Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Anyone up for commission to update this mod?!
Conversion via planetary decision should always convert 1:1.
@MrLarryMan If I understand the conditions for this crash correctly, then a check for the species in question not having the Mechroid trait should suffice to prevent it. I've updated the mod, if it continues to crash I'll try a more complex check to prevent it applying to any primary species.
@MantiSynth That had been the original intention, but to implement it well I would have wanted to make it an alternative to, or at least mutually exclusive with, Synthetic Ascension: because of this I chose to make it a starting decision rather than something chosen later. My interest in modding is still at a low point so I don't want to pursue implementing this at the moment, but if I do it will be in a separate addon mod that violates my "no overwrites" goal for the core experience.
When you modify your main species, the following script causes an infinite loop and crashes the game. It's something to do with infinitely setting species rights.
#################################
### PURGE TYPE TOGGLE EVENT
#################################
pop_event = {
id = mechroid_event.25
is_triggered_only = yes
hide_window = yes
trigger = {
exists = owner
owner = {
has_policy_flag = flag_mcr_processing_purge_only
}
NOR = {
has_purge_type = { type = purge_processing }
has_purge_type = { type = purge_displacement }
}
}
immediate = {
species = {
set_purge_type = {
country = root.owner
type = purge_processing
}
}
}
}
I hope you can figure this one out, this is my favorite mod so far, it's a very unique playstyle that I really love!
However, I do have something in-progress for Driven Assimilators that convert ALL assimilated pops into Mechroids, instead of just adding the Cybernetic trait to the existing species.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2796778215
Changed how Mechroid conversion works: there's no longer a happiness penalty for any conversion by default, but you now have access to a policy decision, "Neural Reconditioning." It is set to full by default, but if you select "No Reconditioning," Pops that are converted by the Colossus Weapon and Purge will get a happiness penalty, but also retain some psychologically-related Traits.
Also, Zombies and Hive-Mind pops are no longer valid targets for becoming Mechroids. See the 2.10 changelog entry for more details.
Anyways, I made a patch for Animated Synthetics Portraits Expanded: Rebornhttps://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2777256598
and, as I was already there, I made a patch for a lot of portraits in one go:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2777287289
The old version wasn't compatible, but I made a new patch, linked above, for this version of my mod.