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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.
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
}
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
}
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.
That said, please do tell me if the issue persists.
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.
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.