Stellaris

Stellaris

Species Discrimination on Job [Abandoned]
73 Comments
Balder 9 Apr, 2024 @ 1:20pm 
Is there any currently working versions of this? This mod is so crucial to certain play styles.
darc 31 Mar, 2020 @ 5:17am 
Seems to work with 2.6 so far.
so far only had to add a proviso for "slavery_indentured" to "specialist_job_check_trigger" in "z_Sdj11b_SpeciesControl_JobTrigger_scripted_triggers"
Inzeron 23 Mar, 2020 @ 1:21am 
Please update this mod and Job Manager
AprilsRealm 27 Feb, 2020 @ 1:51pm 
This mod does NOT work with 2.5.1, it modifies the pop jobs file and as a result cause Lithoid's to produce food instead of minerals when enslaved as livestock.
Zag14 6 Jan, 2020 @ 3:39am 
it work with 2.5 on a first look
Space_Lettuce_OG 25 Nov, 2019 @ 4:17am 
Can anyone confirm whether this is working for 2.5 or not? I haven't given it a shot yet.
Pordy 23 Nov, 2019 @ 1:50am 
This mod is one of the best mods outhere its really dreadfull that it will be abandoned.
Phoenixblood 21 Jul, 2019 @ 12:54am 
Ah, thats a shame. Thanks for letting me know that it cant be done, looks like I will have to give up on driven assimilators.
NaK1119  [author] 20 Jul, 2019 @ 7:32pm 
@Phoenixblood
For jobs of non-gestalt empires, "ruler_job_check_trigger" and similar codes for every stratum are prepared in vanilla, so I can make this mod.
However, for jobs of gestalt empires, only "drone_job_check_trigger" are prepared in vanilla. This means it can not distinguish complex drones and simple ones with same way as non-gestalt empires. So, it is required to modify files in "pop_jobs" directly.
In short, it seems to be impossible to make the mod for gestalt empire with high mod-compatibility.
Phoenixblood 19 Jul, 2019 @ 9:20am 
It would be nice to keep species discrimination for gestalts here, primarily because Job Manager is not compatible with any mod that adds new Jobs, which is a lot of incompatability. Does anyone know of a similar mod to this one that keeps the gestalt options?
NaK1119  [author] 5 Jul, 2019 @ 4:41pm 
@MayhemX8
Job Manager can do that.
Journeyman Prime 2 Jul, 2019 @ 8:19pm 
Is there any way you could make a mod much more specific than this? I want to basically be able to control what species can work what jobs within the same tier. For example, what If I want to forbid certain species from working as clerks or Entertainers, while also allowing those same species to work as Metallurgists or Technicians?

I'm sure this is just too radical to pull off, but I'm getting sick and tired of species that I engineered to be miners or technicians working as clerks instead, and the job prioritization tools are zero help. Everytime I try to use it to shuffle pops around it just fires pops that I don't want and keeps the ones I do want working the jobs that I don't want them working.
NaK1119  [author] 17 Jun, 2019 @ 1:51am 
@Gachi is Manly
Sorry I've forgotten to update description of this web page. Please use Job Manager for gestalt empire instead of this mod. Job Manager have all features of discrimination mod for gestalts.
Sulafet 16 Jun, 2019 @ 8:11am 
Why delete species discrimination for gestalts?...
Corvin Ceasar 8 Jun, 2019 @ 3:02pm 
Found the mod doing the crashing, sorry to say that it's yours. But, I really like your mod, it's really helpful.

If it's any help, the error logs are saying it's not recognizing one of the files having to do with the species.
AtomicMurphy 6 Jun, 2019 @ 1:15pm 
It does crash with 2.3, but I want you to know this mod makes running biologically ascended hives so much easier! Thankyou for making this mod! Its amazing!
oda 5 Jun, 2019 @ 2:31pm 
[EN]
This mod is causing CTD (Crash to desktop) with new update 2.3


