Stellaris

Stellaris

Total Assimilation (for v4.0)
343 Comments
Knaughts  [author] 12 hours ago 
@Bronco, @Schulzman: Awesome to hear.
BroncoXeno2035 23 hours ago 
Really been enjoying this mod. Playing a Rogue Servitor with a weird sense of karma and so genocidal and evil races get turned into the main race while then going to serve the races they were killing/enslaving
Schulzman117 22 Jul @ 8:42am 
finally i dont have to plug organic pops in as batteries and can instead send them to the forge worlds
Knaughts  [author] 17 Jul @ 8:11pm 
@Doc: Glad you're enjoying it! These comments are why I do it. :)
DocHolliday 17 Jul @ 9:26am 
You are a hero!!!!!!!!!!!!!! Now I can make a Synth empire from game start, thank you!
Knaughts  [author] 8 Jul @ 8:14pm 
@Bronco: Yep. You can see the list of conditions under which Total Assimilation unlocks in the mod's description ("you can Total Assimilate any species into your primary species when one of these is true...").
BroncoXeno2035 8 Jul @ 7:42pm 
Does it also work for other Machine Intelligences once you have their Ascension?
Knaughts  [author] 8 Jul @ 7:20pm 
@Bronco: Yes.
BroncoXeno2035 8 Jul @ 6:08pm 
So can this mod allow Driven Assimilators to turn Organic Pops into the Primary Robot Species?
Knaughts  [author] 1 Jul @ 9:31pm 
By popular request, I uploaded the legacy version that supports vanilla v3.12 through v3.14. You can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3514294386 .

Let me know (in the comments there) if you have any trouble with it!
ZAPierZeta 17 Jun @ 9:27pm 
Oh my god yes! This mod fixed a huge issue I was having in one of my games where I conqured an individualist machine empire as a cybernetic materialist empire with robots, and I couldn't convert their pops into my robots, I was just stuck with their pops which could hold as much traits as even my robot pops, let alone my supperior cyborgs.

I mean, its a spoiled fix, since now all my species (my robots and theirs) are now just the cyborgs, but hey, Im having fun. Great mod!!!
waning crescent moon 14 Jun @ 9:51pm 
You mentioned it a month ago but I would highly appreciate it if you uploaded a separate 3.14 legacy version.
Nikola M 14 Jun @ 1:30pm 
it's a shame that i have to use this mod for performance reason as it goes against roleplay
Knaughts  [author] 9 Jun @ 10:38am 
If you like robots but wish they worked better with bioships/Behemoths, you'll be interested in these two mods I just released:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3495775219
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3495774974
Knaughts  [author] 26 May @ 10:54pm 
Thanks for your patience, all. I believe I've fixed the bug that causes pop groups to get stuck in "Stratum: Assimilation" after total assimilation. Let me know if it keeps appearing, and please give me a link to a savefile so I can dig deeper.
ChuckGyver 24 May @ 11:31am 
hi,

the assimilated pops still seems to do the jobs. I was killing them by kill_pop command, what doesnt seem to work on the long run
Knaughts  [author] 21 May @ 7:56am 
@Erika: I noticed that, but interestingly, this happens in vanilla too: any assimilated pops are put in the Assimilated stratum. I'll keep an eye on patch notes; when Paradox fixes it in vanilla, I'll copy that fix to TA.
Erika 21 May @ 1:55am 
having some bugs with this. Specificaly pops that are asimilated remain in stratum asimilation rather than just become worker, and don't end up benefiting from utopian abundance.
Knaughts  [author] 16 May @ 7:20am 
@RED7URY: No, I'm afraid it requires 4.*. If there's enough appetite, I can release the old version as another workshop item.
RED7URY 15 May @ 4:13am 
Is this mod 3.14 compatible as I don't want to update to 4.0 yet?
Knaughts  [author] 12 May @ 9:49am 
@KingKull: I noticed that, but interestingly, this happens in vanilla too: any assimilated pops are put in the Assimilation stratum. I'll keep an eye on patch notes; when Paradox fixes it in vanilla, I'll copy that fix to TA.
KingKull2112 12 May @ 3:33am 
Interesting bug. If you assimilate biomass from a wilderness empire, it keeps it in assimilation, even though it's your species now. It only shows this in the resettlement screen, it's not actually assimilating it anymore. I've tried spreading it out over several planets, not changing, but in fact is growing.
Knaughts  [author] 11 May @ 4:38pm 
@Mr.Thiccman: Gotcha. I have a few more questions, but let's move this to a thread: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2296011997/596274665528256036/
Mr.Thiccman24 10 May @ 1:11am 
@Knaughts just ran a quick test with only this mod enabled. bug still exist
Knaughts  [author] 9 May @ 8:10pm 
@Mr.Thiccman: Interesting. Does the bug appear when TA is the only mod active? Can you get me a savefile that shows the issue?
Mr.Thiccman24 9 May @ 5:35pm 
Found weird bug with genesis guide. When modify main species,it will forced to assimilate all the pre-sapient into main species. Because of this, i can't uplift them for the juicy unity and removing -2 district modifier from genesis preserve (can't turn planet into ecu because of this).

