Stellaris

Stellaris

!!!!!No AI Biologic Ascension
98 Comments
=L33T 720= May 9 @ 8:39pm 
Mod is actually not working now, since before the 4.0, i ended up finding cloning vats in AI empires planets while conquering
ItsDaKoolaidDude Mar 9 @ 11:41am 
Is the mod working and updated?
Palpatine34 Jul 24, 2022 @ 8:20am 
this mod is not working
ANIMUS Jul 7, 2022 @ 12:10pm 
GREAT MOD, LOVE THE DISCRIPTION,
Fisicosaurio Feb 5, 2022 @ 4:10am 
I laugh a lot reading all this s__t we all know actually happen.
Dream O Cinzento Sep 11, 2021 @ 9:57am 
Finally i don't have to play driven exterminators if i want to play a longer game
SSS-class Principled Pragmatist May 4, 2021 @ 8:11am 
Your description answered many questions I had as to what causes the drops in performance, thanks
chazman1189 Mar 28, 2020 @ 10:07pm 
I am running this mod, and it isn't functioning. The AI continues to spam multiple, single entity sub-species, to the point where I can no longer open the species menu right now without crashing the game. Is there any chance you can go through the code and the changes made with 2.6, and ensure that it still functions properly?
Hoche Neuwied Mar 24, 2020 @ 8:37am 
Today, with Stellaris 2.6.2, this mod disable Ironman, therefor no achievement. Tought?
Dellar Mar 21, 2020 @ 9:11am 
@hamster113 can you give me a list of these modsabout gene editing? cos I don't seem to find them at all
flyinghamster  [author] Feb 29, 2020 @ 9:44am 
@清风明月 It also can be event generated species. Don't forget about self-modification events.
清风明月 Feb 16, 2020 @ 6:31am 
Thanks, but AI still creates new species, I don't know why...I use your mod and 'AI Species Limit' mod together.
flyinghamster  [author] Feb 14, 2020 @ 11:29am 
@machinereplica This mod do not restrict gene editing itself, if you want that to be killed, there are great mods that helps with that.
flyinghamster  [author] Feb 14, 2020 @ 11:28am 
@清风明月 Sorry I am too lazy recently... mod is still functional but it just has annoying outdated alarm :v
flyinghamster  [author] Feb 14, 2020 @ 11:28am 
@RedFox_NT AI synthetic ascension reduces lag. so... negative.
清风明月 Feb 14, 2020 @ 2:20am 
please update to 2.5+, plz, thank you~
RedFox_NT Feb 12, 2020 @ 11:17pm 
is there no Synth Ascension for AI version?
machinereplica Feb 8, 2020 @ 12:14pm 
This didn't seem to work for me, AI still makes gene edits.
xerxes0 Dec 19, 2019 @ 11:21am 
I was wondering where all the excessive annoying sub species were coming from
flyinghamster  [author] Dec 14, 2019 @ 2:20am 
@PR3D4TOR goes well with AI species limit.
Corax Dec 14, 2019 @ 12:07am 
Is this usable alongside "AI Species Limit" mod or does this do the same?
mys1233 Dec 10, 2019 @ 9:35am 
thx bro!
Doro Nov 2, 2019 @ 12:36am 
cup0+1000
flyinghamster  [author] Nov 2, 2019 @ 12:05am 
@[DG] Z Type Knight

Check out Merge AI Species Mod made by some brilliant Modder. Amazing Mod indeed.
[DG] Z Type Knight Nov 1, 2019 @ 12:00pm 
Don't know why the AI ends up wasting all of it's society research on modifying the population of one planet with one different trait. No wonder why we play Fanatic Purifiers. Was hoping for a less extreme option (If an AI empire has a certain number of different species in the empire (Like a dozen), it will gene mod all of the population of a particular species to one template rather than have 50 different templates.)
rararara Oct 28, 2019 @ 8:05am 
thank you :lunar2019piginablanket:
明明灭灭 Oct 25, 2019 @ 11:40pm 
nice
flyinghamster  [author] Oct 25, 2019 @ 7:47pm 
@Durandal @明明灭灭

Mod updated for 2.5. no actual changes but only to fit into new mod structure of post 2.4
flyinghamster  [author] Oct 25, 2019 @ 5:14am 
@Durandal I will work on it at tmr. It is quite simple but only issue was that I need to organize entire mods that I have installed if I update to 2.4
Durandal Oct 24, 2019 @ 7:05pm 
@hamster113 it's released
flyinghamster  [author] Oct 24, 2019 @ 6:58pm 
@明明灭灭 No, due to mod structure change this mod will not work in 2.4. I am not updating this mod till lithoid DLC release.
明明灭灭 Oct 24, 2019 @ 7:02am 
Is this Mod valid in version 2.4?
Durandal Oct 10, 2019 @ 11:38pm 
I almost feel like this mod should also just deny the AI access to the gene tailoring tech as well
flyinghamster  [author] Sep 16, 2019 @ 7:40pm 
@Battlefleet_Covfefe

Yes, assuming that they still have trait point remaining, yes.
This mod only can remove infinite loop of gene modding, which is the clear limit. :(

However if you are using job-calculation removal mod ( which has cost of giving up species trait optimization.) made by some Russian Modder, you will be totally free of Job Calc issue (though gene modding spam itself makes lag :v)

However, if you do not prefer that extreme solution, you should use this mod with no Xeno Compatibility mod, and WITH merge sub species mod.
Kangz of Memphis Sep 16, 2019 @ 6:36pm 
Do they still subspecies spam without the biological ascension perk? Because I’m getting loads of sub species spam with 1 trait point left over from the AI( I did not take bio ascension perk myself), which seem to indicate that the AI didn’t actually take the ascension perk.

