Stellaris

Stellaris

Space Dwelling Robots V1.3
13 Comments
Nyx (She/Her) 20 Oct, 2021 @ 2:28pm 
is this working in 3.1?
Ephe  [author] 18 Aug, 2020 @ 2:21pm 
...So I couldn't actually open this page yesterday for whatever reason, so I went on to look for a fix in the vanilla scripts myself. Man reading this would've saved me a lot of trouble.

Anyhow, I've pushed a ...kind of functional fix. It now actually creates biological pops, some of the necessary buildings, and gives different techs based on whether you're a special machine empire or not. That said, it uses the vanilla void dweller trait to do so currently. So it'll require a separate patch like the patch listed in the description to fix it until I can be bothered to add a special trait which fixes it myself.
DragoonBlade 16 Aug, 2020 @ 11:28am 
Don't know coding enough, but I got this bit of coding from a scripted trigger from the Gesault Void Dweller mod:
if = {
limit = {
owner = {
OR = {
has_valid_civic = civic_machine_servitor
has_valid_civic = civic_machine_assimilator
}
}
}
if = {
limit = { owner = { has_valid_civic = civic_machine_servitor } }
last_created_species = {
set_citizenship_type = {
country = root.owner
type = citizenship_limited
}
set_living_standard = {
country = root.owner
type = living_standard_organic_trophy
}
}
while = {
count = 4
create_pop = {
species = last_created_species
ethos = random
}
last_created_pop = {
clear_ethos = yes
}
}
add_district = district_hab_cultural
}
DragoonBlade 16 Aug, 2020 @ 11:28am 
if = {
limit = { owner = { has_valid_civic = civic_machine_assimilator } }
last_created_species = {
set_citizenship_type = {
country = root.owner
type = citizenship_full_machine
}
set_living_standard = {
country = root.owner
type = living_standard_hive_mind
}
}
while = {
count = 5
create_pop = {
species = last_created_species
ethos = random
}
last_created_pop = {
clear_ethos = yes
}
}
add_building = building_hydroponics_farm
add_district = district_hab_energy
}
}
country_event = {
id = gvd_fixes_squared.1 # Makes organics void dwellers
days = -1
random = 0
}
while = {
count = 10
create_pop = {
species = owner_main_species
}
}
set_planet_entity = {
entity = "habitat_phase_02_entity"
graphical_culture = event_target:void_dweller_owner
}
Ephe  [author] 16 Aug, 2020 @ 10:27am 
Hm, I frankly don't know a lot about how the Rogue Servitors work mechanically, so I'd need to look into that a bit more. I presume the reason they don't start with any bio-trophies is due to the artificial nature of how the habitats are populated, as it simply adds like 10 iirc main pops to each habitat like how the vanilla void dwellers origin does it.

Fixing this would probably require me to look into how vanilla does it for Syncretic Evolution, and then make some special exceptions for robots with the Driven Assimilator and Rogue Servitor civics. For now I'mma add that it's broken with those civics to the description, as I don't really have the time or motivation to fix it today, and then see if I can look into it sometime later.
DragoonBlade 16 Aug, 2020 @ 9:35am 
The Leisure districts exist, but none are built. If you do end up giving support for the civic be sure to make one of the three habitats have at least one of these built on either all 3 (with 1 Bio-Trophy each) or just one Leisure district built on one Habitat with 3 Bio-Trophy.
DragoonBlade 16 Aug, 2020 @ 9:32am 
This origin doesn't support a Rougue Servitor start as the Rougue Servitors start without any Bio-trophies at all (Meaning they can't grow any). I'm not sure about Driven Assimilators, but since they add a secondary species as well I would hazard to guess that they have the same issue. The Habitats do have the leisure Districts that give Bio-Trophy jobs though.
DragoonBlade 5 Aug, 2020 @ 1:37pm 
It works so far, but I haven't tested whether or not the negative trait activates when you colonize a terrestrial world. Will probably check either later today or tomorrow.
Ephe  [author] 5 Aug, 2020 @ 5:46am 
v1.2 *should* fix the issue you were having. However, it'll only update old pops to the right trait once resettled or somesuch, so keep that in mind.

That said, please do tell me if the issue persists.
DragoonBlade 4 Aug, 2020 @ 3:47pm 
Thanks!
Ephe  [author] 4 Aug, 2020 @ 3:46pm 
Ah, so I imagine the issue is that some mod you're using is editing the habitats, causing this mod to no longer recognize them.
That said, frankly, the fix isn't all too complex and shouldn't really break anything if applied, so I might as well add the compatibility into the main mod rather than make a patch for it.

I'mma look into it tomorrow, wouldn't be able to test it thoroughly enough currently.
In any case, thanks for linking the mod.
DragoonBlade 4 Aug, 2020 @ 11:14am 
The modification has the added benefit of making any Machine empire with this trait able to use many modded habitats.
DragoonBlade 4 Aug, 2020 @ 11:11am 
The sdr_origin_events file must be written incorrectly because any empire with the void dweller trait from this mod turned to it's negative version after one month. I managed to fix the issue using coding from this mod:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2066377400&searchtext=Void+Dweller

but can't write the modification in a post because of the letter limit.