Stellaris

Stellaris

[OBSOLETE] Smart Modification - Traits by Tile [2.1]
78 Comments
creatorcharlie 24 Mar, 2020 @ 8:58pm 
Damn, I didnt know I needed this until I discovered I didnt have it. Shame there is not a way to get this working.
Norr 6 Mar, 2019 @ 10:19am 
Maybe find a way to target pops with a specific job or within a specific stratum? It would still be very micro-y, but then you can at least get all current miners of a species to mine better, etc.
Toaster  [author] 26 Dec, 2018 @ 1:18pm 
Not quite sure how I'd do this for 2.2. Pops shift between jobs so often and you have so many subspecies with xenocompatibility that it'd take far too many projects to manage.

Feels like maybe replacing it with an Edict or Special Project that handles the Smart Habitability part would make sense. Maybe manages the Smart Modification too? I mean, to some extent just adding a trait called 'Bioengineered' that costs 2, has all the benefits of Intelligent/Industrious etc. simultaneously, but adds a Society research upkeep would work? If that can be done?
Vilcoyote 22 Dec, 2018 @ 12:15pm 
any news for a conversion to 2.2? it's really a good mod
ShadowDragon_79 29 Sep, 2018 @ 11:18pm 
I think "smart habitability" _shouldn't_ be free...

But interesting mod otherwise :) .
Nic 1990 29 Aug, 2018 @ 8:37pm 
Good luck
Toaster  [author] 22 Aug, 2018 @ 4:29pm 
Yeah it might take me another few days to have the free time to do this. I'm 1 month out from handing in my PhD thesis, and that's taking priority...
Vae 21 Aug, 2018 @ 9:58pm 
this is the version i'm currently using.
https://mega.nz/#!0pV2HAba!O9S5GxxSXWbl-nw3qyeo_KKE3YuD2HA9sQluKmGsDqE

I think you can just extract the 2 files to C:\Users\(account name)\Documents\Paradox Interactive\Stellaris\mod

also i have very little experience with modding so i advise backing up your save before trying it. I don't think the mod can damage a save but best to play it safe.
Vae 21 Aug, 2018 @ 9:44pm 
The way i got it working was to use the launcher to make a new mod folder then i copied the unzipped files from the original mod into the folder. I then modified the smartmod scripted triggers in the new folder. Remmber to disable the old version of the mod or it's likely to overwrite the changes. I wasn't able to make any changes without using the launcher to create a new mod. When the I tried to edit the original files directly the game never registered the changes.
requiemofreason 21 Aug, 2018 @ 1:43pm 
Update: Overwriting with a separate mod did not work, but pasting the file over the file from this mod DID work. This obviously isn't a stable solution, as it will be overwritten again as soon as Steam checks for workshop updates.
requiemofreason 21 Aug, 2018 @ 1:17pm 
I tried overwriting smartmod_scripted_triggers.txt with a version that uses the list provided by Vae Victus 333, but the event still didn't recognize pops on modded structures. Am I missing something important?
Vae 9 Aug, 2018 @ 5:36am 
also the barbaric despoiler civic gives access to the diplomacy tradition swap. has_valid_civic = civic_barbaric_despoilers is the trigger used in the 00_diplomacy.txt
Vae 9 Aug, 2018 @ 4:43am 
CGM: Planets enhanced also has a building that can reduce modification cost. Is their an easy way to check if the empire has a specific building? The needed resource for the building only spawns on a single tile in the galaxy and requires an event chain and tech to use so it's unlikely to be a problem if a check for it is left out.
Vae 9 Aug, 2018 @ 4:31am 
EUTAB adds 2 techs that modifies species modification cost and i'm looking to add compatibility that won't damage the vanilla functionality.
Vae 9 Aug, 2018 @ 4:18am 
i missed the habitability traits from cgm: planets enhanced. I've added them to the list at the bottom.Still haven't gotten to test the changes extensively yet.

looking at the below bit of code particularly "limit = { NOT = { has_ascension_perk = ap_synthetic_age } }" If I add a check for a 2nd perk from a mod and run the code without the perk's mod active would the code refund the research the same as if the mod was installed and the user did not have it unlocked?


