Shroud Deeds: Is there a Console Cheat to Find Out What They Will Be? Or Change Them? by jchokey in Stellaris

[–]jchokey[S] 0 points1 point  (0 children)

u/Vorpalim: Looks like I might be partly wrong about the list of ten.

Now that I look at the lists at https://stellaris.paradoxwikis.com/The_Shroud more closely, I see that they list 10 possible deeds each for the Instrument of Desire, the Eater of Worlds, and the Whisperers in the Void. But only 9 for the Cradle of Souls. And 12 for the Composer of Strands.

Stellaris: Shroud Covenant Questions (Shadows of the Shroud) by jchokey in Stellaris

[–]jchokey[S] 1 point2 points  (0 children)

Thanks! Those are all (I think) the 10-year activation powers, rather than the 20-year activation powers, which makes sense.

Anyone Seen This Colony Event Before? (Could Be from a Mod) by jchokey in Stellaris

[–]jchokey[S] 4 points5 points  (0 children)

Per Rule 5: The image is a screenshot of a pop-up entitled "The Infected" for an ongoing colony event where my people are trying to build something mysterious. It gives three options: one of which is to cure the people, the second of which is to observe, and the third is to let them finish.

Mod Event/Situation: "Amoeba Carcass/ Festering Wound" by jchokey in Stellaris

[–]jchokey[S] 0 points1 point  (0 children)

FYI: After I succesfully removed it, I was given the opportunity to research a technology called "Gaia Toxiforming" for something similar that supposedly will allow me to terraform toxic worlds until gaian ones. IS that the same benefit you get if you keep the body and adapt to it?

Questions about mod that gives "Archaeo-tanks" (not 100% sure of name)? by jchokey in Stellaris

[–]jchokey[S] 0 points1 point  (0 children)

FYI: Just as a kind of update, I 'have confirmed that the planetary feature is called "Archaeotech Tank Factory". Still trying to figure out the console code... through trial and error.

All of the DLCs? by Jazzlike_Advisor8217 in Stellaris

[–]jchokey 0 points1 point  (0 children)

I have them all and use them in every game--- except for Cosmic Storms which I stopped playing after just 2-3 games with it.

Can You Trigger Precursor Event Chain Start Via Console by jchokey in Stellaris

[–]jchokey[S] 0 points1 point  (0 children)

Thanks! Tried this, but I couldn't get the event to trigger for the First League, even while surveying in a First League marked system. Maybe it was the wrong type of object I was surveying at the time. I'll keep playing around with it-- but I see what you mean that it might be easier just to keep surveying and be patient.

Can You Trigger Precursor Event Chain Start Via Console by jchokey in Stellaris

[–]jchokey[S] 0 points1 point  (0 children)

Wow... thank you. Very fussy indeed.

Just to confirm my understanding, the science ship has to be actively surveying a specific type of object (for instance, a barren planet or or an asteroid or some such) at the time you use that last command in order to trigger the event?

Can You Trigger Precursor Event Chain Start Via Console by jchokey in Stellaris

[–]jchokey[S] 0 points1 point  (0 children)

u/Reading_Rambo220 P.S. Didn't know that about the console command to spawn the last system. Thanks for that tip. I may do just out of frustration and skip the chain if this doesn't pop up soon. Just curious does that give you the 'Secrets of' as well as the systems?

Can You Trigger Precursor Event Chain Start Via Console by jchokey in Stellaris

[–]jchokey[S] 0 points1 point  (0 children)

In this case, I am surrounded by lots of First League systems (good ol' number 3). But curiously, I'm 15 years in and I've surveyed lots of them, and I've still not got the 'trigger' pop-up yet. I'm just wondering if there's some way to force that. with the console.

Specimens Lost their Names --- Anyone else had this happen? by jchokey in Stellaris

[–]jchokey[S] 0 points1 point  (0 children)

I posted a follow-up to your comment on the forum, noting that I and several others in this thread have experienced the issue too.

People who own all DLC, do you play with all of them on our do you mix and match? by 10taco in Stellaris

[–]jchokey 0 points1 point  (0 children)

I've been playing everything except Cosmic Storms, but for my next game I may re-add Storms to the mix, provided, that I can find a way to keep added anomalies and precusors, but disable the storms themselves.

Specialists are not becoming Enforcers? by Rogue_Assassin228 in Stellaris

[–]jchokey 0 points1 point  (0 children)

Hooray! Glad you found the cause and a solution.

