Stellaris
Species Engineering Revived
85 comentarios
The_Illusive_Man22  [autor] 26 MAY a las 19:14 
@Freylith, it is outdated. I will talk with my friend Prince to helo me fix the mod. But both of us are busy, and I do not want to make promises when the update will drop
Exo 26 MAY a las 5:43 
@Freylith I have that too but I think that is due to the mod being outdated with 4.*. The mod OP will get to updating when they can!
Freylith 25 MAY a las 13:12 
Hello, I don’t think I have seen people talking about this bug: When I play with this mod, as soon as I leave the break, I get a large quantity of empty event without any information in it. With the debug_mode, I can see that it is the event "leng_project_event.4"
Inerael 24 MAY a las 14:17 
Amazing mod ! I always use it with zenith of fallen empire for engineer roleplay; will wait as long a necessary for an update, take your time thanks for all ! <3
The_Illusive_Man22  [autor] 20 MAY a las 4:55 
@H4shX strange. Thanks for reporting. I will let know FirePrice. But as i said before, i am currently busy due to my work, masters degree, and personal matters. But thanks for reporting
H4shX 16 MAY a las 4:31 
managed to fix the Presapient life decision, i just took the decision out of the events file and allowed it to be its own decision. As it kept on defaulting to normal PreFTL.
H4shX 14 MAY a las 15:00 
Hi guys, any idea why i cant seem to create Presapient life? I know this mod used to be able to do it, i see it in the code but it just always only creates PRE-FTLs
mason89890to 6 MAY a las 6:02 
one of the mods that I use on a regular basis for games. I'm really looking forward to the update, because at the moment the mod does not work
rating: 10/10
The_Illusive_Man22  [autor] 5 MAY a las 4:42 
Update: After Biogenesis update, my pal FirePrince and I will update the Mod first and then add the other mechanics that were promised. In theory with the new pop systems it should be "easier" to update. I am not making any promises when the new update will drop, Currently I am busy due to my job and other personal situations, as well as FirePrice.

Do not lose hope, this Mod is not dead. We will update more information and news!
The_Illusive_Man22  [autor] 10 MAR a las 9:36 
@idontknowman Thank you sir!
Idontknowman 6 MAR a las 12:47 
Greatest Mod Ever
The_Illusive_Man22  [autor] 27 FEB a las 4:41 
@BroncoXeno2035 we will see we can do, but i belive the restriction is for something. Also i have to remind you and all the players, that the mod will be outdated for a while due to the massive change of how pops works.
BroncoXeno2035 26 FEB a las 16:39 
Can I make Species on a Ecumenopolis without restriction?
The_Illusive_Man22  [autor] 25 FEB a las 4:45 
@computy741 Noted. But the reason we have not implemented them yet becasue the issue of machine empires purging or enslaving the created species (specially on Gestalt Empires) - but individualistic machine empires, in theory can work as normal. We will see what we can do
computy741 24 FEB a las 11:23 
What Graepix said... would be nice for machine empires in general
Graepix 23 FEB a las 16:04 
Would it be possible to make the tech researchable for Rogue Servitors despite them not being able to get the Gene Banks technology?
Commander Ashfield 10 FEB a las 7:34 
Thank you for the response, Subscribed.
The_Illusive_Man22  [autor] 10 FEB a las 4:29 
@Commander Ashfield Yes. The tehcnology is on Vanilla, but the Origin is for giving those techs on the get go
Commander Ashfield 9 FEB a las 4:42 
Can you get the technology even if you don't take the origin for it?
The_Illusive_Man22  [autor] 3 FEB a las 5:53 
Update: The mod must probably go outdated when the new Stellaris patch hit us with a new pop system. Many thing will have to be update, and it will take time. Just to let you know in advance
The_Illusive_Man22  [autor] 27 ENE a las 11:27 
@WHOAMI I see. I would need some assitance on the Chinese Language Display, i could use some help, becasue i do not want to make a bad translation using an online tool
WHOAMI 22 ENE a las 3:11 
Hello, the Chinese language display is incomplete, can you fix it? thank you.
The_Illusive_Man22  [autor] 23 DIC 2024 a las 6:49 
Mod Update: I have made progress with Life Engineers Origin, and some with At the Image of the Gods.

