Stellaris

Stellaris

Undeath World Compatability Patch
30 Comments
Azi_Dahaka12th 15 Dec, 2021 @ 3:02pm 
ahh so i need another mod for plague and deathworlds...
Flying Scorpion  [author] 15 Dec, 2021 @ 2:36pm 
@Azi this was a patch to make two mods compatible: tomb world necro and Undeath World (someone else wrote undeath world)
Azi_Dahaka12th 15 Dec, 2021 @ 12:14pm 
so this one is just for tomb world necros? is there one for nerco plague deathworld?
Flying Scorpion  [author] 18 Jan, 2021 @ 2:56pm 
Okay that's less surprising to me. This is valuable feedback, and may help to make the necrotic plague be more compatible with other moders. It's becoming evident that it may be overly hostile in it's design. I'll see what I can do. Thanks again for the feedback.
'atrick 18 Jan, 2021 @ 2:51pm 
They aren't vanilla habitats, they're from AOT
Flying Scorpion  [author] 18 Jan, 2021 @ 2:44pm 
The habitats are turning into planets?! Are these vanilla habitats?
'atrick 18 Jan, 2021 @ 12:34pm 
Things seem to be working fine, the necrophyte jobs are being filled now although the habitats are being turned into planets then to tomb worlds. I also have a slight hunch the said necrophyte jobs aren't functioning as intended but I'll test to see myself.
Flying Scorpion  [author] 18 Jan, 2021 @ 7:43am 
Updated this patch. If I've done this correctly, you should be able to use the ascension perk now, and the plague will stop changing death worlds into tomb worlds.
Flying Scorpion  [author] 18 Jan, 2021 @ 5:21am 
@Deofolgield thanks for the tip. Cephalon Sithalo and I have been communicating to resolve some of the compatibility issues between these two mods. Recently Sithalo brought to my attention that both of our mods have a distinct version of the chamber of elevation. Trying to fix that issue next, but good to know that there's this ascension perk one too. Thanks again for the tip.
'atrick 18 Jan, 2021 @ 5:06am 
The necropolis world ascension perk appears to be absent in the menu as a tomb world necrophage country type, I only have three mods enabled in my load order and necrotic plague is at highest with the lowest being this patch.
Flying Scorpion  [author] 17 Jan, 2021 @ 12:45pm 
This patch has been updated to do one thing specifically: No longer converts undeath worlds into tomb worlds. The base version of my mod flags the tomb world necrophage with "undeath world start"
Flying Scorpion  [author] 17 Jan, 2021 @ 7:44am 
I'm pretty sure I had removed the trait requirement in this compatibility patch. It might be easier for us to use country flags instead of origins. You can use on_game_start to set a country flag to any country that has a certain origin, thus rather than checking for origin_x, origin_y, origin_z, etc. you can just check for country_flag_necrophage and then I can add that as a flag to my origin on my game startup. For example, if you wanted any empire to be able to control the raving hordes of zombies in my mod, you just put the flag "undead_empire" onto the country and boom, the zombies will be complacent work like normal, rather than cause problems.
'atrick 17 Jan, 2021 @ 7:26am 
A: Yes, my primary species is in the unemployed section the necroidic ones, there's 23 available necrophyte district jobs. The non necrophage species aren't taking the necrophyte jobs.
B: Yes, they are also organic for some reason.
Cephalon Sithalo 17 Jan, 2021 @ 6:06am 
The likely cause is the district providing jobs based on both trait and origin.
I did trait because thats how the game does it in vanilla for some reason.
I'm guessing so that if you ever loose all of your main species you would have nothing for pops to convert into.

I mean its "necro"phage so I see no reason why they couldnt be converted into an extinct race anyway but the game used traits so I did to.

Currently looking into compatibility atm
Flying Scorpion  [author] 17 Jan, 2021 @ 2:22am 
Couple questions: A) Is that your primary species that in the unemployed section, who are not taking the job? And B) Are those uhh televisions with wings?
'atrick 16 Jan, 2021 @ 11:36pm 
The necrophyte jobs aren't being filled on the necropolis world after setting higher priority of the necrotic plague mod, I'm unsure what's causing this but it's probably somesort of trait requirement on the district itself. https://prnt.sc/wyx0xf
'atrick 16 Jan, 2021 @ 11:15pm 
I'll let you know if the districts get used if I change the load order.
Flying Scorpion  [author] 16 Jan, 2021 @ 4:32pm 
Hmm, have you tried setting the necrotic plague higher up in the order list of the mods? In regards to making exceptions for between this mod and the other mod, I think it would require some collaborative effort between us both the other mod developer and myself to set up more compatibility between our mods.
'atrick 16 Jan, 2021 @ 3:06pm 
Even after removing the chamber of elevation and it's upgraded form, it doesn't seem to be filled.
'atrick 16 Jan, 2021 @ 3:04pm 
On another note, it seems the necrophyte district jobs aren't being filled by undead and other non necrophages. https://prnt.sc/wxny8w
'atrick 16 Jan, 2021 @ 2:13pm 
I have a suggestion, you should add an exception to the necrotic plague turning worlds into tomb worlds. Undeath worlds shouldn't be able to be turned into tomb worlds, I think it would make some sense.
Flying Scorpion  [author] 16 Jan, 2021 @ 12:03pm 
Okay I was wrong, there was a lot more to that than I had thought. There are many instances where this mod checks to see if you are using the original necrophage origin. I've gone through every instances and added the option for the tomb world necrophage origin. I've also removed the requirement for the necrophage trait, as tomb world necrophages have their own custom trait.
Flying Scorpion  [author] 16 Jan, 2021 @ 11:26am 
I can't make it think that tomb world necrophages are necrophages because they are two different origins (unless I overwrite original game files, which is bad for mod compatibility and multiplayer). What I can do is make it so that whenever the undeath worlds mod checks to see if you're playing a necrophage, it will also accept if you're playing as a tomb world necrophage. I'll take another look at it now.
'atrick 16 Jan, 2021 @ 9:27am 
In undeath worlds there's a specific district that makes a very large amount of necrophyte jobs, if you inhabit one of these worlds and you aren't a necrophage the districts don't appear. You have to make it so the patch allows the undeath worlds mod to see that tomb world necrophages and normal necrophages are the same thing.
Flying Scorpion  [author] 16 Jan, 2021 @ 7:59am 
Oh okay I didn't know that mod had an ascension perk. I'm currently recording a tutorial video, I'll check on this after. I'm sure it's an easy fix.
'atrick 16 Jan, 2021 @ 7:56am 
The undeath worlds ascension perk doesn't seem to appear on the ascension perks menu as a tomb world necrophage empire, I placed the mod above undeath worlds as you recommended.
Flying Scorpion  [author] 16 Jan, 2021 @ 7:37am 
You're welcome :)
The_Draco 16 Jan, 2021 @ 5:21am 
as far as i understand it, every undeath-world-district adds the conversion jobs if you're necorphage, so, no need the exact district-name xD
'atrick 16 Jan, 2021 @ 3:51am 
Thank you.
Flying Scorpion  [author] 16 Jan, 2021 @ 2:09am 
If you use this, you need to set it to higher priority than undeath world mod. If this works properly, it should enable those of you using the tomb world necrophage origin to be able to make use of the uh..."death world city districts" <-- I'm not exactly familiar with necrophagian world mod. Just made this by request.