if = {
limit = { has_trait = smartmod_trait_robot }
modify_species = { remove_trait = smartmod_trait_robot }

owner = {
# 120 total
add_engineering_research = 80
if = {
limit = { NOT = { has_ascension_perk = ap_synthetic_age } }
add_engineering_research = 40 #120 * 33%
}
}
}
Toaster  [author] 7 Aug, 2018 @ 7:38am 
Cheers! I'll get those in later this week.
Vae 4 Aug, 2018 @ 10:10pm 
https://pastebin.com/dJj9ZbUW

I think this is every building in Core Game Mechanics: Buildings, CGM: Planets Enhanced, EUTAB - Ethos Unique Techs and Buildings, and planet diversity. The last two sections were for extending smart habitability to the starting worlds of planet diversity.
Toaster  [author] 4 Aug, 2018 @ 12:45am 
Just put them on Pastebin and put the link here, that's probably easiest.
Vae 3 Aug, 2018 @ 7:21pm 
were would you like us to submit buildings to be added?
LeonTheProfessional 17 Jun, 2018 @ 6:17pm 
Ah I see! I didn't realise the AI had this advantage. Hmm... in that case maybe you shouldn't add it to avoid giving humanity an advantage :) Still... at the moment what I've been doing is specialising my planets in a particular science by upgrading the labs on a given planet in the same way to get the most out of gene modification. Adding that feature would mean I wouldn't have to bother with that.
Toaster  [author] 17 Jun, 2018 @ 1:01am 
That *would* be possible, but I've never seen the AI create subspecies to that level. The mod was intended to let humans gain the same benefit the AI does without having to do all the pop-shuffling it has the patience for but we don't. Still, I could add it!
LeonTheProfessional 16 Jun, 2018 @ 6:57pm 
Hi Toaster. Thanks for this Mod. It's a great idea! I haven't played with it yet, but based on the description I'm assuming that you haven't created a tile specific science specialisation trait. Is there a reason you chose not to?
BillBaraka 16 Jun, 2018 @ 3:21pm 
I am glad I found this MOd. Not only because it is awesome, but also because I was able to read the exchange between Toaster and Marcs.

A Toaster talking to a Brick Wall. xD
Toaster  [author] 2 Jun, 2018 @ 3:30am 
Marcs: There is no point in me replying to you because you don't actually read anything I've written.
Marcs 31 May, 2018 @ 1:06am 
also I guess I should never create a robot with the smart modification manually, only use it for dessign and apply templates http://puu.sh/AwlLX/08d026c913.jpg
Marcs 31 May, 2018 @ 12:50am 
when you say "modify your remaining robots" you mean using the default robot modifying tool? like for the whole planet? so no way to apply logic engines template only to research tiles?
Toaster  [author] 30 May, 2018 @ 8:50am 
Try 'WHAT IS THE 'LIMITED' ROBOMODDING TRAIT FOR?'

