Stellaris

Stellaris

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Animated Silicoid Portraits: Revisited
   
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Aug 19, 2021 @ 9:27pm
May 19, 2023 @ 12:43am
19 Change Notes ( view )
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Animated Silicoid Portraits: Revisited

In 1 collection by corsairmarks
Silfae's Portraits: Revisited
30 items
Description
Overview
Do you dream of glassy silicoids? Or perhaps you'd like some rock-people with sexual dimorphism? Silfae's "Animated Silicoid Portraits" mod delivers several different options for portraits and extra gameplay features. Do you wish the gameplay elements were up-to-date so that you can play the Taclariotan Influence or Mandate of Druerd as designed? Then this mod is for you!

There are lots of other mods which contain these portraits, so why should you choose this one? None of the others update the species traits, custom empires, or shipset, but this one does! Please enjoy my translation of Silfae's custom empire into modern Stellaris.

Changes
All gameplay features from the original mod are upgraded to be fully compatible with Stellaris 3.8 "Gemini," the latest version when this was written. Updates include:
  • Update the included Contingency-swap shipset silicoid_01
    • Ensure the ship entities are blank for ship sections and instead use the ship hull as the attachment point for the Contingency graphics
    • Add missing entities and weapon locators
    • Remove duplication
    • Fallback for titans, juggernauts, and colossi is Contingency (ai_01), which itself will fall back to mammalian
  • Update silicoid civics to use modifiers available in modern Stellaris (also now available for Lithoids)
  • Allow silicoids as a secondary species and to spawn randomly (which requires at least one random namelist)
  • Add a silicoid namelist (sourced from a variety of random name generators)
  • Silicoids are now part of the LITHOID archetype (requires Lithoids)
    • They remain a separate Silicoid (SLCOD) species class
    • Can use many common built-in traits (although some are specifically omitted by making trait_silicoid incompatible with them)
    • Molten cannot be taken by species starting on cold worlds, Cold Pulse cannot be taken by species starting on warm worlds - this restriction applies to any origin that allows you can select your species' ideal climate
    • Can use (most) lithoid traits and unique silicoid traits
    • Lithoids (species class) cannot take any silicoid traits
    • Will work with built-in ascension paths and other gameplay features that require BIOLOGICAL or LITHOID archetypes
  • Override inline_scripts\pop_categories\regular_upkeep.txt in order to balance silicoid Pop upkeep (0.25 food, 0.75 minerals in most situations, 0.25 food and 0.75 energy for Electroids)
  • Update most silicoid traits
    • Update "Sparkly" and "Grotesque" to reduce or increase amenities usage (old effects no longer available)
    • Silicoid and Electroid traits (and Idealized/Demanding Structure) adjusted to work on energy/minerals/food instead of consumer goods
    • The silicoid trait is now a middle ground between biological species and full lithoids - this is a design change from the original so silicoids aren't merely alpha-version lithoids
    • Some trait effects tweaked with an eye towards vanilla balance
  • Adjust silicoid setup event to ensure at least 1 farming district on their homeworlds
  • Update prescripted empires
    • Tacloriotans now also have Sparkly - they had an unused trait pick
    • Taclariotans now use the new SLCOD1 namelist instead of ART1
  • Also include the Silicoid portraits in the built-in Lithoid species class for use without the above gameplay changes, although they cannot randomly spawn (since Stellaris 3.8)
  • Silicoid portraits with sexual dimorphism support mono-gendered species (since Stellaris 3.2)
Compatibility
This mod is also incompatible with mods that add the same species class, traits, shipset (by name - other reuses of the Contingency will be compatible), or art assets (portraits and meshes).

The Launcher will tell you that some mods are outdated - that is because the dependencies are both out of date with the game's version number. This mod overwrites and replaces all incompatible code so that the portrait mod will function as originally designed. You can safely ignore the out-of-date warning for the dependency mods.

Built for Stellaris version 3.8 "Gemini." Not compatible with achievements. The shipset does not have NSC classes.

Dependencies
In order for this mod to function, you must install these two mods and load them before this one:
When to Install
This mod should be added before the game has started. If you remove it from a game in progress, your game may have graphical problems if any species was using the custom portraits or city graphics.

Known Issues
This mod overwrites the corresponding species class added by "Silfae's city sets updated" so that it will not be available for use. Expect to see one line in error.log like this:
[23:01:47][game_singleobjectdatabase.h:165]: Object with key: Silfae-Silicoid already exists, using the one at file: common/species_classes/zz_silfae_cities_silicoid_exclude.txt line: 2
Changelog
See Change Notes

Source Code
Hosted on GitHub[github.com].

Special Thanks
I was inspired to extend the original mod when I saw Endugu's expansion of Silfae's Animated Xirmian Portraits. Modular mods that require downloading the original mod(s) help give credit where credit is due.

An extra special thanks to Silfae for creating and sharing so many detailed, animated portraits for the community.

[discord.gg]
11 Comments
Artemis the avali Jan 3 @ 5:40am 
do you think we'll get a change to the Citadel type to be more in line with shipset ?
Milton Jun 14, 2022 @ 4:25am 
Unfortunate. I don't have the skill, knowhow, nor time to maintain a submod for compatibility. Thanks for responding and clarifying that however.
corsairmarks  [author] Jun 13, 2022 @ 9:35pm 
@Milton there is unfortunately not a way to check a whether a Pop's environment preference is cold or dry (for the species_potential_add) - I opted for "safety" there by excluding only the 3 cold/dry classes as appropriate. The habitability bonuses do apply on cold/dry worlds:

triggered_planet_growth_habitability_modifier = {
potential = {
exists = planet
planet = { is_cold = yes }
}
pop_environment_tolerance = 0.5
}

Furthermore, the allowed_planet_classes section requires explicitly listing planet classes. I don't want to add support directly to this mod due to the error log spam it generates, but feel free to make a submod yourself. Traits require a full-file overwrite.
Milton Jun 13, 2022 @ 5:32pm 
Can you please make a separate patch or directly update this mod for the silicoid traits Molten and Cold Pulse to work with planetary diversity world types? All that should need changing is instead of tying the traits to specific planet types instead tie the traits to the world categories Dry and Cold.
corsairmarks  [author] Jan 11, 2022 @ 7:27pm 
@Drachenor https://steamcommunity.com/sharedfiles/filedetails/?id=2578037235

I did all of them. There's a combo mod too (check my workshop page).
Drachenor Jan 11, 2022 @ 6:46pm 
Oh I hope the eldritch one gets updated.
corsairmarks  [author] Aug 25, 2021 @ 4:54pm 
@shaw42 no, but it's already been done - check here: https://steamcommunity.com/workshop/filedetails/?id=2581706838
shaw42 Aug 25, 2021 @ 2:59pm 
i wonder if you going to do robot.
Beast-Storm Aug 21, 2021 @ 3:31pm 
Thanks for the reminder @corsairmarks I saw it in the description :)
corsairmarks  [author] Aug 20, 2021 @ 8:53am 
@Beast-Storm don't forget that this mod requires you to have Silfae's original mod installed.