Stellaris

Stellaris

Secondary Origins
 This topic has been pinned, so it's probably important
Reyzel  [developer] 23 Feb, 2023 @ 4:41pm
Incompatible origin combinations and issues
Please report here any incompatible origin combinations that are allowed or any issues.
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Showing 1-15 of 27 comments
CT-0234 "G3” 23 Feb, 2023 @ 7:56pm 
Syncretic and mechanist appears to not work together
Reyzel  [developer] 24 Feb, 2023 @ 2:03am 
@GaryG3 strange, what is happening?
I remember testing them together and it was fine but I'll check it out again more thoroughly
Reyzel  [developer] 24 Feb, 2023 @ 3:10am 
So I just tested mechanist and syncretic evolution again and they work perfectly.
Let me know what mods you were running so I can pinpoint what issue it might be.
Galeforce_Wrath 26 Feb, 2023 @ 10:32am 
Clone Army issues:

Pretty much every mod that changes Clone Army seems to just break this mod (I use ZOFE Clone Ascension and a Vat Count increase mod), but I think Merger of Rules *also* breaks this mod.

I was able to patch every other mod myself, but MoR has a special check for declining pops (a la Clone Soldiers) and I can't figure it out-- I can keep the vats and build more, but pops auto-decline. I can try to isolate the issue to more specific mods, but very few in my load order touch Clone Army at all. I haven't submitted a potential patch to the MoR dev because I don't understand how your code works (so_has_origin over has_origin), so maybe it's just a user issue on my end.

Edit: Typically any mod editing Clone Army overwrites the Pop Assembly Buildings file, and depending on the mod, also edits the game rules for determining pop decline. I'll keep poking around to see if I can make a fix myself, as running your mod at the bottom of the load order to overwrite everything is probably a bad idea.
Last edited by Galeforce_Wrath; 26 Feb, 2023 @ 10:34am
Reyzel  [developer] 26 Feb, 2023 @ 12:34pm 
Yeah any mod changing clone army stuff will conflict and will need a patch, you can generally fix it by replacing the has_origin check
Reyzel  [developer] 26 Feb, 2023 @ 12:35pm 
If paradox make has_origin into a scripted trigger it would be way more compatible
Reyzel  [developer] 26 Feb, 2023 @ 12:35pm 
Unfortunately really, I can't maintain 100 patches myself
Reyzel  [developer] 27 Feb, 2023 @ 8:50am 
@Galeforce_Wrath
I have made a patch for merger of rules however that mod updates often and it will be hard to keep up.
I have just realised I might need people to keep on top of patches for me.
Let me know if you are interested in keeping the merger of rules patch updated for me and I'll give you the patcher and add you to the mod page of the patch: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2939913833

I thought about making the patcher public but I need to kinda touch it up first
Galeforce_Wrath 27 Feb, 2023 @ 10:37am 
I'm not great with modding Stellaris, so I wouldn't think I'm the right person for taking up the mantle on the side. There is a channel for merger of rules in the Stellaris Modding Den that is pretty active, so maybe instead of needing to do the patch independently, it can just be added to MoR? I wish I was more proficient with both modding and programming, because I'd try to help out more than just being another 'add patch plx' nuisance on your mod page. Hopefully as this mod gets popular, maybe more of the mass-patch mods (ie MoR) will have this included.
Reyzel  [developer] 27 Feb, 2023 @ 11:42am 
@Galeforce_Wrath Np, ill try find people to keep patches updated.
The heaven scenario is paradox making has_origin into a scripted trigger then my mod would have basically to replace no files and would be automatically compatible with any mod and I would only have to make patches for other origins or other specific features.
Maybe go on the modding discord or forums and get people to ask paradox to make has_origin into a scripted trigger.
Reyzel  [developer] 27 Feb, 2023 @ 12:13pm 
btw for posterity, to make a mod compatible one generally just has to replace every instance of
has_origin = origin_whatever
with
so_has_origin = {ORIGIN = origin_whatever}
Zarquon 5 Mar, 2023 @ 4:53am 
I'm having trouble combining origins with necrophage as a secondary. I've added the PD and the Giga compatibility patches, using the load order suggested.

Specifically;
Shattered Ring (vanilla)
The Great Ring
Penrose Ringworld
Rogue Void-farers

Each have the criteria "Does not have an origin adding a required trait" marked as false.
None of these origins add a required trait.

Any ideas what i'm doing wrong please?
Reyzel  [developer] 5 Mar, 2023 @ 5:46am 
@Zarquon all of the origins you listed change habitability which my mod sees as a required trait.
for example for rogue void farers your secondary species would not have rogue world habitability and would therefore have 0% or close habitability on the world.
This is intended behaviour.
If you wish to play with this anyway just go in the inline scripts folder of my mod files and edit the adds required trait text file to remove the origins you want to use necrophage with.
Jorick 22 Mar, 2023 @ 11:36am 
Hello, I tried again, without any mod other than yours being enabled, and the "On the Shoulders of Giants" origin is not working, regardless of the primary origin selected. Other combinations seem to be working so far however.
Reyzel  [developer] 23 Mar, 2023 @ 8:16am 
@Jorick what do you mean by "not working".
I just tested it (again) and the archaeological site spawns fine every single time.
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