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this fixed for me locally ofcourse 3.6 this might changed but we live at current which is 3.5.3
why would you update mod for beta?
It sure is. 👍
Moving slaves (and biothrophies and rulers and specialists) would be awesome, but sadly the Stellaris modding framework lacks a way to detect slave jobs specifically. We only get to see if a planet has *any* jobs available.
PS. The mod probably works with 2.8.X, but I'll try to update it when I have the time. :)
It should be part of the base game, period.
If it doesn't seem to be working for anyone - remember a planet needs free jobs AND housing for a pop to be moved there.
@BigRockWall I did a test run with a rogue servitor, and drones seemed to get migrated just fine. Right now though the issue is that the modding API doesn't have a way of differentiating between drone jobs and bio-trophy jobs, so drones will get migrated to planets with bio-trophy jobs. I can't really fix it either before Paradox adds some sort of support for this. I posted a request to the forum's modding requests thread about this.
@giimer Not possible right now, but that would be a good feature and I might add it at some point.
Haven't looked at rogue servitors yet, need to check those out if they have their own issue.
Still, it does nothing for machine empires.
Me and my friends are, alas, just going to mod it so that the vanilla edict is available from start for now :) (and yes, habitability was above 50% as they were citizen-bots)
I assume that by the mod not working you mean you have unemployed pops in your empire that are not migrating? Check that they meet the requirements I posted, and that there are colonies in your empire with free jobs, housing, and at least 50% habitability for the pops in question. I suspect that the pops might just not be eligible.
It sadly isn't currently possible to migrate specialists, rulers, slaves and the various prole pop types, as the current modding framework doesn't allow checking in advance whether a pop can take a job (as far as I know, anyway).
Will peek back in occasionally to check it out since, honestly, it sounds fantastic :)
destroying buildings and building slots. It also doesn't cost anything. And like the vanilla edict, it only moves pops to planets that have housing and open jobs.
I should probably write all this in the description when I figure out a clean way of doing it. 😄
https://drive.google.com/open?id=1f8YVjVOFLT5x1etnSeCeW-LgrCmhEnSJ
I added a new policy recently, which isn't in your translation yet, so if you want to add that in, I can put that in as well.
a french trad :)
https://drive.google.com/open?id=179VIR5uSzdAgWZds7qkr4eNEW1UgjH09
This mod schedules all of your planets to be evaluated on random days of the month once per month. So each planet should only be checked once per month, and the CPU load should be somewhat evenly balanced. So technically it might be doing stuff on every day of the month, if you have lots of planets, but that is actually good thing, because otherwise you'd just have a big lag spike at the beginning of each month.
I haven't personally noticed any lag caused by using this mod though. You could try setting the mod's policy to "Never" and seeing if the lag gets fixed on the next month, just to rule it out. I haven't actually measured the performance, so I should try doing a test of my own as well.
not sure but i think this mod makes my game a but laggy... in wich intervall the mod checks the planets polulation? maybe you can put this to monthly? it feels the mod check this every day and this makes my game laggy but not sure
I'll have to write a proper description in the coming days. Things are a bit lacking because so far the mod has only existed for me and a small group to use.