1. Modify your pops with Limited robomodding + Efficient Processors.
2. Modify your remaining robots by removing EP and adding Logic Engines.
Marcs 30 May, 2018 @ 4:48am 
if you're saying it's possible I don't get it
Toaster  [author] 29 May, 2018 @ 1:50pm 
Just read the description you idiot.
Marcs 29 May, 2018 @ 11:30am 
I see, I misunderstood, mod chooses modifications by tile when aplying template, not on real time, I wish It could apply different template for robots on research building and the rest, since research costs 2 and the rest 1, that way I could use Efficient Processors on non research robots, still this mod has saved me a nightmare of micromanagement
Toaster  [author] 29 May, 2018 @ 11:00am 
It doesn't stack. If a pop on a Mineral tile already has Industrious, the cost of modification is refunded. I don't ban it, because if your species started off with Industrious it's still useful to specialise them for Energy/Research using Smart Modification. If you had to remove Industrious first, it'd limit it to only biologically-ascended species.
Marcs 29 May, 2018 @ 2:27am 
Hi, shoulnd't selecting smart modification trait not allow to use other related traits? like smart modification + power drills? or does it stack?
Argus von Stein 23 May, 2018 @ 6:20am 
update?
Big Sneezy 29 Apr, 2018 @ 2:21pm 
oh, yeah my bad. I swear I read it.. just looking at too many mods today. I'll see what I can dig up.
Toaster  [author] 29 Apr, 2018 @ 9:38am 
dostillevi: Come on, at least read the description.
Big Sneezy 29 Apr, 2018 @ 8:44am 
This sounds like an amazing mod, but I just started using Core Game Mechanics: Buildings which seems like a relevant and supported mod. Any idea what would need to be done to make a patch between this and that? https://sp.zhabite.com/sharedfiles/filedetails/?id=1365485813&searchtext=
YggdrasilsSword 20 Apr, 2018 @ 1:00pm 
Just tried the mod out and performed a galaxy-wide robomod on my synthetically-ascended empire. Worked like a charm: all my pops are now perfectly suited to their tiles. Thanks a bunch!
Toaster  [author] 13 Apr, 2018 @ 3:15pm 
This mod adds one extra trait that you can apply to pops. Once the project succeeds, the trait is then replaced on each pop by one that is appropriate for the tile they're working. It doesn't affect anything else about the modification process.
roadrunner0177 12 Apr, 2018 @ 11:24pm 
.Sorry if this is a silly question, but I'm a little confused. Does this mod allow me to mod my pops by tile using any of the vanilla traits that I have acess to in the species menu screen? I'd like to mod my pops using science buildings with the intelligent trait as well as the natural <science field> trait. I'd like to make a planet whose pops have the right to be leaders with the enduring trait as well as the trait that gives a bonus to level and experience. Also, if I understand correctly, this reduces the weight of of modding a pops planet type to 0? Thanks in advance.
Slynx Jewel 1 Apr, 2018 @ 7:54am 
this mod may be a bit op of michine empires. cuz it gives them access to propaganda broadcast, which is otherwise available only to organic's synth
Toaster  [author] 1 Apr, 2018 @ 6:24am 
No, because it's very much a matter of taste what the optimal trait is. No matter which one I selected, people would complain that I was putting on Superconductive instead of Durable, or using that spare point to remove High Maintenance instead. So I give the player control.
Xaelyn 1 Apr, 2018 @ 4:31am 
Have you considered having the two point robot trait add two traits where relevant, eg both superconductive and propaganda bots on a capital building?
Slynx Jewel 19 Mar, 2018 @ 11:19am 
no idea. but i've already tested that it's compatible.
thanks
Toaster  [author] 19 Mar, 2018 @ 11:16am 
Wenth: You would modify all your pops with Smart Modification. Then they'd end up with the correct trait for their tile.

Slynx: How do you think it would be *incompatible*?
Slynx Jewel 19 Mar, 2018 @ 8:03am 
is it compatible with http://sp.zhabite.com/sharedfiles/filedetails/?id=1149888293 enh.robomoding?
wenth 18 Mar, 2018 @ 8:25pm 
does this mod let me change indivitual pops templates to other templates. IE im playing robots and i have a mining cast and a sicence cast. and i want my miners to do my mining and not just make planets have all one pop or go thou dissasembeling pops only to remake a different type.
Toaster  [author] 8 Mar, 2018 @ 6:26am 
As the description says, you put on the Smart Modification trait, and once the modification project is finished the trait is removed and replaced with the appropriate trait (Industrious, Thrifty etc.) for whatever building each modified pop is working. Smart Habitability is, likewise, replaced once the project finishes by the appropriate habitability trait.

>Sometimes you keep the smart trait, such as when you already have the correct habitability.
That's a bug, I'll look into it.
Edge 7 Mar, 2018 @ 5:25pm 
baronjutter,
you pay for the trait in species - create template.
when the species - apply template completes, the smart trait triggers, and is replaced by the relevant tile traits.
There is no smart trait left to change when you move a worker.

Sometimes you keep the smart trait, such as when you already have the correct habitability. Resettling when you have the smart habitability trait does not trigger it immediately or next month, i don't know if it ever triggers.

disclaimer: i haven't modded machines, or even looked closely at the screenshots.
baronjutter 7 Mar, 2018 @ 8:25am 
I did, twice, I guess it's just not intuitive to me.
Toaster  [author] 7 Mar, 2018 @ 5:03am 
Read the description and look at the screenshots.