Bug gone when i turn off this mod. Anyways thank you for this mod
Celestial Caesar 9 May @ 8:00am 
Like Sarus said; unless they integrate this exactly as-is into the game, I'm staying subscribed forever.
Sarus 9 May @ 1:31am 
Pretty sure i might be hanging onto this forever unless vanilla does 100% this lol
Always going to love the ability to help lessen the species spam cause every one of their grandmas wanted a certain habitability preference or some other random traits
Just hand out free Cups of Assimilation Tea every year to new "Recruits" or refugees :)

Note: Still hanging onto 3.14 or whatever previous ver is called: going to give 4.0? couple weeks/month/s to sort out the various whatnot's
Knaughts  [author] 8 May @ 8:41pm 
@KingKull: Ah well, thanks for confirming! Maybe folks are just satisfied with the assimilation available to all the new genetic ascensions.
KingKull2112 8 May @ 8:06am 
Yeah so I downloaded this, it works. I even used it on a previous saved game so it's not that. I don't know what happened to make people unsubscribe
Knaughts  [author] 7 May @ 1:33pm 
Hey folks, I've noticed a sudden down-tick in the number of subscribers in the last two days. Is anyone seeing errors in this mod, or do the changes to vanilla Stellaris make TA less necessary, or what?

(I realize this is a long shot, since former subscribers are unlikely to see this question!)
Knaughts  [author] 7 May @ 1:30pm 
@阿拉蹦吧: Glad to hear it!
阿拉蹦吧 5 May @ 7:34pm 
i like this mod
Knaughts  [author] 5 May @ 3:38pm 
The mod is now up-to-date for 4.0. See the Change Notes (top of this page) for details. Let me know if you run into any issues!
Sarus 2 Mar @ 4:53pm 
Ah, was just wondering, but its not often enough i even play a forced 1 world only play to need to mess with that file, but this mods been sweet, no whole screens of races and all their test subjects :P (1 race: like 9 subs because of some trait or so)
Knaughts  [author] 17 Feb @ 8:24am 
@Sarus: Yep, that's pretty easy to adjust, but outside the scope of this mod. If you want to try to put something together yourself, you'll want to modify or duplicate event "action.65" in "events\on_action_events_1.txt".
Sarus 17 Feb @ 1:50am 
is it possible to increase how many pops get assimilated/converted? for a situation like playing on the Frame World from gigastructures, when you get many hundreds piled up there, with only 1 "world" would take forever to get through that mountain of assimilate candidates :lunar2019laughingpig:
Knaughts  [author] 18 Dec, 2024 @ 12:17pm 
@everyone: If you're interested in being able to choose which species Total Assimilation converts to, speak up in this thread: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2296011997/7343773446573297124
Knaughts  [author] 2 Dec, 2024 @ 4:39pm 
@Glory: :D:
Glory 2 Dec, 2024 @ 4:33pm 
Thought about a mod like this today, got home from work and this was the first result for 'assimilation' very nice :lunar2019coolpig:
Knaughts  [author] 31 Oct, 2024 @ 2:04pm 
@Hektar: <3
Hektar 31 Oct, 2024 @ 4:35am 
@Knaughts
Thanks so much for keeping this up-to-date. <3
Knaughts  [author] 31 Oct, 2024 @ 12:06am 
@敖律风: Done, thanks for your help.
敖律风 12 Oct, 2024 @ 5:57am 
Knaughts  [author] 6 Oct, 2024 @ 1:58pm 
@Park: Ah, I see what you mean. Thanks and good catch; I'll submit a bugfix now.
Park Lee-eung 5 Oct, 2024 @ 10:56pm 
No it's not that. Pops under assimilation species rights would normally have "assimilating" job to prevent unemployment (this is already in vanilla). I see you duplicated it but forgot to set it for total assimilation rights, instead it still references the original assimilation

This means pops being total assimilated count as unemployed and causes "unemployment" events
Knaughts  [author] 19 Sep, 2024 @ 9:31am 
@Park: Hey, thanks for trying the mod. That's a choice I made to make the mod more compatible with other mods, and is listed above: "Total Assimilation pops may have normal Living Standards while assimilating." It isn't meaningfully unbalancing.
Park Lee-eung 19 Sep, 2024 @ 3:31am 
You forgot to set the total assimilation job to be for total assimilation citizen rights type
Knaughts  [author] 19 Jul, 2024 @ 11:22am 
@DemonicWind: Sure, that'd be helpful.

I'm having a hard time imagining how the mere inclusion of my mod, without selecting Total Assimilation for any species, would break this other mod (All Ascension Paths). But if enough other folks complain this, I can dig into the details of that mod and figure out how to make my mod compatible with it.
DemonicWind 9 Jul, 2024 @ 3:28am 
I will notify you if an fix happens from the other side if you want?