Stellaris

Stellaris

Undeath World Compatability Patch
30 条留言
Azi_Dahaka12th 2021 年 12 月 15 日 下午 3:02 
ahh so i need another mod for plague and deathworlds...
Daddy Democracy  [作者] 2021 年 12 月 15 日 下午 2:36 
@Azi this was a patch to make two mods compatible: tomb world necro and Undeath World (someone else wrote undeath world)
Azi_Dahaka12th 2021 年 12 月 15 日 下午 12:14 
so this one is just for tomb world necros? is there one for nerco plague deathworld?
Daddy Democracy  [作者] 2021 年 1 月 18 日 下午 2:56 
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.
I AM PENNYWISE 2021 年 1 月 18 日 下午 2:51 
They aren't vanilla habitats, they're from AOT
Daddy Democracy  [作者] 2021 年 1 月 18 日 下午 2:44 
The habitats are turning into planets?! Are these vanilla habitats?
I AM PENNYWISE 2021 年 1 月 18 日 下午 12:34 
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.
Daddy Democracy  [作者] 2021 年 1 月 18 日 上午 7:43 
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.
Daddy Democracy  [作者] 2021 年 1 月 18 日 上午 5:21 
@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.
I AM PENNYWISE 2021 年 1 月 18 日 上午 5:06 
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.
Daddy Democracy  [作者] 2021 年 1 月 17 日 下午 12:45 
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"
Daddy Democracy  [作者] 2021 年 1 月 17 日 上午 7:44 
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.
I AM PENNYWISE 2021 年 1 月 17 日 上午 7:26 
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 2021 年 1 月 17 日 上午 6:06 
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
Daddy Democracy  [作者] 2021 年 1 月 17 日 上午 2:22 
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?
I AM PENNYWISE 2021 年 1 月 16 日 下午 11:36 
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
I AM PENNYWISE 2021 年 1 月 16 日 下午 11:15 
I'll let you know if the districts get used if I change the load order.
Daddy Democracy  [作者] 2021 年 1 月 16 日 下午 4:32 
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.
I AM PENNYWISE 2021 年 1 月 16 日 下午 3:06 
Even after removing the chamber of elevation and it's upgraded form, it doesn't seem to be filled.
I AM PENNYWISE 2021 年 1 月 16 日 下午 3:04 
On another note, it seems the necrophyte district jobs aren't being filled by undead and other non necrophages. https://prnt.sc/wxny8w
I AM PENNYWISE 2021 年 1 月 16 日 下午 2:13 
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.
Daddy Democracy  [作者] 2021 年 1 月 16 日 下午 12:03 
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.
Daddy Democracy  [作者] 2021 年 1 月 16 日 上午 11:26 
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.
I AM PENNYWISE 2021 年 1 月 16 日 上午 9:27 
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.
Daddy Democracy  [作者] 2021 年 1 月 16 日 上午 7:59 
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.
I AM PENNYWISE 2021 年 1 月 16 日 上午 7:56 
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.
Daddy Democracy  [作者] 2021 年 1 月 16 日 上午 7:37 
You're welcome :)
The_Draco 2021 年 1 月 16 日 上午 5:21 
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
I AM PENNYWISE 2021 年 1 月 16 日 上午 3:51 
Thank you.
Daddy Democracy  [作者] 2021 年 1 月 16 日 上午 2:09 
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.