-With Life Engineers: I have made the base of the Origin, I had Implemented the Secondary Species, and I will add a Custom Image and Icon. But It needs a lot of testing and some improvements before updating the mod. It still on rough shape, and I will not release a broken origin.

-With At the Images of the Gods: I am still on a concept phase and I am working on a flow chart in order to have some order of the events and for future planing.

Thank you for your patient and Support!
The_Illusive_Man22  [autor] 14 DIC 2024 a las 20:00 
Remember, if you have a problem with the mod or a bug report. Let me know!
The_Illusive_Man22  [autor] 14 DIC 2024 a las 19:21 
The Mods lives my People, your prayers have been heard!
astral 8 DIC 2024 a las 5:03 
Image of the Gods sounds peak ngl
The_Illusive_Man22  [autor] 7 DIC 2024 a las 10:11 
-At the Image of the Gods it is the most extensive one. In this case, it is an homage to theories related to the creation of humanity either by God, Gods, or Aliens. And image of the Mod has an Easter Egg related to the Genesis of the Bible. And it would be a narrative heavy focus origin that would make your species be created by the hands of a Fallen Empire (Xenophile or Spiritualist) at their image. I have not planed yet how the events would go, and the text to add. But at the end, the FE can make you become a psion vasal, or be free in order to be as you wish. And, if you have a really good relation with your creator, they could give your FE techs. But as i said before, i have not planed this origin properly and it is on concepts at the moment
The_Illusive_Man22  [autor] 7 DIC 2024 a las 10:11 
-Engineers of Life it is the simple one. In this case, i will give the techonologies to create others species and a secondary species at the start of the game that you can customize (Similar to Syncretic Species before starting the game) - you could convine this with the civic Genesis Guides to make it an OP build.
The_Illusive_Man22  [autor] 7 DIC 2024 a las 10:10 
Mod Author Here: I have great news for everyone! - I finaly found the reason behind the mod nor working, and it was a simple tech that is no longer in the game (it is in the game in order to other mods to work, but not any more in the base game) - and that tech was "tech_society_1" (the annoying +10% on society research that it was before in the game that repeats until 3 times)

I will update the mod on soon, right now i have some personal tasks to do related to my real job, and then i will upload the new version of species engineers. After that, i will work on another versions that add 2 new origins, and right now are just ideas on my head. Those origins are: Engineers of Life, and At the Image of the Gods.
The_Illusive_Man22  [autor] 6 DIC 2024 a las 9:34 
If you know coding and want to help to bring back the mod, please contact me
The_Illusive_Man22  [autor] 6 DIC 2024 a las 9:19 
If you want to create a specific species class, you have to go to the game archives. Go to the file named: pre_ftl_scripted_effects. And then, you can add this code.

"generate_random_humanoid_pre_ftl_on_planet = {
optimize_memory
select_pre_ftl_origin = yes
create_species = {
name = random
plural = random
class = HUM
portrait = random
homeworld = THIS
traits = {
trait = random_traits
}
}
create_pre_ftl_empire = yes
setup_pre_ftl_planet = yes
pre_ftl_clean_up_effect = yes
}"

This code can generate a humanoid species. And to activate it you use the command console
"effect generate_random_humanoid_pre_ftl_on_planet = yes" - while clicking on a habitable planet.

If you can edit and add more codes, you can change it to add reptilians or toxoids if you wish. But be advies, you need to watch out for the "species_class"
The_Illusive_Man22  [autor] 6 DIC 2024 a las 9:19 
Mod Author Here: It does not work, you can run the game and the features does not appear. I will try to see what i can do, but i do not make promises. If you want to "artificialy create species" using command consoles, i put them in here;

effect generate_pre_ftls_on_planet = yes
effect generate_very_early_pre_ftls_on_planet = yes
effect generate_early_pre_ftls_on_planet = yes
effect generate_late_pre_ftls_on_planet = yes
effect generate_subterranean_pre_ftls_on_planet = yes

To generate pre-ftl civilizations, you select a habitable planet without any ocupy it, it means no colonies or presapience species. Select the planet, type the code, and it will create pre-ftl species in there. Be advise, at the momento you cannot create specific species or species class.
Beep 1 DIC 2024 a las 12:29 
Does this still work?
The_Illusive_Man22  [autor] 21 NOV 2024 a las 10:05 
Mod Author Here: You can free update the mod as you want. And plese, link it on the comment section for all of us to enjoy!
Mr_Perlimpinpin 16 NOV 2024 a las 8:54 
I hope this gets updated. There is currently no way to create new species on vanilla.
Konrad 23 OCT 2024 a las 14:22 
I'm curious if there is a way to regress them without randomizing their traits.??
Inerael 22 SEP 2024 a las 11:29 
hey, looks like it still works :)

