellaris 2.7.1 (2020-05-12), which has build-in option to disable Xeno Compatibility.
kuyo May 9, 2020 @ 4:27am 
The civic just needs to give the pop growth buff onto worlds with many species.

That makes sense, hybrids don't. It makes sense that in a xenophillic empire you might develop a system by which different xenos may procreate (to increase number of families and growth overall), hybrids don't make sense.
Mordachai Apr 17, 2020 @ 3:58pm 
THANK YOU.
rant:
Stellaris becomes impossible to open the species list after a certain point in every goddamn game...
It tells me I have unused genetic points - you click that - and the game freezes for a solid 30-60 seconds (and gets worse if I play on beyond that) due to hybrid genetic spam!!!!
WTF plays stellaris at all and doesn't recognize that this has got to be the stupidest piece of code imaginable?
I mean - write a goddamn efficient list-building algorithm, or take this monstrosity of an anti-feature the F!@#!@#K out of your crappy game already!
flyinghamster  [author] Apr 4, 2020 @ 2:12am 
@Sir Patrick de Graham Really why we cannot have vanila Galactic Resolution that removes this perk
Sir Patrick de Graham Mar 26, 2020 @ 10:59am 
I would love this if it were ironman compatible. If the mod dev could do that it would be terrific.
Hoche Neuwied Mar 24, 2020 @ 8:32am 
Today, with Stellari 2.6.2, this mod disable Ironman, therefor no achievement.
Royce DuPont Mar 18, 2020 @ 4:18pm 
Is this supported in 2.6?
The Durutti Column Mar 8, 2020 @ 6:44am 
Awesome. While not a bad idea, i hate how poorly subspecies are implemented in the current game, especially with all the lag they cause. So thanks for this.
xerxes0 Dec 19, 2019 @ 11:29am 
Thanks for helping to eliminate the spamming was terrible and not fun
Kirstiablo Dec 12, 2019 @ 6:06am 
@hamster113 can you make that mod that clear all the events for self modification?
thanks for your work mate :)
Coocoodas Nov 9, 2019 @ 10:20am 
Could you make a version where only AIs are forbidden from picking it? I think one can do that using 'root = {ai = no}' command
Rubber Ducky Actual Oct 2, 2019 @ 4:18pm 
Hero.
flyinghamster  [author] Sep 3, 2019 @ 6:50pm 
@Rosth I recommend that Self-Mod to be restricted for Huuuuuman only.

Meanwhile, I am afraid that editing fairly old Vanilla event would cause mod-mayhem, though I do NOT care about compatibility at all. But maybe later I can make one that clears up all shitty random species spawn events and upload it as mod. For now having mod that fixes Self-Mod only is kind of quirky. (Rather I should kill all B____y H___ species spawn event all together.)
Rosth Sep 3, 2019 @ 5:31am 
Hey, one more thing to add, this mod plus No biologic ascention plus AI Species Limit greatly reduced the number of different sub-species, HOWEVER, there is still one self-modification event that also spawns shitton of sub-species. It is located in events/pop_events.txt and is called Pop Self Modification. By default it triggers if pops live on a planet with less than 40% habitbility with MTTH of 200 months, i'd say just make it less than 10% and MTTH of 9999 months or some shit.
NihilRetnar Aug 23, 2019 @ 9:36pm 
lol
Doctor Proteus Aug 16, 2019 @ 5:38am 
Oh right, sorry for missunderstanding. There is still hope then. Xeno-Compatibility is one of the worst ideas the devs have ever had. The number of new pop types it adds to the game is ridiculous. Having an open society is a nightmare with Xeno-Compatibility, so much so that when it was first introduced, the in-game UI was unable to handle the load of new pop types which caused visual glitches in the species menu because it literally could not fit them all onto it.
flyinghamster  [author] Aug 15, 2019 @ 7:43pm 
@Evil_Lord_Proteus Disgusting Xeno-F__k perk will still appear in the list, but it will NEVER be able to be "enacted" as script is set as "always IMPOSSIBLE to select" which is de facto "bye bye Xeno-F__K"
Doctor Proteus Aug 15, 2019 @ 5:10am 
@hamster113
Well it looks like yet another mod trying to remove Xeno Compatibility has failed for me then. So far not a single one works. Looks like these mods might be a case of "Use no mods but this one or no mods at all" situations. Tragic, as removing the hybrids solves a major performance flaw in the current version of the game.
flyinghamster  [author] Aug 14, 2019 @ 11:44pm 
@Evil_Lord_Proteus

