Stellaris

Stellaris

Mechroids 2: A Cyborg Species Expansion
110 kommentarer
Teamson 18. aug. 2024 kl. 14:12 
no way, this was one of my absolute favorites...

Anyone up for commission to update this mod?!
Treava 6. aug. 2023 kl. 11:25 
will this ever get updated? I wanted to use this really badly, but its not compatible with current version.
Pamparampampamparam 11. juni 2023 kl. 3:14 
Shame the mods dead, this was just what I was looking for. Like, the exact thing....
|_| Clyax 7. dec. 2022 kl. 7:42 
@Kumquat What are your plans for this mod now that cyborgs are dedicated to have their own ascension path? I like some of the parts of this mod like the Nanobot Cyborg-converter Colossus weapon, the traits, the portraits, and starting with cyborgs in the beginning. Maybe you could change some of the parts of your mod to adapt these other things to how Stellaris does cyborgs now?
|_| Clyax 21. nov. 2022 kl. 8:33 
What happens if you cyborgize or synthetically ascend Mechroids?
DKeith2011 1. sep. 2022 kl. 10:32 
Getting a 'Missing Descriptor File' flag after install.
Skill Less 16. aug. 2022 kl. 8:34 
@Clyax: yes.
|_| Clyax 15. aug. 2022 kl. 21:38 
Just so I understand what is happening, having your main species start as a Mechroid automatically allows you to purge non-founder species pops and turn them into Mechroids. However, if you are not a mechroid, you can still turn other non-founder species pops into cyborgs if you have Xeno-processors. Is this right?
Skill Less 14. aug. 2022 kl. 1:54 
I dont know if it is just my mod list or really this mod but i added the mod to my list and now the humanoid city set became the mechroid city set. Dunno if this is intended.
Amadeus 5. juli 2022 kl. 19:45 
Yeah, I know that it is about 20% chance for pop to escape purge processing and that means I should get about 4 mechroids per 5 processed pops on average. However, in my tests it seem to be more like 1-2 mechroids per 5 processed pops (via species rights, purge processing, not the planetary decision). I wonder if there are any additional losses due to the mechanic
Kumquat  [ophavsmand] 5. juli 2022 kl. 14:31 
@Amadeus it's a result of vanilla Stellaris's "escape" chance for most Purge types: if the Pop manages to "escape" processing, then you don't get a converted Pop out of it because the purge event doesn't fire.

Conversion via planetary decision should always convert 1:1.
Amadeus 4. juli 2022 kl. 0:04 
What is the approximate rate of conversion from organic pops to mechroid? I noticed it is not 1:1 even if there are plenty of alloys. Is it something which can be improved with technologies?
Kumquat  [ophavsmand] 2. juli 2022 kl. 21:11 
@GlitchFling108 interesting. Do you have any other mods installed that affect empire generation? All sweeping empire changes should only occur to AIs when changing to Mechroids via the hacky Trait. Then again, there's plenty I could have missed.
GlitchFling108 2. juli 2022 kl. 11:34 
sometimes, Alien empire will spawn over your empire and game force defeat when playing as Mechroid
thoth 23. juni 2022 kl. 11:18 
thanks KQ, i was worried that it would cause some kind of conflict
Kumquat  [ophavsmand] 22. juni 2022 kl. 17:09 
@catboy gaming I thought I had a check in place to prevent this from occurring, but the worst that should happen is having two different avenues for converting to your primary species: mine that has options for preserving some species traits, and the vanilla Necroid conversion that is always 1:1. I wouldn't expect crashes, but it'd be a thematic mess.
Kumquat  [ophavsmand] 22. juni 2022 kl. 17:08 
Sorry, I've been distracted with work and I didn't want to think about modding for a while.

@MrLarryMan If I understand the conditions for this crash correctly, then a check for the species in question not having the Mechroid trait should suffice to prevent it. I've updated the mod, if it continues to crash I'll try a more complex check to prevent it applying to any primary species.

