Here's you do it.
1. Create a mod using the Paradox launcher function to do so. Name it whatever you want.
2. Find the mod folder that just got made (in Paradox Interactive => Stellaris => Mods).
3. In the folder, make a folder named "common"
4. In the common folder you just made, make a folder named "technology"
5. Go find your Stellaris game files. If you're on Steam, they'll be in Steam => Steamapps => Common => Stellaris.
6. Click on the "common" folder in the Stellaris folder (not the one in your mod folder)
7. Click on the "technology" folder in there.
8. Find the 00_soc_tech.txt text file.
Now you have two options. You can either overwrite the entire file or just overwrite the gene tailoring technology. Generally, the second option is better, but overwrite types are... not well documented, so if overwriting just the tech doesn't work, you may need to overwrite the entire file.
To overwrite the technology, make a new txt file in the technology folder
in your mod (not in the Stellaris folder). Call it "genetailoroverwrite.txt." or something. Then open the 00_soc_tech.txt file and copy the gene tailoring technology (looks like this):
Code:
@tech_gene_tailoring_POINTS = 1
tech_gene_tailoring = {
cost = @tier3cost1
area = society
tier = 3
category = { biology }
prerequisites = { "tech_genome_mapping" }
weight = @tier3weight1
gateway = biological
modifier = {
description = tech_gene_tailoring_modifier_desc
description_parameters = {
POINTS = @tech_gene_tailoring_POINTS
}
BIOLOGICAL_species_trait_points_add = @tech_gene_tailoring_POINTS
}
feature_flags = {
modify_traits
pop_self_modification
}
potential = {
OR = {
NOT = { has_authority = auth_machine_intelligence }
has_civic = civic_machine_assimilator
has_civic = civic_machine_servitor
}
}
weight_modifier = {
factor = 2.0 # genetech needs to be a bit more common
modifier = {
factor = 1.25
has_authority = auth_hive_mind
}
modifier = {
factor = 1.25
is_xenophile = yes
}
modifier = {
factor = 1.25
research_leader = {
area = society
has_trait = "leader_trait_expertise_biology"
}
}
modifier = {
factor = 1.25
has_origin = origin_necrophage
has_trait = trait_necrophage
}
}
ai_weight = {
modifier = {
factor = 1.25
research_leader = {
area = society
has_trait = "leader_trait_expertise_biology"
}
}
modifier = {
factor = 2
has_origin = origin_necrophage
has_trait = trait_necrophage
}
}
}
...and paste that into your new text file.
Then, what you want to do is go to the "potential" block, and add this line: "is_ai = no"
Your text file should look like this afterwards:
Code:
@tech_gene_tailoring_POINTS = 1
tech_gene_tailoring = {
cost = @tier3cost1
area = society
tier = 3
category = { biology }
prerequisites = { "tech_genome_mapping" }
weight = @tier3weight1
gateway = biological
modifier = {
description = tech_gene_tailoring_modifier_desc
description_parameters = {
POINTS = @tech_gene_tailoring_POINTS
}
BIOLOGICAL_species_trait_points_add = @tech_gene_tailoring_POINTS
}
feature_flags = {
modify_traits
pop_self_modification
}
potential = {
is_ai = no
OR = {
NOT = { has_authority = auth_machine_intelligence }
has_civic = civic_machine_assimilator
has_civic = civic_machine_servitor
}
}
weight_modifier = {
factor = 2.0 # genetech needs to be a bit more common
modifier = {
factor = 1.25
has_authority = auth_hive_mind
}
modifier = {
factor = 1.25
is_xenophile = yes
}
modifier = {
factor = 1.25
research_leader = {
area = society
has_trait = "leader_trait_expertise_biology"
}
}
modifier = {
factor = 1.25
has_origin = origin_necrophage
has_trait = trait_necrophage
}
}
ai_weight = {
modifier = {
factor = 1.25
research_leader = {
area = society
has_trait = "leader_trait_expertise_biology"
}
}
modifier = {
factor = 2
has_origin = origin_necrophage
has_trait = trait_necrophage
}
}
}
If you want to overwrite the entirety of 00_soc_tech.txt, instead of making a new text file in your mod's technology folder, copy and paste the entire 00_soc_tech.txt file into your technology folder, then find and edit the gene tailoring technology as displayed above in that copy of 00_soc_tech.txt. Generally, you should avoid overwriting entire text files when possible because that introduces unnecessary incompatibilities with other mods and when the game updates, but sometimes it's unavoidable.