Stellaris

Stellaris

Better Purge
47 Comments
Triel 16 Aug, 2023 @ 5:55am 
Ya could make necrophage purge 100% effiecient. Where are they escaping to anyway early on? Space? They are just going to die there.
Sammich 4 Feb, 2023 @ 10:59am 
this is a life saver, my birch world has nearly 2000 pops needing to be purged/assimilated (civic turns purged pops into machines)
McAwesome  [author] 3 Aug, 2021 @ 1:34am 
Fixed.
Sorry for the delay.
rflox93 1 Jun, 2021 @ 11:58am 
also infinite popups for me, it is just bugged.
log says : [20:53:45][eventwindow.cpp:240]: Triggered Event btrpurge.5 has no valid options!

I suppose you better not download this mod until it is patched, or it will just die.
joehon111 25 Apr, 2021 @ 5:54pm 
This worked for me for 2.8.x, but in 3.0.2 it is creating infinite popups.
Wewei 15 Apr, 2021 @ 4:14pm 
3.0.1??
King Doge 17 Jan, 2021 @ 7:47pm 
can you remove the genocide effect from purging?
barkertommy43 27 Nov, 2020 @ 9:29am 
Will this be updated please? or is it still working?
McAwesome  [author] 27 Oct, 2020 @ 5:11pm 
sorry for no reply for so long, but steam didn't give me a notification for some reason.
pretty much all i'm doing is rerunning all the events, that run whenever a pop is purged, for every additional pop killed, so in theory it should be the same as when you purged those pops normally, but there might be some variation.
Savion 10 Oct, 2020 @ 10:25am 
So I reinstalled both mods and tested it again, and it is definitely working better. I had 55 alien pops on my planet being Processed and all but 13 successfully gave me a native pop upon their purging. Not sure if thats an intentional limit of maybe a notification limit, but I kind of like it. I'll have to test it with smaller amounts, but having a few losses seems like a good balance mechanism. Oh, and I did get a bunch of notifications this time.
The Grotty Gremlin 10 Oct, 2020 @ 6:44am 
Mine works, thanks man.
McAwesome  [author] 10 Oct, 2020 @ 5:48am 
try again lol
McAwesome  [author] 9 Oct, 2020 @ 3:35pm 
okay i just checked the change notes and realized i'm an idiot
McAwesome  [author] 9 Oct, 2020 @ 3:34pm 
3. Is it downloaded correctly, not corrupted, no errors reported by launcher, etc
6. Notepad, Notepad++
7. Something is wrong
Savion 9 Oct, 2020 @ 10:07am 
Alright, lets see...
1. Pretty sure, yes. It's listed and enable in the launcher.
2. Yes, it is listed and enabled in the active playset. All my playsets actually.
3. Um... yes? I actually don't quite understand what you are asking.
4. No. That number doesn't show up in the log anywhere.
5. Yes. It's definitely there. I've opened and looked through your coding (and FQs) more than once. Some of it I understand, other parts.. not so much.
6. My system sees that as a "Movie Clip" so I really have no idea how I would check.
7. I searched the log for "btrpurge" and found nothing.
McAwesome  [author] 9 Oct, 2020 @ 1:45am 
I have several questions
1. Does the launcher detect the mod?
2. Is the mod enabled in your current playset ?
3. Does the launcher detect/use the mod correctly?
4. Do you have any errors that include 2245487587 AFTER loading the game?
5. Does the mod exist on your disk?
6. Does the ugc_2245487587.mod file specify the correct path, remote file id, etc?
7. Do you get this exact error AFTER loading the game?
[game_singleobjectdatabase.h:147]: Object with key: btrpurge_compatch_00 already exists
Savion 8 Oct, 2020 @ 6:27pm 
Interesting.. I only get one notification and all the pops get purged together. Is there an upper limit to how many the script can handle at once? My latest test I had captured a world with 60ish pops and sent them all to my Birch World to be dealt with. They all got processed together but they seemed to just get killed, and just the one notification.
McAwesome  [author] 8 Oct, 2020 @ 3:13pm 
After dealing with the launcher's bullshit, I finally managed to get the mod to work and tested it.
As far as I can tell, it works... fine...?
https://i.imgur.com/uyxW20L.png
At the very least, the amount of notifications I get is the same as the amount of pops purged.
McAwesome  [author] 8 Oct, 2020 @ 8:49am 
well, i suspect i got it because of the amazing launcher that paradox has
Savion 8 Oct, 2020 @ 8:44am 
Nope, that wasn't it. I reinstalled the patch but it looks exactly the same, so I don't know. I'll keep using this mod anyway, and if you can make the patch work all the better. Thank you again for your efforts, and let me know if you want me to try or test something further.
Savion 8 Oct, 2020 @ 8:26am 
