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Thank you so much.
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.
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!
thanks for your work mate :)
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.)
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.
possible = {
always = no
}
thus effectively removes perk entirely from game.
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.
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!