Stellaris

Stellaris

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Reproducing Ascended Synths
   
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14 Apr, 2017 @ 2:54pm
15 Jun, 2017 @ 7:10am
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Reproducing Ascended Synths

Description
The Synthetic Ascension seemed interesting to me...until I got it. And discovered I would now have to manually build every new pop ever on every new core world. As I tend to micro-manage a lot of new worlds before handing this off to governers, that was a major annoyance.

Hence my first foray into modding for Stellaris.

This is a simple mod that changes exactly one thing: After a Synthetic Ascension, your new synthetic pops will continue to automatically reproduce.

I almost just used Dazz & Kobato's Synthetic Evolution Enhanced, but it does a few other things, too, which I wasn't really looking for. (Go check it out, if you want something more fully featured.)

Only one file was "overwritten" for this mod: common/special_projects/00_projects_utopia.txt

The file was changed to point to a new event on successful completion of ascension; that particular event is in a new file (no overwriting an entire event file! yay!) and is a copy of the existing Utopia event with a whopping single line change: pops_can_reproduce = yes

So this ought to be pretty compatible.
10 Comments
Kellis  [author] 23 Jul, 2017 @ 3:54pm 
This mod simply makes ascended synths reproduce normally. Dazz & Kobato's Synthetic Evolution Enhanced causes that and also allows you to continue to build them, yourself (and does even more). I'm not aware of a mod that makes behavior toggleable via Edict.
Tyler 23 Jul, 2017 @ 1:03pm 
Would you know of any way to have some sort of policy or maybe an edict thats something like "Allow synths to construct more of themselves". Basically, I don't usually go down the synthetic ascenion path myself but I would still like some sort of option to allow synths to reproduce across my empire.
Dazz Aephiex 16 Apr, 2017 @ 4:36pm 
Too many mods fights each other. The ultimate solution is to do it yourself. xd
Dazz Aephiex 16 Apr, 2017 @ 4:30pm 
My solution is to disallow players from building their own species, but they can still build synthetics; also, fully-grown synthetics will be automatically updated to their own species.
Kellis  [author] 16 Apr, 2017 @ 4:29pm 
Hm. If that does work, it'll be nice , but I'd run across enough forum complaints about having to overwrite everything that I kinda thought it didn't.
Dazz Aephiex 16 Apr, 2017 @ 4:27pm 
My mod has been updated, it now tries to define a same-id-event to overwrite the existing event rather than overwriting the entire file. I thought it could work.
Kellis  [author] 16 Apr, 2017 @ 4:24pm 
Yeah - but I hadn't seen anyone overwrite the projects file, before, so that made it less likely to conflict. Especially since I'd run into something like three or four mods that all overwrote the events file. The projects are the Unity Ascension projects, too, so it seems even less likely there would be any overwriting. I've seen mods adding to that list in other files, but...

It'd be nice if you could only modify bits like in some other titles, but oh well.

As to both building and growing - it seems like growth for both (and the regular synths, too!) block each other, so I'm not sure it's really a significant loss - once your initial colonist is on-planet, "building" more pops doesn't really help - just gives you a long queue of "not growing yet!"

Admittedly, I did wonder where that little check was, but...
Dazz Aephiex 16 Apr, 2017 @ 4:11pm 
So this is why I have overwritten the entire buildable_pops.
Dazz Aephiex 16 Apr, 2017 @ 4:11pm 
Also, only adding "pops_can_reproduce = yes" disallows your species from building & growing at the same time - you are just wasting your resources if you build.
Dazz Aephiex 16 Apr, 2017 @ 4:08pm 
But you still have to overwrite a file xd