Wait... why would you be getting that sort of error? FQ doesn't have any requirements, and Better Purge doesn't either, and the patch has like four lines of code... unless the patch didn't install properly for me? Hm...
McAwesome  [author] 8 Oct, 2020 @ 12:51am 
I tried to test it myself, but got that exact error on the hive dlc mod. Along with a few missing event errors for obvious reasons (first error).
McAwesome  [author] 8 Oct, 2020 @ 12:49am 
Strange
Savion 7 Oct, 2020 @ 3:40pm 
Nope. No "Could not find file" entries.
McAwesome  [author] 7 Oct, 2020 @ 2:57pm 
Do you see any errors such as
[12:13:53][dlc.cpp:1406]: Could not find files for mod: D:\Games\SteamLibrary\steamapps\workshop\content\281990\1715190550
Savion 7 Oct, 2020 @ 10:56am 
That would be in the first section, right? When the game session is first loading? So, I went and started a fresh session with just the three mods loaded and I didn't see any mention of missing files. FQ seems to have a few issues with animations and meshes, but nothing looked to be having to do with your mods.
McAwesome  [author] 6 Oct, 2020 @ 5:19pm 
look at whether it says that it can't find files for a mod
Savion 6 Oct, 2020 @ 12:48pm 
Alright, so I just "processed" another world and then checked the log, but I didn't see anything that looked related. All the recent entries seem to be about ai fleets.
McAwesome  [author] 6 Oct, 2020 @ 9:39am 
Okay, that's strange. Could you please check the error log?
Savion 5 Oct, 2020 @ 12:40pm 
So, I tested it a few times. Various numbers of pops being purged and, I'm sorry to report, It doesn't seem to work. As far as I could tell, it didn't have any effect at all. Sorry. Thank you for trying though.
Savion 3 Oct, 2020 @ 2:34pm 
Wow, thanks! I'll check it out and get back to you soon.
McAwesome  [author] 2 Oct, 2020 @ 12:52am 
@Savion Made a compatibility patch for hive dlc. Please let me know whether it works.
Also, it pretty much just spawns a new pop every time a pop is purged.
McAwesome  [author] 30 Sep, 2020 @ 8:31am 
thanks
Savion 30 Sep, 2020 @ 8:05am 
And I would never expect you to go to such lengths. I'm not a coder, so I can't say for sure, but I feel like FQ(Forgotten Queens) isn't so much changing how the purge works so much as piggy-backing off the vanilla function. Sorry, It probably doesn't work anything like what I'm picturing. Thank you for looking, at least.
McAwesome  [author] 30 Sep, 2020 @ 7:43am 
could you please link to the unofficial hive dlc mod you're using
McAwesome  [author] 30 Sep, 2020 @ 7:38am 
compatibility between this mod and any mod that modifies purges in any way besides decline speed is not guaranteed.
Savion 29 Sep, 2020 @ 6:41pm 
Hm.. I believe it depends on your chosen ethics, civics, etc. In most cases, I think it would convert them into resources.(food) In my case, I'm using the Unofficial Hive DLC civic which grants me a pop of my own species for each alien pop I "Process". Since your mods coding just kills them, instead of Processing, the system doesn't know to give me the equal number of my own pops in exchange. P.S. I am using your mod anyway, I just have to keep track of how many I'm processing and use the console to give myself the correct number after. So, even if you can't code it to work better with my civic, thank you. This makes things much faster.
McAwesome  [author] 29 Sep, 2020 @ 10:51am 
what does processing do when a pop is purged that makes it different from extermination
Savion 28 Sep, 2020 @ 4:36pm 
I'm running into a problem. It's working in that it's purging groups together (15 at a time given my total pop) but I've got them set to Processing, and it seems to be only doing it for the first pop, then Exterminating the rest. Suggestions?
S3NTIN3L 13 Jun, 2020 @ 6:49am 
What do you think could be the cause of this? @McAwesome
S3NTIN3L 8 Jun, 2020 @ 7:38am 
The crisis is the Prethoryn Scourge, yes and no
McAwesome  [author] 7 Jun, 2020 @ 12:13pm 
Which crisis is it, and also, does the crisis have the modifier "Crisis Country" and does the planet have the modifier "Crisis Purge"?
S3NTIN3L 7 Jun, 2020 @ 11:27am 
I noticed that this happens to only organic pops on a planet, the other species that's being purged on this planet is a robot-species and that one has the vanilla speed
McAwesome  [author] 7 Jun, 2020 @ 11:22am 
That's not normal. Crises in vanilla purge with a speed of 35 per month.
S3NTIN3L 6 Jun, 2020 @ 7:05am 
In my savegame the crisis still purges with a base-speed of 5 per month despite of the mod, but instead of one pop it purges two so it works partly i guess?
Mugi 13 Apr, 2020 @ 11:20pm 
I've been waiting for someone to do this! Parallel Purging here we come!