Stellaris
[OBSOLETE] Smart Modification - Traits by Tile [2.1]
댓글 78
creatorcharlie 2020년 3월 24일 오후 8시 58분 
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 2019년 3월 6일 오전 10시 19분 
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  [작성자] 2018년 12월 26일 오후 1시 18분 
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 2018년 12월 22일 오후 12시 15분 
any news for a conversion to 2.2? it's really a good mod
ShadowDragon_79 2018년 9월 29일 오후 11시 18분 
I think "smart habitability" _shouldn't_ be free...

But interesting mod otherwise :) .
Nic 1990 2018년 8월 29일 오후 8시 37분 
Good luck
Toaster  [작성자] 2018년 8월 22일 오후 4시 29분 
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 2018년 8월 21일 오후 9시 58분 
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 2018년 8월 21일 오후 9시 44분 
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 2018년 8월 21일 오후 1시 43분 
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 2018년 8월 21일 오후 1시 17분 
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 2018년 8월 9일 오전 5시 36분 
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 2018년 8월 9일 오전 4시 43분 
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 2018년 8월 9일 오전 4시 31분 
EUTAB adds 2 techs that modifies species modification cost and i'm looking to add compatibility that won't damage the vanilla functionality.
Vae 2018년 8월 9일 오전 4시 18분 
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  [작성자] 2018년 8월 7일 오전 7시 38분 
Cheers! I'll get those in later this week.
Vae 2018년 8월 4일 오후 10시 10분 
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  [작성자] 2018년 8월 4일 오전 12시 45분 
Just put them on Pastebin and put the link here, that's probably easiest.
Vae 2018년 8월 3일 오후 7시 21분 
were would you like us to submit buildings to be added?
LeonTheProfessional 2018년 6월 17일 오후 6시 17분 
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  [작성자] 2018년 6월 17일 오전 1시 01분 
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 2018년 6월 16일 오후 6시 57분 
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 2018년 6월 16일 오후 3시 21분 
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  [작성자] 2018년 6월 2일 오전 3시 30분 
Marcs: There is no point in me replying to you because you don't actually read anything I've written.
Marcs 2018년 5월 31일 오전 1시 06분 
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 2018년 5월 31일 오전 12시 50분 
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  [작성자] 2018년 5월 30일 오전 8시 50분 
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 2018년 5월 30일 오전 4시 48분 
if you're saying it's possible I don't get it
Toaster  [작성자] 2018년 5월 29일 오후 1시 50분 
Just read the description you idiot.
Marcs 2018년 5월 29일 오전 11시 30분 
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  [작성자] 2018년 5월 29일 오전 11시 00분 
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 2018년 5월 29일 오전 2시 27분 
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 2018년 5월 23일 오전 6시 20분 
update?
Big Sneezy 2018년 4월 29일 오후 2시 21분 
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  [작성자] 2018년 4월 29일 오전 9시 38분 
dostillevi: Come on, at least read the description.
Big Sneezy 2018년 4월 29일 오전 8시 44분 
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 2018년 4월 20일 오후 1시 00분 
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  [작성자] 2018년 4월 13일 오후 3시 15분 
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 2018년 4월 12일 오후 11시 24분 
.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 2018년 4월 1일 오전 7시 54분 
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  [작성자] 2018년 4월 1일 오전 6시 24분 
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 2018년 4월 1일 오전 4시 31분 
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 2018년 3월 19일 오전 11시 19분 
no idea. but i've already tested that it's compatible.
thanks
Toaster  [작성자] 2018년 3월 19일 오전 11시 16분 
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 2018년 3월 19일 오전 8시 03분 
is it compatible with http://sp.zhabite.com/sharedfiles/filedetails/?id=1149888293 enh.robomoding?
wenth 2018년 3월 18일 오후 8시 25분 
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  [작성자] 2018년 3월 8일 오전 6시 26분 
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 2018년 3월 7일 오후 5시 25분 
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 2018년 3월 7일 오전 8시 25분 
I did, twice, I guess it's just not intuitive to me.
Toaster  [작성자] 2018년 3월 7일 오전 5시 03분 
Read the description and look at the screenshots.