@MantiSynth That had been the original intention, but to implement it well I would have wanted to make it an alternative to, or at least mutually exclusive with, Synthetic Ascension: because of this I chose to make it a starting decision rather than something chosen later. My interest in modding is still at a low point so I don't want to pursue implementing this at the moment, but if I do it will be in a separate addon mod that violates my "no overwrites" goal for the core experience.
MantiSynth 22. juni 2022 kl. 3:45 
can i start as organic and then become mechroid?
thoth 20. juni 2022 kl. 21:50 
what happens if you use both mechroids and the necrophage origin at the same time?
MrLarryMan 14. juni 2022 kl. 12:22 
The same crash seems to happen in a lot of contexts actually, not just species modification
MrLarryMan 14. juni 2022 kl. 10:49 
Thanks for commenting your code by the way, it made navigating the files so much easier!
MrLarryMan 14. juni 2022 kl. 10:48 
Ok so I've done some troubleshooting of my own and I've found the cause of the crash.

When you modify your main species, the following script causes an infinite loop and crashes the game. It's something to do with infinitely setting species rights.

#################################
### PURGE TYPE TOGGLE EVENT
#################################

pop_event = {
id = mechroid_event.25
is_triggered_only = yes
hide_window = yes
trigger = {
exists = owner
owner = {
has_policy_flag = flag_mcr_processing_purge_only
}
NOR = {
has_purge_type = { type = purge_processing }
has_purge_type = { type = purge_displacement }
}

}

immediate = {
species = {
set_purge_type = {
country = root.owner
type = purge_processing
}
}
}
}
MrLarryMan 14. juni 2022 kl. 9:00 
I've been having issues with a relatively consistent crash after approx 50 years with this mod active, and I've narrowed it down to this. It's a stack overflow that has to do with a loop with species rights. I've uploaded the crash log here --> https://www.dropbox.com/scl/fo/t1ijjx73u3el9gbqphixt/h?dl=0&rlkey=fdsvapibx2kajv7968cwj6cct

I hope you can figure this one out, this is my favorite mod so far, it's a very unique playstyle that I really love!
Stranger 6. juni 2022 kl. 18:59 
Would an organic version be possible? I'd love to play as a non hive organic assimilator. The necrophage origin is close, but I really enjoy how fast and versatile this mod is.
Kumquat  [ophavsmand] 3. juni 2022 kl. 16:03 
@armadyllo if you're looking for that I'd recommend checking out the Stellaris Evolved overhaul: it changes a lot, but since it isn't playing nice with compatibility by default it can go a lot further than I'm able to. It has a hive mind option where everyone is a Cyborg and uses mechanical buildings instead of the organic stuff.
Stranger 2. juni 2022 kl. 21:16 
Too bad you can't make this work with the resource consolidation origin and hive mind. Because I really wish this was what the Driven Assimilator was to begin with. The borg are cyborgs themselves, not robots who have cyborg drones.
Kumquat  [ophavsmand] 2. juni 2022 kl. 14:47 
@armadyllo Unfortunately, due to my self-imposed "no overwrites" policy for this mod, I can't make a non-Mechanical machine intelligence without messing up both Pop habitability and possible species rights; and if I allow them for normal Hive Minds, they'll be stuck with buildings and flavor text that reference organic technology.

