Stellaris

Stellaris

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Robot Decommissioning
   
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17 Feb, 2023 @ 12:55am
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Robot Decommissioning

Description

Decommission the stray robot models that are making your species list crowded. And do it without hassle.

~ Made for the current 3.6.1 gameplay. Should be backwards & forwards compatible as much as the species rights mechanics don't have a drastic change.

~ Decommission option Just Enables Purge for the Robotic Species. And the rest is left to the original or modded purge mechanics whatever they might be. I didn't touch the purge mechanics nor changed any code, so it should be Compatible with every mod out there. In my game, it enables Extermination (by default) and Forced Labor purge options and both do the job enough.

~ AI can't / won't / shouldn't do the decommissioning.

~ Probably / logically not ironman compatible.


Ode to some possible misguided expectations:

- This mod only enables purge for robots. A species and its subspecies without any pop will disappear from the empire species list with regular game mechanics.
- For the zero-population subspecies that doesn't disappear; prevent further assembly and try deleting the template.
- This mod Does Not help you to remove the zero-population main species that no longer breed also. Those are other game mechanics, and not the purpose of this mod.
- The game code seems to have purge and other options for Machine Intelligence too. This mod doesn't interact/interfere with those mechanics by no means.


In fact, the code is just this:
citizenship_decomission = { is_robot_servant = yes is_purge = yes potential = { exists = from from = { is_ai = no } is_robotic_species = yes } ai_will_do = { factor = 0 } }

- Stable diffusion ai drew the thumbnail
- In-game image is photoshopped to make it look more dramatic



My Other Mods:
Less Annoying Orbital Bombardment Sounds


10 Comments
blues  [author] 23 Jul, 2023 @ 9:04am 
I'm not playing for a long time. Game is uninstalled, i have other stuff.
Code was made minimal, as in the description, for long term compatibility in mind.
But honestly, i don't know. And I don't think reinstalling the game any time soon.

If anyone interested would kindly check it for themselves; if it's compatible i can correct the version, or if it needs a convenient fix i can do it (In 2 or 3 weeks).
Anyone can take it over. If you do, inform me with a link, so i can forward it on this page.
Spacewolf 23 Jul, 2023 @ 6:24am 
Is this still compatible with 3.8?
blues  [author] 18 May, 2023 @ 12:21am 
Alright. i'll keep that in mind. I was thinking about making another mod before the latest update too. Maybe i can get into both again in this weekend.
If you want to go a little more polished than a quick code-change, i can add you as a co-creator to this mod also.
Reprogrammed Automaton 17 May, 2023 @ 6:55pm 
Sadly I do belive the purge is just for organics as exterminator since I do not seem to be able to get rid of the random robots I keep acumulating.

But if you no longer play I can just code up that change myself, it's fine.
blues  [author] 15 May, 2023 @ 7:26am 
It's been a long time since i stop playing the game.. But i remember game already had the purge-similar mechanics for ai intelligence. See i typed in description:
"- The game code seems to have purge and other options for Machine Intelligence too. This mod doesn't interact/interfere with those mechanics by no means."
Is this wrong?
Reprogrammed Automaton 15 May, 2023 @ 1:14am 
Can we get the option to do this as a machine intelegence too, I keep picking up other peoples robots and have like 20 diffrent robot species by the end game.... but I can purge organics.... not the robots.... so... I have no way to get rid of them when I only want my own design....
blues  [author] 23 Mar, 2023 @ 4:06am 
Interesting idea, @Bepiss. But the citizenship options that i modded don't have any modifier options in them. Maybe it could be done from a different window with events modding but that would complicate things a lot, I wouldn't get into it.
Besides it's been a time since i stopped playing&modding stellaris. Tried to left my little mods future compatible as much as i could.
Bepiss 23 Mar, 2023 @ 2:31am 
It would be cool if I could decomission some robots and get the robot assembly speed for it.
blues  [author] 20 Feb, 2023 @ 10:53pm 
@Ulthar, it seems so:) I couldn't get rid of them in my game for being unsentients or soemthing. People were talking about creating colonies for purge, then uncolonising etc, but i wanted and a more direct approach.
Ulthar 20 Feb, 2023 @ 1:53pm 
wait, you can't get rid of robots on conquered worlds without a mod?