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Yes, I haven't updated this mod in, well, 2-ish years; this is way behind the current state of the game.
There is a fork of this mod that is more up to date, though I don't have the link on me at the moment.
I'll rename this mod to indicate it is currently broken
Обнаружил проблему. Стелларис версии 3.2.2 (5cb5). Когда я использую этот мод, то все Металурги и Изготовители автоматически слетают со своих должностей, а новые НИ ПРИ КАКИХ обстоятельствах не хотят на них садится.
А с гештальт-сознанием всё ещё интереснее. У них вообще любые трутни/дроны не хотят работать. Ни на одной должности.
Не помогло даже отключение всех других модов и перемещение этого вверх списка.
Found a problem. Stellaris version 3.2.2 (5cb5). When I use this mod, all Metallurgists and Fabricators automatically leave their positions, and new ones UNDER ANY circumstances dont want to sit on them.
And with Gestalt consciousness, it's even more interesting. All drones do not want to work. Not in any position.
Even disabling all other mods and moving this one to the top of the list did not help.
That way it indeed is a deal with the devil. That you need the immediate stability but are willing to take a hit.
> I've identified this mod as a cause for Artificer jobs from the Mastercraft Inc civic to not appear and bug out entirely.
Yep, Stellaris' engine still breaks if you override only some jobs in a separate file. I either have to modify a whole vanilla jobs list or make the new criminal stats a new job (which would break all checks for those employed as a criminal).
:(
I'm not going to be able to update this anytime soon. Feel free to make a patch or fork it though. I consider all my mods open source with attribution.
-Need to update the companion mod "Starnet Less Reckless about Crime" as now Starnet is indeed less reckless with crime in 3.0, but probably still a bit too much for this mod.
- Update the MeM and PD compatibility
It should be considered beta at the moment as my functional testing has been minimal (but it does at least parse and not crash).
In any case, I figured it out. I left a file I was using for diffing in my vanilla install location.
Now doing the final round of testing
Then I fire up the launcher to make sure nothing is there, sub to everything and then restart steam again if it doesn't immediately download all the mods. After a few minutes it should start downloading the mods anew.
That is if I remember correctly :p It's possible it isn't necessary to be quite so heavy handed with it, but it was the only method that consistently seemed to do the trick.
I deleted mods_registry.json too, but I didn't include that in the method since the game doesn't seem to use that file anymore anyway.
Based on conversations on the Discord, the vanilla launcher gets tripped up on orphan .mod files, and I had a few from my own development sitting around.
Unfortunately, I am having a problem with my launcher; it is not launching cleanly with only this mod installed. In fact, if I delete all settings files, it still launches with some mods.
What an utterly stupid way to be delayed when I am that freaking close
Now that average pop count has gone down, is this mod's change to have to 1 crime job per 10% crime (from vanilla's 1 crime job per 33%) now a bit too harsh?
I may not block on that though, and just push out what I am pretty sure works and make those code cleanliness improvements later.
Per criminal:
Trade value: -1 -> -10
So...look forward to a 10-fold increase in criminal penalties from what I had before. >:D
Ok, probably not full on 10-fold since crime was already much more punishing then 2.8 vanilla, so I will try to keep it scaled to sane levels.
1. Big project at work; not much time for modding (the pains of being an adult :P)
2. I was originally going to update "Fallen Empire Pop/Job Fixes" first, but due to how deeply I had to touch the files and how much of vanilla's entries I had to override to make pop, plus how much work Paradox did with Species rights with 3.0, I may actually move that afterwords and put this on one my next to update.
The only way to overwrite a job is to completely overwrite the whole file they were originally defined in. It was really stupid.
(This only applies to existing jobs, new jobs entirely can be defined wherever)
I am absolutely going to test whether this is fixed in Stellaris 3.0's engine though.
If so, I can _massively_ reduce the conflict potential.
If not, I am just going to have to keep doing this, as I have no other choice.
Could you refine it when you update and touch only the ones for trade and crime?
(look like Im talking alone here xD)
It makes sense that you need to close your public and legitimate business branches to go to war with someone, but not your crime branches.
In fact, they already try to close them off as best they can with a lot of police, even without war.
So it would be great and logical to remove that restriction
But I want suggest one idea from another mod of crime for complete it
-Can open branch offices in another megacorp empires (even if u need nerf the profits on that worlds, must be pretty nice)
gold <3
* Fallen Empire Awakening Tweaks
* Fallen Empire Pop/Job fixes
* Meaningful Crime Alternative (this mod)
Yes, I know it doesn't make much sense to postpone my most popular (non compat patch) mod that late, but hey, it's what I want to do. :P
I am keeping the "sticky strata" weights because a lot of people don't reduce demotion time. But I have greatly reduced it's strength (2.0x -> 1.2x weight) and have insured that all specialist jobs have a weight for keeping the same job greater then "prefer same strata" logic.
There may still be ping-ponging introduced from other mods having different weighting assumption.
But yeah, 2 is probably high enough it can cause it to prefer an unemployed pop over an employee pop.
I'll try reducing that to 1.2 or something.
Also, for some godforsaken reason, we cannot access raw crime reduction and raw crime production statistics in the Stellaris conditions. Only net crime can be read. So I can't measure based on ratios of whatever to crime reduction.
@TTtime I don't know nor am I really in a place in IRL life where I can check.