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If anyone is still experiencing issues, tell me what portrait mods you're using and send me a save file if you don't mind (it's in \Documents\Paradox Interactive\Stellaris\save games)
[08:43:45][trigger.cpp:247]: Expected "NOT = {", but got "NOT = auth_machine_intelligence" at file: events/lgs_machinepopfix_events.txt line: 10
So I STARTED a new game with this mod, and the pops built no problem, I'm now at year 2256 and suddenly the problem is back? they vanish after a month, could something ingame trigger this bug again? like increased build speed or anything like that? Like i said it DID work! but suddenly now it doesn't, no mods changed. very confuzzled.
https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-2-1-0-documentation-if-else_if-else.1100202
Your scripts may be doing the wrong thing silently if you need to update them and don't.
The same goes for pop checks: "species = { has_trait = trait_machine_unit}"
That's from Silfae's code, he's two steps ahead of us as always. My saves work fine.
I also changed the limit for pool leaders, otherwise assimilators wouldn't get cyborgs.
Pretty much your choice what to do at this point.
I'll be honest, I'm a bit upset that Stellaris team hasn't done proper machine portrait integration. Do we have to wait until next expansion? Will it ever be in the game? I fully expected this mod to be a quick temporary solution.
every_pool_leader = { add_trait = leader_trait_ruler_machine_intelligence }
Is unnecessary and, in fact, harmful ^^ Machines already inherit the trait from their species so they don't need it but what's worse, Driven Assimilators' starting cyborg leaders spawn with this trait too which makes them immortal. They're not supposed to have it.
It's totally safe to just remove this line. It should fix the issue and everything works fine without it n_n