Stellaris

Stellaris

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Virtuality Overhaul
   
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17 mei 2024 om 21:53
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Virtuality Overhaul

Omschrijving
Virtuality Overhaul

Provides an opinionated overhaul to virtuality, alongside some bug fixes.

Overhaul concepts
  • Allow worlds to be active or inactive, giving control over which worlds will host virtual pops.

  • Incentivize investment into artificial worlds and structures for virtual pops via tweaks to debuffs.

Vanilla bugs fixed
  • Your colonies (including your capital) that houses only virtual pops will no longer be destroyed at the end of the month if you decide to restrict all jobs from being worked.

  • Removed references to non-existent reduce server load decision

Clustered Capacity Changes
  • Inactive worlds will no longer count toward the colony count for virtual pop debuffs!

  • Colonies on active artificial worlds only reduce the output bonus by 6.25% (Active Non-artificial worlds still reduce it by the full 25%). This is to incentivize virtual empires to build technological "worlds", such as ring worlds.

  • Pop upkeep increased from 0.1 energy per colony to 1.0 energy per active colony. (The vanilla 0.1 increase is honestly unnoticeable with how productive virtuals are. This again is to incentivize virtuals to build infrastructure, such as dyson spheres.)

  • The tooltip now shows the current amounts of the above debuffs. Please note, the species trait tooltip can't show this due to engine limitations.

Virtuality finisher decision changes
  • Tweaks server shutdown decision to act as a soft shutdown. Shutting a server down attempts to safely remove all virtual pops from the colony (will leave 1 if there are no non-virtuals on the colony, so that it's not destroyed). Most importantly, worlds without an active server do not increase the clustered capacity debuffs. (Now you can be a xenophilic pacifist virtual race, and have utopian worlds for your biological friends!)

  • Adds server reboot decision. Available on worlds with a shut down server, it allows rebooting the server to host virtual pops again.

  • Adds server dismantle decision. Available on worlds with a shut down server, it permanently removes the last virtual pop from the world (which will destroy the colony if you have no non-virtual pops on it)
20 opmerkingen
Pietrooperv 15 feb om 11:03 
Yeah, I agree with the last guy. Even with just a couple planets the +1 energy per planet per pop is really punishing. You basically cant colonize because it will immediately tank your energy.
MDK363 10 feb om 12:11 
i was looking forward to this then i got hit with 6k energy deficit cause of the increase to pops. not playable....
Pietrooperv 10 aug 2024 om 18:25 
Is this mod broken? My pops all have +175% despite having 10 colonies, only two of which should count as artificial worlds.
Sammich 19 jul 2024 om 18:45 
is this mod compatible with evolved? when i got virtual ascension pretty much none of the features worked. the only thing that worked was shutdown removing all but 1 virtual pop, dismantle removing the last, and reboot bringing them all back, but even then shutting down/dismantling the server doesnt remove the colony debuff like it should.
artificial worlds still reduce productivity by 25% instead of 6.25% and colonies still increase upkeep by 0.1 instead of 1
Bombface68 9 jul 2024 om 14:16 
I made a simple mod to fix this mod not working alongside giga for yall to use until Aristine fixes it themself: https://steamcommunity.com/sharedfiles/filedetails/?id=3285260899
goliathead 7 jul 2024 om 10:14 
@GAL Farkam You can find your total virtual efficiency on the top left side of the virtual trait. And from what I found, Ecu, Hab, Machine World, Ring World, basically anything you yourself construct / expand with artificial habitation counts for the limit.
GAL Farkam 7 jul 2024 om 6:51 
What counts as artificial world? Ecumonopoli? Habitat? Machine world? Also how do you check how much the penalty is being applied?
Parker_TheGhost 1 jul 2024 om 17:02 
@goliathead giga only just updated to 3.12 so I believe any changes they made with that are conflicting with this mod. After looking in the files for giga I found that on top of modifying the same tradition it also has a separate multiplier that seems to overwrite the planetary effect on the virtuality server.
goliathead 1 jul 2024 om 3:10 
@Parker_TheGhost Do you think this a recent change? Suddenly over the weekend, ALL of my colonies were counting against the virtuality limit, even though the mod effects were working as intended in the same mod order and campaign the day before.

For example, I had 3 ring world segments colonized, with 2 planets (servers off). My virtuality credits were 3 and total virtual score down by 1.5625, which seems to be accurate to the mods math. This was still with gigastructures. Then something broke over the weekend and now its counting .5 energy credits per pop and I'm down to .50 virtuality work score, which looks like vanilla values.
Parker_TheGhost 30 jun 2024 om 19:10 
@goliathead I think Gigastructual and this mod has conflicts and is causing the changes to colonies this mod makes to be ineffective.