Stellaris

Stellaris

(BROKEN) !Meaningful Crime Alternative (with even more Meangingful Crime)
102 条留言
bin chicken 2024 年 11 月 29 日 下午 11:18 
I just want to say I really like the concept!
TechSY730  [作者] 2024 年 11 月 29 日 上午 10:32 
@Scabby Bill
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
bin chicken 2024 年 11 月 8 日 上午 2:27 
Broken
WP 🥔 2022 年 2 月 28 日 下午 8:48 
Did you see the 3.3 update to incompatibilities for modders? It may have fixed your problem!
Voyao 2022 年 1 月 24 日 上午 5:51 
RU:
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.
Voyao 2022 年 1 月 24 日 上午 5:51 
ENG:
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.
Wilmfe23 2021 年 12 月 11 日 下午 11:57 
One change that would make sense and also balance it out well is if crime lord deal puts a minimum of around 20% crime on a planet. No matter how many enforcers or whatever you have it will never go below that until the crime deal modifier is removed.
That way it indeed is a deal with the devil. That you need the immediate stability but are willing to take a hit.
TechSY730  [作者] 2021 年 11 月 21 日 上午 11:28 
Well dang.

> 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.
Rord64 2021 年 11 月 20 日 下午 8:14 
I've identified this mod as a cause for Artificer jobs from the Mastercraft Inc civic to not appear and bug out entirely.
Obzzzerver 2021 年 7 月 31 日 下午 9:13 
thank you, i`ll check it tomorrow
TechSY730  [作者] 2021 年 7 月 31 日 下午 8:09 
And yeah, I ain't dead. Just spending my time on coding projects instead of Steam right now
TechSY730  [作者] 2021 年 7 月 31 日 上午 10:34 
Should be, but prepared to see crime levels go a bit wack, and for planets with criminal pops, stability to get out of wack too
Obzzzerver 2021 年 7 月 30 日 下午 10:54 
is it save compatible?
TechSY730  [作者] 2021 年 5 月 25 日 上午 8:11 
Ok, still some followup work to do.

-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
TechSY730  [作者] 2021 年 5 月 25 日 上午 6:41 
After countless delays from IRL work projects having tight deadlines and other life factors, 3.0 support if finally here!

It should be considered beta at the moment as my functional testing has been minimal (but it does at least parse and not crash).
TechSY730  [作者] 2021 年 5 月 25 日 上午 6:20 
And orphan mod file is a "mod_name.mod" mod descriptor that is pointing to a location that doesn't exist.

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
Col. Hathi 2021 年 5 月 25 日 上午 3:06 
What's an orphan mod?
Col. Hathi 2021 年 5 月 25 日 上午 2:56 
Also, I'm sure you're aware, but just in case: The game will not load a steam mod that you also have a local copy of, even if you disable said local mod in the launcher. At least as far as I recall it won't.
Col. Hathi 2021 年 5 月 25 日 上午 2:56 
If I remember correctly, I think what I've been doing lately (before the 3.0 patch) is unsub from all your mods for the game, close the launcher and Steam, delete that launcher-v2.sqlite file that MrFunEGUY mentioned, delete the contents of the .launcher-cache folder and the mod folder. Delete all your mods for the game in the steam workshop folder as well.
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.
TechSY730  [作者] 2021 年 5 月 24 日 下午 5:54 
Tried that. Tried unsubbing.

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.
MrFunEGUY 2021 年 5 月 24 日 下午 3:21 
@Tech, deleting the launcher-v2.sqlite file in \Documents\Paradox Interactive\Stellaris often fixes launcher issues for me.
Col. Hathi 2021 年 5 月 24 日 下午 2:27 
Gotta love the workshop and the launcher. It just works.
TechSY730  [作者] 2021 年 5 月 23 日 下午 2:52 
Ok, everything is ready for me to start the final testing, making sure it at least parses without errors and fixing any syntax errors.

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
TechSY730  [作者] 2021 年 5 月 23 日 下午 12:20 
Question about balance in 3.0 for the audience.

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?
TechSY730  [作者] 2021 年 5 月 23 日 上午 10:51 
Very close here. The only thing is that I want to look for a possibility to use the new variable capabilities of 3.0 to simplify some of the scripted triggers.

