Stellaris

Stellaris

Transcendent Humanity Start System
179 Comments
James Fire  [author] Nov 14, 2024 @ 10:55pm 
Doubt it.

The Matrioshka brain has also been changed since this was first made, so idk if it's even still viable.
victoriousdread07 (private) Nov 14, 2024 @ 9:09pm 
anyone know if this still works with the latest dlc?
Anon of the Sea Apr 1, 2023 @ 1:06pm 
Well, damn. This and Incompatible Technologies are my favorite ME fics. Can't not download
dEATHRABBIT Mar 23, 2023 @ 8:13pm 
still a little glitchy but it's working in 3.7
James Fire  [author] Mar 21, 2023 @ 6:05am 
I have no immediate plans to.
dEATHRABBIT Mar 20, 2023 @ 11:09pm 
are you going to update it for 3.7 ?
dEATHRABBIT Mar 17, 2023 @ 8:22am 
Yeah it still works in 3.6.
James Fire  [author] Mar 16, 2023 @ 9:25pm 
It wasn't broken by 3.6?

Amazing.
dEATHRABBIT Mar 16, 2023 @ 6:48pm 
I was wondering if this was going to be updated because 3.7 broke just about everything and I really like role-playing with this mod.
r41n Jun 4, 2022 @ 4:24am 
I didn't play for a while now, so I stupidly assumed this could be caused only by your mod. Googling "excessive overcrowding" seems to indicate this to be caused by a year-old vanilla bug...
James Fire  [author] Jun 3, 2022 @ 6:10pm 
Overcrowding is based on having either a flat amount of pops above how much housing can support (I think 10) or 50% more pops than housing can support, whichever is lower.

So I'm not sure how those issues would be happening, as it should be going off housing, and not doing weird things like assuming each pop requires 1 housing (Which was a thing, but it's since been fixed in vanilla)
r41n Jun 3, 2022 @ 10:54am 
Great mod James, love it, thank you! I keep having some strange issues with overcrowding though. I guess due to how housing space is extremely reduced with some of the decisions. At some point, even though there are massive available housing values available (even 150+), I start seeing "housing requirements" with negative values. I could mitigate it by going synth-ascension, but as soon as I re-acquire some bio-pops the issue keeps randomly coming back. Also the "complete integration" planetary decision, which I guess is supposed to be a one time option" doesn't seem to "go away" once enacted.

Anyway, thanks again for a very great mod!
James Fire  [author] May 16, 2022 @ 10:32pm 
I don't know of any compat issues.
Mad Monarch May 16, 2022 @ 4:39pm 
would this work with Machine & Robot Expansion? cause it would be perfect
PhilosopherKing May 15, 2022 @ 8:08pm 
Thanks :)
James Fire  [author] May 14, 2022 @ 11:19pm 
Should be fixed now
PhilosopherKing May 14, 2022 @ 11:02pm 
*bio reactor
PhilosopherKing May 14, 2022 @ 11:00pm 
I couldnt build the second level of the code reactor
James Fire  [author] May 14, 2022 @ 10:10pm 
"Uploading" is supposed to be represented by the Network Integration modifiers on planets.

The decision does require lv2 of the Bioreactor, yes.

I'm not sure what you're trying to point out with that code snippet
PhilosopherKing May 14, 2022 @ 6:42pm 
building_bioreactor_2 = {
icon = "building_bio_reactor"
base_buildtime = 360
base_cap_amount = 1
can_build = no
PhilosopherKing May 14, 2022 @ 6:16pm 
does the Grow Organic bodies require the advanced building?
PhilosopherKing May 14, 2022 @ 5:11pm 
Could Uploading pops be an additional feature aside from the synthetics? Perhaps some resource or descison?
PhilosopherKing May 14, 2022 @ 5:09pm 
Ah, makes sense. Thanks sorry for not figuring it out. Thumbs up, love the mod.
James Fire  [author] May 14, 2022 @ 5:07pm 
It is exclusive with the Gene Clinic and its upgrade.
PhilosopherKing May 14, 2022 @ 5:07pm 
Also I assume the descision is active on a planet with the building? the issue is the building isnt showing up
PhilosopherKing May 14, 2022 @ 5:05pm 
Yes I unlocked the bio reactor tech with the Transcendent Evolution AP but how do I build it?
James Fire  [author] May 14, 2022 @ 5:04pm 
Well I don't add clone vats, so...