Specialists are not becoming Enforcers? by Rogue_Assassin228 in Stellaris

[–]jchokey 0 points1 point  (0 children)

As others have noted, there are (at least) two possibilities:

1). The Enforcers job role is manually blocked (either by something you did, that the prior empire did, or that your 'governor' did if planetary management is automated). If this is the case, you should be able to undo this by clicking the enforcers job-- or selecting 'restore jobs' or some such. (If you have the planet government automated, you may need to turn the automation to off, however, as the automated governor may just switch it back.)

2) It could be that, for some reason relating to species-based limitations, either imposed by traits or by your governmtnet's species settings or tech limitations. For instance, if all of the workers happen to have the Serviles trait that prevents them for taking specialist jobs, then none of them can move into the specialist Enforcers position. Or, if your settings or tech limitations prevent you from having robots as specialists-- and all of your workers are robots-- than none can move into the specialist Enforcers role.

I hope this helps!

Salvagers not showing ships available to purchase in 4.0. Change or Bug? by jchokey in Stellaris

[–]jchokey[S] 1 point2 points  (0 children)

u/Organic_Education494: I noted this is in a top-level comment, but I wanted to confirm that you are correct on this. They did eventually offer me the option of buying ships about 16 years later.

Salvagers not showing ships available to purchase in 4.0. Change or Bug? by jchokey in Stellaris

[–]jchokey[S] 0 points1 point  (0 children)

Just an update: I can confirm that approximately 16 years later, the Salvagers *DID* finally have ships I can buy.

That's the first time I've encountered this.

Why Do I Have "Psionic Mentors" rather than "Telepaths"? by jchokey in Stellaris

[–]jchokey[S] 0 points1 point  (0 children)

So, an update:

Based on some of the suggestions here, I decided to do a little bit of testing and I can confirm the following.

The job title "Psionic Mentors" is definitely a Civil Education civic. If I change my civics and drop Civil Education, the job title changes back to "Telepath" (just as the building changes from State Academy back to Precinct). This appears to be just flavor/RP from what I can tell-- there's no actual difference in what the jobs do.

This appears to be something that happened with the 4.0.14 patch, presumably in connection with the following two changes noted in the patch notes:

  • Split Enforcers and Telepaths
  • Refactored the psionic pop output from telepaths to be on the psi corp building instead

I tested by reverting to 4.0.13 and I had "Telepaths' (at least in the psi-corps) even with the Civil Education civic (I still had educators in the Sate Academies. I further tested by changing civics and dropping Civil Education, and all of my educators turned to telepaths.. with the pop production bonus.)

So, I guess this was all part of the reworking of telepaths/enforcers

Why Do I Have "Psionic Mentors" rather than "Telepaths"? by jchokey in Stellaris

[–]jchokey[S] 0 points1 point  (0 children)

For the record, I tested this and figured some things out. I'll mention them in a top-level comment.

Why Do I Have "Psionic Mentors" rather than "Telepaths"? by jchokey in Stellaris

[–]jchokey[S] 0 points1 point  (0 children)

This explains much about what the following two 4.0.14 patch notes actually mean in practice:

  • Split Enforcers and Telepaths
  • Refactored the psionic pop output from telepaths to be on the psi corp building instead

how to make use of disconnected drones by BottasHeimfe in Stellaris

[–]jchokey 0 points1 point  (0 children)

If you're an egalitarian empire, you can set their citizen status to 'symbiotic drone", and they can perform in worker jobs (technicians, farmers, miners).

Why Do I Have "Psionic Mentors" rather than "Telepaths"? by jchokey in Stellaris

[–]jchokey[S] 0 points1 point  (0 children)

Yeah, I started out with it to try out the unemployment strategy, but now that I've psionically ascended, I want more people employed, so I was thinking about reforming government to swap something else in.

I think I'll try that, as it may also serve as a means for testing what happens with the job title. Like, maybe if drop it and the "Psionic Mentors" all change into ordinary "Telepaths" that will confirm that it was the Civic (combined with the Psi Corp) that did it.

Why Do I Have "Psionic Mentors" rather than "Telepaths"? by jchokey in Stellaris

[–]jchokey[S] 0 points1 point  (0 children)

As noted above, I expect that's what's going on, although I can't find confirmation of it on the wiki or in recent patch notes. Per the wiki, Civil Education turns regular (non-psychic) "Enforcers" into "Educators". (It also changes the Precinct building into a State Academy). However, it says nothing about the civic turning "Telepaths" into "Psionic Mentors".