possible = {
always = no
}

thus effectively removes perk entirely from game.
Doctor Proteus Aug 13, 2019 @ 6:01am 
How does this work exactly? Does it make it so that Xeno Compatibility does not appear in the game? Makes it un-selectable? I ask because i started a new game and I saw it still in the list of Ascension Perks.
flyinghamster  [author] Jul 27, 2019 @ 9:05pm 
@AHappyBadger Assuming AI have not enacted Xeno-F__k yet, yes it works.
AHappyBadger Jul 27, 2019 @ 10:11am 
is this mod save compatible
키으기 Jul 23, 2019 @ 6:20pm 
Thank you. I'll use it well
Jota Jul 18, 2019 @ 1:03pm 
Thanks, you are a true Galactic Contender
flyinghamster  [author] Jul 13, 2019 @ 5:11am 
@cactuscompany Make sure that you are aware of AI mass producing sub-species via advanced gene modding(bio-ascension); and playing on minimal primitive spawn setting to prevent additional species being added to game.
Ipoila Jul 6, 2019 @ 6:54am 
SAVIOR
flyinghamster  [author] Jul 2, 2019 @ 6:44am 
@TurtleShroom Thus, you wont have to worry about compatibility for this mod, presumedly.
flyinghamster  [author] Jul 2, 2019 @ 6:44am 
@TurtleShroom It overthrows Heretic Perk only, in separate script. Thank the Emperor that we do not need to override entire Vanilla perk script to fix single HERETIC perk.
TurtleShroom Jul 2, 2019 @ 2:48am 
This citizen is a patriot that does the Worm's work. One hundred percent certified NOT HERESY. The Emperor would be proud. What does this Mod overwrite to accomplish this fight against heresy?
flyinghamster  [author] Jun 29, 2019 @ 2:47am 
@KASIN well it do not break your save, but it wont remove AP that is already been activated.
DuckLord Jun 28, 2019 @ 9:01pm 
Does it work in ongoing saves?
flyinghamster  [author] Jun 15, 2019 @ 9:05pm 
@CMDR Emotions Thanks for information. I will test out how to cleanly purge that disgusting event away
CMDR Emotions Jun 15, 2019 @ 8:09pm 
It might just be a bug in the Colony ship menu.... Still. that even creates half breeds in 2.3. Even ID's have changed since 2.2.
CMDR Emotions Jun 15, 2019 @ 7:53pm 
Pretty sure the event also changed my founder species to that of the Half-breed, and the 2 species it came from. Not my starting species. Thank god I'm not playing Ironman.
CMDR Emotions Jun 15, 2019 @ 7:43pm 
I just had the event trigger that gives a hybrid species.

Event id is cara.4041

Dissable that event and (I think the 1k free credit event can fire it) cross breeds should be gone for good if no other cross-breed events exist.
Bad Horse May 21, 2019 @ 4:59pm 
@hamster113 That's okay, thanks anyway!
flyinghamster  [author] May 21, 2019 @ 4:07pm 
@Bad Horse This mod already disables Xeno-comp my making it unselectable... however I cannot prevent hybrid via events.
Bad Horse May 21, 2019 @ 3:05pm 
@hamster113 It's not that I dislike the A.I, it's more that I really don't like seeing six versions of the same species showing up in my demographics. Seriously, the amount of sub-species Xeno-Comp creates is out of control!
flyinghamster  [author] May 21, 2019 @ 5:54am 
@Bad Horse Haven't you intensified the hate against AI bit too much?
Bad Horse May 20, 2019 @ 9:31am 
I have an idea, although I'm not sure if it'll work.
Maybe you could remove the effect the Xeno-Comp has, making it a "Empty" perk?
So you can still choose it, but it does nothing. The only down side I can see is that AI empires might waste a slot on it, but that's a small price to pay I think.

Thanks for the mod btw!
Rowankettle May 16, 2019 @ 9:26am 
yeah i know, so the mod is still necessary (please update the .mod file to remove the mod incompat warning ty hehe)
flyinghamster  [author] May 16, 2019 @ 8:10am 
@Rowanbol in more detail, Xeno Perk will produce bunch of new species instead of sub species as bug. Which is total pain in a**. Thus I am still using my own mod for myself lmao