The bioreactor requires the tech for it, which is given as a research option by the Transcendent Evolution AP
PhilosopherKing May 14, 2022 @ 4:56pm 
question, the bioreactor building and clone vat buildings dont seem to show up. Do they have a prerequisite? As always, love the mod :)
Jeor Mormont "the old bear" Apr 16, 2022 @ 10:33am 
awesome, thanks James
James Fire  [author] Apr 16, 2022 @ 10:15am 
Yes.
Jeor Mormont "the old bear" Apr 16, 2022 @ 5:29am 
james, is it correct that there's no outgoing hyperlane from my starting system?
James Fire  [author] Feb 25, 2022 @ 11:12pm 
Testing on 3.3, it would appear that any crashing issues are gone. I can run Fastest and it doesn't crash.

IDK what Paradox did, but I'll take it.
James Fire  [author] Jan 31, 2022 @ 2:30am 
AFAIK it's just an overload of the script system, and having the game go slow stops it.
samsockeater Jan 30, 2022 @ 3:37am 
alright, tried it 3 times now and crashed 3 times, for the moment i am defeated
samsockeater Jan 30, 2022 @ 3:23am 
reasons this might be crashing?
James Fire  [author] Nov 26, 2021 @ 10:14am 
:D
Socracle Nov 25, 2021 @ 9:35pm 
hey i probably cbf getting the mod but i'll just let you know reading about wtf transcendent humanity was kept me up from 12am to 5am lol, so thanks
James Fire  [author] Nov 22, 2021 @ 11:33pm 
Alright, it's been rebalanced.

The Exploit interaction will need more thought though.
James Fire  [author] Nov 22, 2021 @ 10:46pm 
And, hmmm, I made this before Exploit, and just never thought of using them together. I'll have to do something about that.
James Fire  [author] Nov 22, 2021 @ 10:34pm 
I'm fixing it now.

Another issue was that someone at gigastructures broke the Equatorial shipyard, again. I've fixed it, but that needs to be uploaded.
Oranosskyman Nov 22, 2021 @ 10:26pm 
theres a chance it was interacting weirdly with the space exploitation mod, which is why i was asking more about the building slots than the resource numbers. i have over 80 unemployed pops on my capital and like 6 upgraded commercial centers that are ruined because they go over the maximum number of building slots. the problem is the same for the other 2 planets, but considerably smaller.
James Fire  [author] Nov 22, 2021 @ 9:09pm 
It should have been rebalanced fine, and 3.2 should not have messed with it.

I'll look.
Oranosskyman Nov 22, 2021 @ 6:13pm 
when starting up the origin and waiting a month for it to set up, it creates ruined buildings that seem to be buildings for building slots that don't exist. i don't have a mod to increase the number of building slots and there's a ridiculous amount of unemployment and homelessness. there's also a very large deficit of minerals, a small deficit of consumer goods, a ton of extra energy and alloys, and a decent surplus of food despite the description in the mod.

is there supposed to be an extra building slots mod to go with this mod?
PhilosopherKing Aug 13, 2021 @ 2:53pm 
Its so bootiful :)
PhilosopherKing Aug 13, 2021 @ 2:20pm 
YYYYYUUUUUUUUUSSSSSSSSSSSSS!!!!!!!!!!!!!!
James Fire  [author] Aug 11, 2021 @ 11:24pm 
Okay, good news. I'm finally able to load this mod, and upload stuff I do. Working on fixing issues, and rebalancing the economy at start.
James Fire  [author] Jul 5, 2021 @ 9:07pm 
If you'll read the previous comments, there's not much I can do.
Eldritch_Eternity Jul 5, 2021 @ 3:59am 
Hey, when I tried to load this up it crashed my game a few days after game start. I don't think it was any mod conflict (none of my mods should interfere with this one) but I can't be 100% sure.
Jeor Mormont "the old bear" Mar 6, 2021 @ 10:43am 
the mod still doesnt work for me even if i only run it with gigastructures. not sure why or how. maybe the local version is kaputt
James Fire  [author] Mar 2, 2021 @ 3:56pm 
Yeah.