Stellaris

Stellaris

Enhanced Gene Modding [3.8]
35 Comments
小密码 10 May @ 7:57am 
请更新:steamthumbsup:
Glovoc 31 Dec, 2024 @ 11:15pm 
Anyone know another portrait changer until this receives an update?
Zarathustra 5 Dec, 2024 @ 4:08pm 
after a while when i load a new save after setting a new species as founder i get this error sometimes: [13:48:06][trigger_impl.cpp:1200]: Script Error: Invalid context switch [founder_species] from Post-Alari Pop on Energy [pop], file: in scripted trigger is_individual_machine at file: common/ethics/00_ethics.txt line: 2669 line: 1, Scope:
type=pop
id=16784743
opener_id=4294967295
random={ 0 3991148998 }
random_allowed=no
from=
{
type=planet
id=3869
opener_id=4294967295
random={ 0 3991148998 }
random_allowed=no
}
This is a synthetic ascension species doing assimilation
Kaero 20 Sep, 2024 @ 10:59am 
I really with paradox would just make this the default way genetic ascension works already. Lorewise this is precisely what genetic ascension allows you to do.
MrKiller_xd 7 Jun, 2024 @ 4:06am 
it still works in principle. But portraits released after 3.8 are indeed missing
asmallauthor1996 21 May, 2024 @ 12:42pm 
@DeathclawCock

Possibly, but it was still surprisingly working in the Eridanus update even despite this mod's last "tune up" being almost a year ago. So it very well MIGHT work, but I'll have to test it. The jury's still out as to whether post 3.8 portraits will show up. But you never know.
mutt 20 May, 2024 @ 9:33pm 
I believe this may require an update.
Inerael 14 Mar, 2024 @ 5:22am 
hey , amazing mod ! Was wondering does it still works ?
The_Illusive_Man22 14 Sep, 2023 @ 1:58pm 
I talked to the Mod creator. He will not be available to update the mod. Feel free to updated and help us to bring back this mod to live!
Kimchi 13 Sep, 2023 @ 6:10pm 
Aaannnddd UPDATE 3.9 Caelum broke it, at least for my mod collection... sad!
-NR- Sir Limbo 27 Aug, 2023 @ 4:21am 
Yesss!
Cleanse the galaxy of xeno filth without having to kill them and waste labour force. Finally!

Thank you very much for making this!
Chthonic Guardian 17 Aug, 2023 @ 2:54am 
When I got Engineered evolution perk and then Genetics tradition I got 4 trait points but had 0 picks, so I can't do anything. That never happened before I used this mod.
Any ideas?
Mr_Perlimpinpin 9 Jul, 2023 @ 7:25am 
Hello! Is there a way to convert a species you conquered into a completely differente species? I created the perfect slave species using the species engineering mod and I want to convert all pops from my newly conquered species into this one.
Baka Racker 28 Jun, 2023 @ 8:45pm 
@donut451 Follow the link above "For support of custom portraits and namelists (and older versions) see here" to the original mod, then follow the "Custom Races" link to download a 7zip file.

In the zip you'll see the files you need to add and then edit to use custom races. All the instructions you need should be in the text files. It's been a while since I used this, but I just came here to get the mod again, so will hopefully be setting up Stellar Legions to work with this mod myself in the near future...though I am moving so life is hectic. :/ I'll try to keep an eye on this when I can and help if I'm able to.
donut451 27 Jun, 2023 @ 11:16am 
Hey, I can't seem to get the custom portraits working. I'm trying to add some Stellar Legions portraits but they're not showing up when I try to change a species' appearance, what conditions are needed to be able to change to the custom portraits?
Straiada 13 Jun, 2023 @ 6:38pm 
Question, how do we change the species portrait into another of the same phenotype? Been trying to figure it out for 200 years and still can't find the option (with bio ascension).
trans angel 10 Jun, 2023 @ 10:51am 
Does the AI use anything from the mod would prefer if they didnt?
Thank u for updating this mod o7!
mrsotrue 4 Jun, 2023 @ 9:45am 
how do I change to a modded species category? idk what "fire_on_action" is
FirePrince  [author] 1 Jun, 2023 @ 5:40am 
@RoosterBoy: No, not the feature is removed, only the incorrect part with portrait (logical conflict).
RoosterBoy 31 May, 2023 @ 9:51pm 
@FirePrince: Why? Remove it from the description if you removed the feature, I almost downloaded this just for the ability to change species class, now I am disappointed.
FirePrince  [author] 31 May, 2023 @ 6:53pm 
Update:
@The_Illusive_Man22: yes, I removed this.
Added Disable Edict
Added missing Aquatic and Toxoid Namelists
The_Illusive_Man22 31 May, 2023 @ 10:24am 
i have a problem with the "species class selector" when i want to modify an species. It only allows me to follow the same class (fungoid on fungoid) - but at the same time, i can change their portrait to what ever... that is stranged
Ishkabeebee 30 May, 2023 @ 4:57pm 
Thank you!
FirePrince  [author] 30 May, 2023 @ 2:01pm 
@Ishkabeebee: this mod uses 2 on_actions, so you can use the "fire_on_action" command for one of them for your event.
Ishkabeebee 30 May, 2023 @ 1:35pm 
What do I have to adjust to make this mod capable of interacting with species mods I have that create their own categories?
FirePrince  [author] 30 May, 2023 @ 10:01am 
Should I re-add a Disable Edict? (There was one in the old mod but commented out!?)
What about making this mod modular like and supporting other mods?
Hofstadter K. 29 May, 2023 @ 9:59am 
@FirePrince, much obliged. : )
FirePrince  [author] 29 May, 2023 @ 7:34am 
@Hofstadter K. no but you can use Species Engineering Revived , i'll add interaction between both mods asap.
Hofstadter K. 29 May, 2023 @ 5:04am 
First of all, sincere thank you for mod updates. Please tell, is it possible to add option to separate species branch to completely new species (as it was before subspecies system)? It would help a lot with species organizing and rights assignment.
The_Illusive_Man22 28 May, 2023 @ 8:22am 
nice
FirePrince  [author] 27 May, 2023 @ 2:57am 
@イムカ: done!
FirePrince  [author] 26 May, 2023 @ 10:46pm 
@イムカ: I'll do it. Could you also do me a favor by chance and provide Japanese translation? ;-)
Hellbot 26 May, 2023 @ 8:00pm 
Is it okay to request the ability to change the founder species itself for machines.... as in to actualy replace the founder species and swap the original founder species to a subclass instead?

The reason I ask this is if you use assimilation it turns all the pops into your original founder species, even if they are now a modle that is 100 years out of date... then you have to run another conversion project once there all assimilated, and its a total pain.
FirePrince  [author] 24 May, 2023 @ 11:21pm 
Kudos to ParasiteX, it's programmed very nice and clear. I optimized only few things (with modernized syntax, mainly reduced own loc strings).
w.girl27 24 May, 2023 @ 11:49am 
ah thank you so much really love RP as benevolent creators so these options will really help my rp games.