Stellaris

Stellaris

necrophage compatible with other origins
23 Comments
PrinceRising May 11 @ 10:28am 
This unfortunately now breaks alloy, consumer goods from jobs and for some reason engineering research from jobs in 4.0.5
At least from the starting vanilla ones.
Aisede Dec 3, 2023 @ 9:57am 
So you get the trait... But what about the purge option?

You know, to convert other species into your own. I didn't see that option
Mosstone Nov 22, 2023 @ 10:51am 
Confirmed, trader jobs just aren't showing up despite having the building for it.

I would suggest having a setting or a separate mod specifically for humans as the race to appear. Console commands can easily deal with the traits but assigning a portrait to a species is a bit annoying
Necrolight Oct 18, 2023 @ 6:36pm 
Mod breaks trader jobs. They don't actually register as jobs.
PrinceRising Jul 13, 2023 @ 9:19am 
I haven't run into any issues with the mod, I don't think it needs an update
MR WILKO Mar 19, 2023 @ 6:02pm 
any chance of a update, can help sponsor it.
Matze-Kater Mar 10, 2023 @ 9:12pm 
it needs an update I think
Argus von Stein Sep 4, 2022 @ 8:09pm 
You are a hero! A hero! I've been dreaming of it for who knows how long.
Erhes Jul 4, 2022 @ 9:51am 
Is it still working?

This mod looks like exactly what I need for my Doomsday + Necrophage run
Khalagar Jun 5, 2022 @ 6:06pm 
Does this still work in 3.4?
broken dusk  [author] Dec 14, 2021 @ 3:22am 
@维利丹-昆塔特, you can find the directory of this mod and open events/custom_necrophage_event.txt, then delete 98-103 lines.
broken dusk  [author] Dec 14, 2021 @ 3:20am 
@End Mii, @pipolwes000, updated for v3.2. This bug may be caused each time Stellaris updated to a new version, but I don't have a permanent solution. As jobs seem to be special in Stellaris, we can't modify a job without replacing the original files. So if the original files changed and add something new, the mod based on antiquated original files may crash.
鸽们VC Dec 13, 2021 @ 6:58pm 
If I don't need random species, which file should I delete?
pipolwes000 Dec 7, 2021 @ 12:31am 
A fix I've found that has worked so far is as follows
1. copy the vanilla specialist pop jobs file into the mod pop jobs folder.
2. find the section of the file regarding necrophage acolytes (or whatever the ascending pops are called)
3. delete the line that mentions the necrophage origin (leave the trait requirement alone)
pipolwes000 Dec 6, 2021 @ 7:25pm 
I am experiencing the same issue as End Mii, my necrophage pops will not work artisan, metallurgist, or any of the three special resource refinery jobs. Several jobs in the mod pop_jobs file are missing a line "possible_precalc = can_fill_specialist_job" where it is visible on the vanilla file. I'm going to see if I can work out a potential fix that way
End Mii Nov 28, 2021 @ 11:14am 
Not really sure what the cause is, but none of my pops can work artisan or metallurgist jobs with this enabled after 3.2
Stranger Sep 21, 2021 @ 2:37pm 
Can you be a xenophile Necrophage with this or is it still locked to xenophobes?
broken dusk  [author] Jun 17, 2021 @ 7:44am 
@The Mysterious Stranger fixed.
Rafocale Jun 16, 2021 @ 11:41pm 
Can't seem to upgrade the chambers of elevation, I unlocked the technology that's suppose to allow it to no avail.
Zora Jun 10, 2021 @ 10:18pm 
I'm not sure if anyone else had this But the other Species was Considered a Founder Species and Couldn't Be purged or enslaved.
Rafocale Jun 9, 2021 @ 3:28pm 
Thanks, been looking for a mod like this for a looong time.
broken dusk  [author] Jun 8, 2021 @ 9:16pm 
@The Mysterious Stranger, well, I removed it from this version.
Rafocale Jun 8, 2021 @ 2:03pm 
I would love this if it didn't mess with purge settings, that kinda tends to cause mod conflicts.