[JP]
このmodは新しいアップデート2.3でCTD(デスクトップへのクラッシュ)を引き起こしています
Argamol 2 Jun, 2019 @ 10:13am 
Ro-Z
Agreed. I really want that feature too.
Mrou 22 May, 2019 @ 1:07am 
すばらしいMOD ありがとうございます!!GAIとの共存パッチが消えているようなのですがjob manegerとのパッチで代用可能ですか?
Ro-Z 14 May, 2019 @ 10:55am 
You should make it possible to select subspecies within the species.
Knaterflater 6 Apr, 2019 @ 1:34am 
Thank You!
Liseq 31 Mar, 2019 @ 9:06am 
It's sad when modders have to add things what should be in a base game. You made an awesome mod, kudos!
키으기 11 Feb, 2019 @ 10:11pm 
Thank you I'll use it well
BLASTER📷 8 Feb, 2019 @ 5:18am 
:thumbsup:
The Erubian Warlord 19 Jan, 2019 @ 8:03pm 
any idea what it would take to make the mod tell them apart?
NaK1119  [author] 18 Jan, 2019 @ 12:59am 
@The Erubian Warlord
Both of miners and technicians are workers. So, these 2 jobs are not discriminated by this mod.
The Direful Spring 17 Jan, 2019 @ 1:42pm 
Yea i mean this is a game where genocide is an option, xenophobic job descimination is kind of small fish.
是食物吗 17 Jan, 2019 @ 6:18am 
Part of me says this isn't right (politically), another part of me says but this is Paradox game
The Erubian Warlord 16 Jan, 2019 @ 10:03pm 
wait you cant set say one race to be miners and another to be techs directly?
Azi_Dahaka12th 16 Jan, 2019 @ 5:19pm 
i didnt say machines i said robots....humanoid pops living along side robotic servents, and having those robots that have no bonuses take the job from someone who dose is really annyoing
NaK1119  [author] 16 Jan, 2019 @ 2:12pm 
@BigTomato.
This mod can be used on ironman mode, however achievements can NOT be earned with this mod.

@westamastaflash
No. Species can be restricted to only strata of jobs, but not each jobs.
Kungen 16 Jan, 2019 @ 9:35am 
@NaK1119
Still awesome your looking into it though, this mod adds a lot to the game, especially playing as Authoritarian, Xenophobic or future Hive and Driven Assimilator, where you might want to control what race can do what in your Empire , looking forward to more control :D
Gold 16 Jan, 2019 @ 8:56am 
The description for the mod says "* This mod does not support hive mind empires and machine empires."
Azi_Dahaka12th 16 Jan, 2019 @ 7:42am 
cant seem to get this to work for robots....
westamastaflash 16 Jan, 2019 @ 6:37am 
Great mod, is there a way to resrict a species to more than just strata - actually restricting the jobs themselves?
Akos 16 Jan, 2019 @ 6:05am 
lmao good for roleplaying.
... 16 Jan, 2019 @ 4:21am 
Thx for sharing! Could this mod used on iron mode?:steamhappy:
Straybow 15 Jan, 2019 @ 9:12pm 
Yep, very good idea.
Hate Bear 15 Jan, 2019 @ 3:59pm 
Great work!
Arctuhris 15 Jan, 2019 @ 1:01pm 
Great work. Seriously. This is exactly what the game needs.
Wanderer1827 15 Jan, 2019 @ 10:22am 
this should be vinilla
NaK1119  [author] 15 Jan, 2019 @ 5:30am 
@Kungen
Now, I'm trying to make gestalt empire version of this mod. However, Driven Assimilator is most complex because there are both of organics and machines. So, I'm afrait that I maybe delay implementating for Driven Assimilator until later than other gestalt empires.
Witch ~ 15 Jan, 2019 @ 5:10am 
Thank you so much. Thats exactly what I needed
Exc4l1buR 15 Jan, 2019 @ 3:54am 
it does, but it is something that should exist at least for authoritarian/xenophobe empires
Balcora 15 Jan, 2019 @ 2:53am 
It takes a "unique" personality type to make a mod like this......
Phoenixblood 15 Jan, 2019 @ 1:19am 
This is a great mod, I like to specialise pops for certain tasks, and this makes it easier, it would be even nicer to be able to choose certain jobs (Farmer, miner, technician, Researcher etc,) for different subspecies (especially where robots are concerned) hopefully that can be an update in the future
Kungen 14 Jan, 2019 @ 2:17pm 
@NaK1119 please add Machine Empires.
I'm playing Machine Empire with the "Driven Assimilator" civic, and I want to control which job my robotic race and which job my cyborg race can do(my robots are good at research and being leaders and my cyborgs are good at mining and energy). Game is dumb and put 13 of my 19 robots on mining and energy(Menial Drones) and 4 of my 10 cyborgs on research(Complex Drones). That makes the new system really bad(I could control it with the old tile system).

Please help :),
Kungen
Aleadora 14 Jan, 2019 @ 9:57am 
Smart
PROBABILITYOFSUCCESSZERO 14 Jan, 2019 @ 9:53am 
This is a very good idea for a mod, and in line with role playing particular government and political ideological types.

Well done. :)
Bou! ☑ 14 Jan, 2019 @ 9:04am 
ah, i'm a fan of this mod already. will try once i'm done with my hivemind play ^^