However, I do have something in-progress for Driven Assimilators that convert ALL assimilated pops into Mechroids, instead of just adding the Cybernetic trait to the existing species.
Roque the Rogue 30. maj 2022 kl. 15:25 
I kinda like it having access to some normal civics, it would be neat to have a hybrid of both despite UI and other limitations.
willowism 27. maj 2022 kl. 17:07 
Is there a way you can make the Mechroids be a Machine Intelligence? I really want to make Cybermen or something similar, but having the empire have normal civics and such kinda ruins that for me.
Kumquat  [ophavsmand] 27. maj 2022 kl. 15:06 
@Kriiden I've had no luck yet, I'm not sure what to be looking for other than anything that fires when species rights are changed, or checks against the purge_allowed policy flag. If anyone else has this error, please post your mod list in chat! With enough reports I can hopefully narrow the testing range down through overlap.
Kriiden 20. maj 2022 kl. 10:03 
No problem. If you need help testing, let me know.
Kumquat  [ophavsmand] 20. maj 2022 kl. 7:53 
@Kriiden I have no idea what'd cause that, but my worst fears about purge_allowed have come true. Thanks for the report, if I can't figure it out I'll consider removing or changing this feature.
Kriiden 19. maj 2022 kl. 22:59 
Howdy. Coming across a long standing crash. When I change my policies that will permit processing of other species, specifically, the option of turning Ethical Delimiters on, will crash my game. This is my current mod list: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2795946352 . in regards to your "Compatibility" section in the description, I wouldn't be surprised if this was my issue, although I wouldn't know what mod is changing that flag.(I have a few suspicions, including a mod called "Machine Cult" which isn't in the list, because I've done my own edits to it).
Mythez 27. apr. 2022 kl. 16:50 
Shall be done! Thanks!
Kumquat  [ophavsmand] 27. apr. 2022 kl. 15:10 
@Mythez do whatever you want, IDK who would ban you for it? I'm not sure. Just link to this page somewhere and we're good.
Mythez 26. apr. 2022 kl. 23:41 
Wonderful work - I have included parts of your mod in mine but then got banned for not asking for permissions. Do you have any objections to your work being included in mine? I have already added you to the credits list.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2796778215
Grendain 23. apr. 2022 kl. 2:18 
Update pls maybe for 12 May. The relase of Overlord DLC
Kumquat  [ophavsmand] 31. mar. 2022 kl. 18:45 
New patch is out now that Elden Ring isn't distracting me.

Changed how Mechroid conversion works: there's no longer a happiness penalty for any conversion by default, but you now have access to a policy decision, "Neural Reconditioning." It is set to full by default, but if you select "No Reconditioning," Pops that are converted by the Colossus Weapon and Purge will get a happiness penalty, but also retain some psychologically-related Traits.

Also, Zombies and Hive-Mind pops are no longer valid targets for becoming Mechroids. See the 2.10 changelog entry for more details.
Kumquat  [ophavsmand] 14. mar. 2022 kl. 16:42 
Also, thanks for making the patch!
Kumquat  [ophavsmand] 14. mar. 2022 kl. 16:41 
@Rutra Nickers This is "intentional" insofar as it fits with my vision for the mod, but it is also easy enough to change that I'll consider adding a Policy toggle for it.
RutraNickers 14. mar. 2022 kl. 16:34 
I don't know if this is a bug or not, but converted pops through the Cyborgization decision do not get converted to the psychic variant
RutraNickers 11. mar. 2022 kl. 14:08 
forget what I've said before, it was probably me being blind.
Anyways, I made a patch for Animated Synthetics Portraits Expanded: Rebornhttps://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2777256598

and, as I was already there, I made a patch for a lot of portraits in one go:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2777287289
RutraNickers 11. mar. 2022 kl. 11:47 
So we can't build robot when playing with nechroids? I researched the robot tech but I couldn't find the robot assembly facility
Phantom_52 10. mar. 2022 kl. 20:46 
found an interesting bug where after nihilistically inviting another species to join me my original species started declining on some of my planets after all of the new species was purged. I'm using a good sized mod list so no worries if you don't know what is causing it. I'm just hoping it's a known bug.
Hideri (HinaLover) 6. mar. 2022 kl. 11:37 
Thank you for making a new patch! @Kumquat
Kumquat  [ophavsmand] 23. feb. 2022 kl. 15:23 
@Alexander probably! I don't think the modding changes affected anything central to my mod, but I'll be looking at it over the next couple of days + taking into account bug reports.
ADHDoug 23. feb. 2022 kl. 12:01 
Surely there's a way to incorporate the new zombie trait into this, or a variant thereof. Especially for the Stroggish archetypes.
Alexander 23. feb. 2022 kl. 8:58 
Obligatory "does this work with 3.3?" question...
Kumquat  [ophavsmand] 22. feb. 2022 kl. 14:29 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2761947298
The old version wasn't compatible, but I made a new patch, linked above, for this version of my mod.
Hideri (HinaLover) 22. feb. 2022 kl. 11:55 
Thank you!