Just wondering if someone could confirm please, it looks like this tech (and mode in general) is not available for machine empire (like i never got the tech to make those labo and create life) could someone confirm please ?
anonymously101605? 6 ABR 2024 a las 0:11 
does it still work on the current version???
jasolchambers9 23 DIC 2023 a las 9:19 
whoever decided to make it so that when you regress a planet the species on the planet gains an (engineered evolution) and other random traits please take that feature out. Reason being, it takes away from the RPG aspect. Imagine creating a personlized species with carefully selected traits and just to have them turned into something else when you regress the planet.

Ex: I like creating elves, dwarves, trolls with specified traits and have them all turned into primitives and then advance them etc. you get the point.
Zeppguy 3 NOV 2023 a las 18:27 
On the "Societal Advancement" page, it was commented that this feature was moved over to this mod, however I am not seeing such a feature
The_Illusive_Man22  [autor] 14 SEP 2023 a las 13:57 
Mod author here: My partner FirePrice will not be able to update the mod, due to personal changes in his lifestyle and wanting to focus on other things. If you can, we can update the mod together, or you cna updated by yourself for the new patch.
Nitron 3 SEP 2023 a las 23:22 
it means if any of the conditions it lists below it (you have less than 80 food, you have less than 40 pops ect.) than you wont be able to create pre-ftl's. so if you cant take the decision, the thing you've got wrong is any condition with a green tick next to it.
Cee-Cee 3 SEP 2023 a las 14:07 
What does 'all must be false' mean? I assume it's prerequisites I need to meet before I can start creating life but I'm not sure I understand what those requirements are. I'm just trying to test the mod out but even when using the console to give myself infinite technology and resources I cant start the project and I'm worried I won't be able to get it to work.

I tried colonizing the planet, I built a genetic center on my homeworld, I made sure I owned a few planets because it looked like that was one of the requirements, nothing. I just wanna observe a custom pre-ftl man, what am I missing here?
WHOAMI 4 AGO 2023 a las 0:44 
终于找到这种mod了,感谢作者制作。
Mysterius 19 JUL 2023 a las 15:42 
Creating a pre-sapient species on an uncolonized world doesn't work. I choose my species type, I then have a confirmation popup saying something like "Welcome to the [species name]". But the species doesn't appear on the planet nor the species screen.
It might be a mod conflict (main mods I have are Giga and ZOFE).
Nitron 7 JUL 2023 a las 21:59 
godsend
FirePrince  [autor] 7 JUL 2023 a las 21:24 
As announced and requested, I've done the “Engineers of Life” 3.8.* UPDATE https://sp.zhabite.com/sharedfiles/filedetails/3000826774
FirePrince  [autor] 4 JUN 2023 a las 3:59 
Sorry, should be all fixed now (last mod version "2.8.3").
@Skatelord141: there have actually been some issues with this, but in general you can't pick traits directly with this mod.
AncientGatekeeper 3 JUN 2023 a las 13:37 
Can you create pre sapients on a colony you own like the original mod? The only options I have seen are to regress a colony. Which choosing to not dismantle the starbase in the system causes the regressed colony to completely disappear and leave a totally empty planet.
Skatelord141 3 JUN 2023 a las 7:13 
I don't understand what I'm doing wrong. I do the decision on an uninhabited, habitable planet which gives me the prompt to chose species type, but after that I don't get any choice of portrait or traits at all.

Is that not what this mod is supposed to do? I have no other mods on either (except for the required mod) that could interfere.

If I do the decision on an already colonized world the same thing happens, but atleast then I can use gene-modding to change traits and portraits. However, if I regress the species it still creates another species with other traits and the now Pre-FTL planet somehow have all of my technology already researched even if I put them in the stone age.

Does anyone know what I'm doing wrong? Do I have a corrupted mod download or something? Since no one else seems to be experiencing this I assume it is on my end but I can't figure out what I'm doing wrong.