Stellaris

Stellaris

Genetic Experiments
100 opmerkingen
JayJ 19 nov 2021 om 9:53 
Hi thanks for creating this amazing mod! @marBin yes I have the same problem. Would it be possible to change the policy to a planet decision so that we can control per planet if we are assembling robot or organic pops?
[MEAT] MeatBoy 10 okt 2021 om 14:57 
anyone else having an issue where you cant assemble organic pops? it keeps saying that there is no pops i can assemble.
Dar Kunor 24 apr 2021 om 10:53 
also, it says "there are no species that can be assembled on this planet"
Dar Kunor 23 apr 2021 om 20:07 
help, i have a problem, when my organic pop assembly beggins, it shows the species being selected, but every month resets and it doesn't advance, could you fix it plz?
Dar Kunor 23 apr 2021 om 8:05 
so... its the mod compatible with 3.0? i love it! and i wish to keep using it...
A.Pot 9 feb 2021 om 4:12 
I gave this mod a try and am really enjoying it. Is it possible though if for the production of clones or robots to instead be a per planet decision instead of a policy?
flyingSwine 31 dec 2020 om 12:03 
Is there an update planned?
Bruorton 20 nov 2020 om 14:25 
Hahaha, never mind I guess... But definitely a shout-out to Muggins as the devs have now announced that Organic Pop Assembly will become part of the core game mechanics.

Thank you for giving us this gameplay over a year ahead of everyone else!
Bruorton 15 nov 2020 om 19:15 
Hm, this doesn't seem to be working for me anymore -- clone vats still create lifecrafter jobs, but it claims there are no pops it can assemble on the planet.

It might be a mod problem on my end, of course, but I tried moving it to the very end of the load order and still no dice. Anyone have it working successfully in 2.8? Or an updated version of it?
Spectre 25 okt 2020 om 22:45 
here is an idea, add the ability to assimilate other pops into your species
OverlordMGC 12 okt 2020 om 12:57 
Would be nice if that happens but well nobody of forcing you.
Mugi  [auteur] 12 okt 2020 om 12:49 
Might be able to update the mod for Necroids.
OverlordMGC 12 okt 2020 om 12:37 
I remember having very much fun with this mod. Will ist return someday or will it stay dead?
Mugi  [auteur] 6 okt 2020 om 0:50 
I'd love to, along with handling the transition to biomorphs differently. But that's a problem for future me to tackle.
Scytheman11 4 okt 2020 om 14:39 
Thank you for making this mod. I was wondering if you know when you plan to update it so we can assemble lithoids with the cloning vats?
Mugi  [auteur] 2 okt 2020 om 9:52 
Make a fork if you'd like, I'm unfortunately quite busy and haven't had the time to update since lithoids.
MaeltneMealtime 1 okt 2020 om 9:29 
Is this still being actively maintained? Mind if I make a fork for my own adjustments?
MaeltneMealtime 17 sep 2020 om 18:20 
A request: in the superior_species_rules.txt file; between the BIOLOGICAL and BIOMORPH statements, please add a similar LITHOID statement.
Bebop Cola 19 apr 2020 om 8:26 
Excellent mod. Looking forward to the update.
Mugi  [auteur] 19 apr 2020 om 7:31 
It's likely an issue from Lithoids or Federations. I'll try and squash it when I update the mod.
Marxist Knight 19 apr 2020 om 4:32 
Great mod so thanks for your work! Sorry if you're already aware (or it's another issue I have because of mod incompatibility) but I can't assemble robot pops? The policy is definitely set to robot assembly but once I've discovered robot workers, I don't get an option to create a robot template and no assembly happens when there are roboticists on a planet.
Shootnik 22 mrt 2020 om 2:51 
Russian?
ZacharyBuilder 19 mrt 2020 om 23:10 
Alrighty, thanks for responding.
Mugi  [auteur] 19 mrt 2020 om 21:43 
Yes, working on it now. Will need to overhaul biomorphs to work with lithoids though.
ZacharyBuilder 19 mrt 2020 om 18:24 
will this mod be updated?
Lazy Invincible General 14 jan 2020 om 13:18 
I think you should link the events for making the biomorph together instead of having them on a timer... I say this because apparently I have too much society research and go through the entire thing in a month and can only choose what they look like....
Rilloff 27 okt 2019 om 5:16 
Then update will be released?
Mugi  [auteur] 21 okt 2019 om 20:52 
I'll look into it when I update the mod to 2.4, TurtleShroom.
TurtleShroom 21 okt 2019 om 14:39 
The changes to technology and the Cloning Vats should be removed, for the purpose of univeral compatibility. Simply create a second technology that permits what you want to do and have an Event grant it once you get the Cloning technology. For the Clone Vats, don't change them, and instead add a new Building. The more a Mod is compatible, the better it is.

