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I remember testing them together and it was fine but I'll check it out again more thoroughly
Let me know what mods you were running so I can pinpoint what issue it might be.
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.
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
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.
has_origin = origin_whatever
with
so_has_origin = {ORIGIN = origin_whatever}
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?
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.
I just tested it (again) and the archaeological site spawns fine every single time.