Seriously the number of identically named subspecies in this game is gonna make me blow a damn blood vessels, godamn why the fuck did hadn’t they fix that.
JenkoRun Sep 11, 2019 @ 1:28am 
Modders do a better job with this nonsense than PDX, goodness they are lazy.
flyinghamster  [author] Sep 10, 2019 @ 7:12pm 
@PeEl

If you want reasonable lag-free game during entire game-span, you MUST get rid of trait-based job allocation priority modifiers from pop_jobs, AND install ALL mods that addresses issue with having overcrowded galaxy: full of sub-species and just spammy pops.
flyinghamster  [author] Sep 10, 2019 @ 7:10pm 
@PeEl

I normally expect that life-span of lag-free game gets extended for, about 25 in-game-year, with this mod AND No Xeno-Compatibility Mod.

When used with other mod that addresses issue with gene-modding itself, life-span will prob get extended for 25 in-game-year, which will be reasonable till late-mid-game.
(At End-Game, it will begin to lag again. sigh, this is just because you have too much pops requiring job allocation calculation at that point.)
flyinghamster  [author] Sep 10, 2019 @ 7:07pm 
Also notice that, to have job calculation lag totally waived, you need to get rid of trait based job priorities. This... requires butchering of the Vanilla files, so well, I am working on some separate mod that addresses job calculation due to trait variance, but it wont be Vanilla Ice Cream.
flyinghamster  [author] Sep 10, 2019 @ 7:06pm 
@PeEl

I admit that this mod alone cannot fully prevent galaxy getting overloaded with sub-species, it only can prevent AI from adding and removing same trait again and again, which still does significant lag removal.

I strongly recommend using species merger mod (on workshop main page now I think) made by some brilliant modder, to clean-up mess together.

What this mod can do :

1. prevent AI from getting stuck at keep adding and removing trait loop.
2. prevent AI from having too much variable for sub-species traits
3. prevent AI from creating virtually infinite number of sub-species

What this mod cannot do:

1. totally preventing AI from gene-modding.
2. preventing AI from getting random self-gene modding event.
3. merging created sub-species
4. preventing AI from getting event-created sub-species such as Rackets.
5. preventing AI from getting Xeno-mixed sub-species - use separate mod for this.
PeEl Sep 9, 2019 @ 5:51am 
Do this mod work? I started a new game after installing it. I had pretty nice game, but I looked at species and... One have two subspecies. Am I doing something wrong? Is it normal? Or after next 10 ingame years my galaxy will be flowed with hundres of subspecies and save is already trash?
Alkpaz Aug 22, 2019 @ 8:58am 
@Rosth Thanks!
Sβthere Aug 18, 2019 @ 3:45pm 
NICE
Rosth Aug 14, 2019 @ 7:56am 
It's this mod that restricts the number of subspecies:
https://steamcommunity.com/sharedfiles/filedetails/?id=1830063425
Kaptin Dakkist Aug 13, 2019 @ 6:37am 
I got to 2330 by "fast_forward" and not a single AI was able to research gene modding or robomodding by adding that "is_ai=no" check. I don't have conclusive data, but in the relatively same conditions my game which still had a shitton of subspecies due to genemodding and robo took several seconds to make a day, while my fixed game took roughly one second for a day.
flyinghamster  [author] Aug 12, 2019 @ 10:37pm 
@The Black Swordsman There was a report saying that "is_ai=no" worked quite quirky. However, no worries, someone actually came out with the best possible resolution : setting the maximum AI sub-species mod. I forgot its name though, but you really should look for it. Regardless, I still honestly recommend using more enforcement (not has to be a this mod, but anything that adds more restriction on AI) together.
Kaptin Dakkist Aug 12, 2019 @ 9:59pm 
AI still spams a shitton of subspecies with the standard genemodding. I added an "is_ai=no" check to the genemodding and robomodding techs so that the AI won't even get them as tech options. Haven't progressed far enough to test if performance is better, but simply disabling bio asc and xeno comp isn't enough to stop the subspecies spam.
JenkoRun Aug 6, 2019 @ 8:07am 
Bugger. Thanks anyway
flyinghamster  [author] Aug 6, 2019 @ 12:53am 
@OldSkies Having some flag-scan for conditions required gene-modding, ended up with failure with recent test done in Korean Community. It disables gene-modding for Players too, as, due to some hidden hard-code-lock, game-rule for gene-modding dose not accept is_ai = no check.

So, it is not possible to have "AI Gene modding allowed once per *** only."
flyinghamster  [author] Aug 6, 2019 @ 12:48am 
@OldSkies Somebody is already experimenting on special mod that introduces policy that disables gene modding (grants bonus in return), and forces AI to use restricted gene modding policy. It is not yet fully ready and currently being tested by Korean players in Korean Communities.