Obviously, Assimilation's change must be included, but a little bit more compatibility is worth it.
Kaz 18 okt 2019 om 5:11 
Bizarre bug, but whenever the game has to create a brand new biomorph leader (if you've fired enough of the existing leaders so there arent any left), the leader's gender will be listed as "indeterminable" in debugtooltips and the portrait will default to the first gender, i.e if humans, you'll only ever get dudes from that point on.
Mugi  [auteur] 8 okt 2019 om 23:24 
If you've got the tech, it should change from cloning to robotics accordingly.
OverlordMGC 7 okt 2019 om 4:58 
What happens with my cloning buildings if I change my policy from organic cloning to robotic assembly and vice versa?
OverlordMGC 10 sep 2019 om 10:07 
I don't know why but I have somehow the feeling that this mod needs some biomechanical looking portraits. Somthing half life looking or like that... i don't know why I have this feeling.
Robert 15 aug 2019 om 8:28 
I can't set my main species (and only, as a Hive Mind) rights to Assimilation.
So that's a no go unfortunately.
Mugi  [auteur] 15 aug 2019 om 3:40 
Actually, though it might take a while, you should be able to re-assimilate your original species back into biomorphs through their species rights. Making a more robust, even targetable, version of the Superior Species project might be a good middle-ground though. I'll look into it.
Robert 14 aug 2019 om 9:42 
I half-worked around it by simply gene modding my original species to what I want, which is stronger than the old Biomorph now. I feel like a full work around would be allowing me to do the Superior Species project again, with my new ultimate species.
Perhaps the second project can be cheaper to reflect this? So if you have the flag "already did this", then you unlock a new project, which is the exact same project, but cheaper.

Would that work, or am I missing something obvious?
Mugi  [auteur] 14 aug 2019 om 8:48 
Sadly there's just no way for me to work around that. I know your pain.
Robert 14 aug 2019 om 8:08 
I ran into a problem with this mod. I have a few mods that add technologies that add Gene Modding Trait Points.
Unfortunately, these points are not added to the Biomorph pops. Therefore, the only way I can use them is if I genemod my original, non-Biomorph pop template, getting rid of the Biomorph trait completely.
1000-7 ZXC Dead Inside 2 aug 2019 om 20:06 
@Herr Maledictus Made
1. Link mod.
2. https://steamproxy.net/sharedfiles/filedetails/?id=1801058776 ? - then everything is fine, this mod forbids synthetics to ascend into biology and psionics.
you can use this (yes, outdated, but it works) - https://steamproxy.net/sharedfiles/filedetails/?id=902937691
3. in vanilla more than one complete "ascension" of the race is not provided and this mod does not unblock such an opportunity.
ShinyNobody 2 aug 2019 om 13:10 
i have expanded Ascension perks mod i cannot take the A. Perks for genetic with robot perks with the perfect ascesnion perks which allows totake all speciel perks (psyche robot genes). Is this mod maybe responsible for it? i a m not sure.
1000-7 ZXC Dead Inside 1 aug 2019 om 1:21 
and the second bug, some races are assimilated into psionics, cyborgs and the collective (CM), while other races for some reason are not assimilated into the collective, of course I took the "Flesh is weak" in vain, it just does not give anything useful .... but some are assimilated (by the way, at the same time in everything), while others do not.
1000-7 ZXC Dead Inside 1 aug 2019 om 1:12 
HI i found new bag or feature....
here I have dragons (main race), and on the previous screenshots you saw how many traits they have, so there are 2 more points left ...
however, after a special project to replace reptilians with biomophs, they get -10 score points, the biomorph sign consumes 0, and then I realized that it was not a biomorph sign, but that the “race” was changed to the one that was not provided for in vanilla .. .
and by the way, after this procedure, I still can’t apply the main template to other races, does this work only with biomorphs (races) of different races?
1000-7 ZXC Dead Inside 28 jul 2019 om 13:06 
nice and thank you
1000-7 ZXC Dead Inside 28 jul 2019 om 13:04 
@OrcerlordMGC translate pls
Этим модом ты запрещаешь ИИ империям возносить расу по биологическому пути....
А этот мод:
-изменяет возможности лаборатории клонирования
-добавляет политику
-добавляет эвент после биологичекого вознесения
-и признак "биоморф"
т.е. ты для ИИ уберёшь только две последние.
Mugi  [auteur] 28 jul 2019 om 0:19 
Great news! The Assimilation issue has been resolved. @Taurisan and others should appreciate that.

@OrcerlordMGC Sadly not, and there's not much I can really do about that. Sorry!
1000-7 ZXC Dead Inside 27 jul 2019 om 23:43 
translate pls
может вместо изменения вознесения, добавить технологию...
социологические исследования у органических империй будут всегда в избытке, из-за нескольких построек...
Mugi  [auteur] 26 jul 2019 om 23:39 
@Taurisan I'll see what I can do, thank you!
1000-7 ZXC Dead Inside 26 jul 2019 om 19:10 
PLS see my screenshots, this is problem compability from vanila....
1000-7 ZXC Dead Inside 26 jul 2019 om 18:45 
ваш мод ломает возможность ассимиляции у коллективного разума,
просто потому что вы заменили вознесение "Эволюционное мастерство" на точно такое же но с событиями....
просто, ♥♥♥♥♥, У МЕНЯ ЕСТЬ "Эволюционное мастерство", но ИГРА, ♥♥♥♥, ТАК НЕ ДУМАЕТ и не даёт возможность ассимилировать в КР(CM)