I may not block on that though, and just push out what I am pretty sure works and make those code cleanliness improvements later.
TechSY730  [作者] 2021 年 5 月 19 日 上午 7:35 
Status update. I have the jobs and the buildings (except sanctuary of sin) updated. Now for that one building and the crime triggers. As well as updating my "sliding scale" of "acceptable crime" script_trigger to take better advantage of the new variable capabilities.
Col. Hathi 2021 年 5 月 15 日 下午 4:21 
Bring it >:D
TechSY730  [作者] 2021 年 5 月 15 日 上午 10:27 
Well, it looks like crime got buffed in 3.0
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.
TechSY730  [作者] 2021 年 5 月 15 日 上午 10:14 
Ok ok, I finally have some time to do this. Now making the updates. (Here is to hoping Paradox didn't completely upend the jobs files)
Col. Hathi 2021 年 5 月 7 日 上午 2:20 
That's something at least, hah. Thanks for the update.
TechSY730  [作者] 2021 年 5 月 6 日 下午 6:28 
For this one? Haven't even started it yet.

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.
Col. Hathi 2021 年 5 月 3 日 上午 3:12 
How's the updating coming along?
TechSY730  [作者] 2021 年 4 月 28 日 上午 11:11 
((Clarification, overwriting only some jobs by putting the overrides in a new filename broke jobs))
TechSY730  [作者] 2021 年 4 月 28 日 上午 11:08 
(Not the first time this has been asked. If I have to keep it like that, I should add a disclaimer to the mod description and explain why)
TechSY730  [作者] 2021 年 4 月 28 日 上午 11:06 
@Bald I tried that. But the Stellaris engine in versions 2.*, overwriting jobs in a new filename completely broke the job. No pops will actually be assigned the overidden job.
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.
Bald 2021 年 4 月 28 日 上午 8:54 
I have had some problems with your mod because it seems to generally overwrite all jobs (and affects other mods, such as the Petruxa scientists unit bonus)
Could you refine it when you update and touch only the ones for trade and crime?
(look like Im talking alone here xD)
Bald 2021 年 4 月 26 日 上午 5:43 
Another suggestion that I have not seen in other mods previously and you may like it by the time you update this
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
Bald 2021 年 4 月 20 日 下午 7:57 
I love your mod, and I think its pretty close to be perfect :) (the balance, the religious building, etc)
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
TechSY730  [作者] 2021 年 4 月 17 日 上午 11:33 
NOT verified compatible with 3.0 yet. I am updating my mods in this order:
* 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
LordOfLA 2021 年 4 月 7 日 上午 9:08 
only the alloy and consumer goods I think. Buildings will be planet unique and boost job numbers from the new industry district. Thursday should reveal all the scripting changes.
TechSY730  [作者] 2021 年 4 月 7 日 上午 8:53 
@LordOfLA Sure, but it is quite likely I am going to have to rewrite a bunch of this in 3.0. I imagine jobs and buildings are going to be changed massively.
LordOfLA 2021 年 4 月 7 日 上午 1:10 
cool, I'll take this for another spin after 3.0 lands and see how it reacts.
TechSY730  [作者] 2021 年 4 月 6 日 下午 5:36 
@LordOfLA Ok, update is pushed.
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.
Col. Hathi 2021 年 4 月 3 日 上午 6:16 
Remind me again why it takes a while for pops to take available crime jobs?
LordOfLA 2021 年 3 月 17 日 下午 6:41 
Yeah, I think it was ping-ponging quite rapidly between a worker job and a specialist job. Honestly, given that there are mods to reduce demotion time there's no need for that particular modifier.
TechSY730  [作者] 2021 年 3 月 17 日 下午 4:48 
Oh those. That was intended to make it prefer existing specialists to fill jobs instead of being quite so eager to pull from workers and getting a pop stuck in demotion time out of nowhere.

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.
LordOfLA 2021 年 3 月 13 日 上午 9:32 
Hey Tech, the modifier = 2 for is_unemployed is_specialst ends up with some weird job ping-ponging by pops. Might be worth removing that from the pop jobs.
Journeyman Prime 2021 年 2 月 5 日 下午 2:05 
Fair, Sorry I was just thinking with my hands. I didn't exactly mean for it to come across as a request.
TechSY730  [作者] 2021 年 2 月 5 日 上午 10:41 
@MayhemX8 Perhaps, but overhauling crime that much would be much more development work then I am willing to do without getting paid.
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.
TTtime 2021 年 2 月 2 日 下午 8:39 
Do you know if this is compatible with underground realms mod?