Stellaris

Stellaris

True Necromancy
48 Comments
Nik Jun 23 @ 5:47pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=3507290329

I put the updated mod up here. Let me know if it works.
@Nik to upload a mod to the steam workshop, start the launcher, then go to the 'Mod Library'. Afterwards, click the upload mod button towards the top right. Add me as a friend if u need anymore help
Nik Jun 22 @ 1:15pm 
I think I just about have this fixed for 4.0. I have only modded for myself so far. So, I need to check out how to add a mod to the workshop. There is some wonky around pop assembly. So, the new origin doesn't work great but I think the core is functional.
Skill Less  [author] May 7 @ 3:03am 
i don't think that I'll update it, hopefully the modding community picks it up to continue tho <3
ph34rthe1337 May 6 @ 9:24pm 
so is this getting a 4.0 update or is this a dead (irony) mod?
Xzenowulf Oct 12, 2024 @ 5:44pm 
you should include the space fauna reviving like the hivemind's Cordyceptic Drones (hive necromancy) for the perfect necromancer build..
Skill Less  [author] Jun 15, 2024 @ 4:01pm 
aw, in vanilla it is in events/necroids_events_1.txt line 810

"add_trait = trait_zombie" needs to be removed
ApocRNG May 28, 2024 @ 6:10am 
I don't mean as relating to your mod. I mean from the vanilla game.
Skill Less  [author] May 21, 2024 @ 10:25am 
Oh, if you want to remove the zombification from purge then you need to alter the event tnecro_events.10 after line 60
Skill Less  [author] May 21, 2024 @ 10:19am 
Mechromancy creates the cyborgs, this is vanilla. I just append the zombie trait in event tnecro_events.1

I don't want to remove this feature from the mod, but you can modify that event if you don't want to have the zombie trait on them. Just append a line after line 16 to exclude the cyborg trait like I did for zombie, hive mind and necrophage traits :)
ApocRNG May 20, 2024 @ 12:07pm 
I'm trying to remove the line of code that causes the cyborg zombies to be created but I can't find what causes it.
ApocRNG May 20, 2024 @ 12:01pm 
Is it possible for you to create a small mod that just disables the cyborg zombies in mechromancy? or at least be able to actually purge them?
CTH2004 May 12, 2024 @ 11:04am 
Ah, I forgot about that AP, so thought it was a mod. Thanks!
Skill Less  [author] May 10, 2024 @ 3:41am 
TLDR; cyborg zombies

Mechromancy is an ascension perk from Stellaris Synthetic Dawn DLC (if I remember correctly) for machine gestalt empires, I just reused that name for description.
CTH2004 May 10, 2024 @ 3:02am 
quick question: what is this "mechromancy" thing? just wondering!
Skill Less  [author] May 3, 2024 @ 11:24am 
sorry for late response, the bug should be fixed now.
Skill Less  [author] Apr 9, 2024 @ 5:50am 
aw i see, lol. thx for the report, i'll look into it the next couple days
𝅳𝅳𝅳𝅳𝅳𝅳𝅳𝅳 Apr 8, 2024 @ 5:07pm 
i will state the scenario real quick for brevity

conquer a planet owned by a hivemind as a necromage regular empire

the planet will then start to purge the hivemind pops

they will then respawn as zombie pops with the hivemind trait

since they are hivemind, they will be purged again

repeat, making the process last for an exceedingly long time
𝅳𝅳𝅳𝅳𝅳𝅳𝅳𝅳 Apr 8, 2024 @ 5:06pm 
@Skill Less i conquered a hivemind planet, i was not a hivemind myself
Skill Less  [author] Apr 8, 2024 @ 8:08am 
How did u end up having necromage + hive mind ?
𝅳𝅳𝅳𝅳𝅳𝅳𝅳𝅳 Apr 7, 2024 @ 11:03pm 
when purging hivemind pops they turn into zombies, which also have to be purged, and it repeats over and over again, making the planets never purge
Vwert Mar 22, 2024 @ 1:01pm 
Would it be possible to make this work for hive minds?

I think hive minds should be allowed to do necromancy.
Skill Less  [author] Feb 9, 2024 @ 10:21am 
AFAIK yes
OGBrownSugar Feb 9, 2024 @ 9:58am 
Is this mod up to date?
Space Grandpa Feb 4, 2024 @ 2:51am 
Hello, cool idea of a mod. Can you please at least copypaste english localisation to russian so we don't have to deal with code?)
Skill Less  [author] Dec 17, 2023 @ 2:04pm 
I use Dynamic UI Overhaul and its more buildings addon. I use the version for 32 buildings.
atreidesson Dec 17, 2023 @ 9:29am 
What's that planetary interface you have? Because it implies that buildings can be built to the actual limit, not only 12 of them...
Skill Less  [author] Nov 30, 2023 @ 9:04am 
Indeed, mechromancy is exclusive to machine gestalts in vanilla.
nyyfandan Nov 30, 2023 @ 8:59am 
This works with Synth Ascension too, but I didn't see that mentioned above. Was really bummed to see the vanilla Mechromancy perk was machine intelligence only.
Skill Less  [author] Oct 19, 2023 @ 11:03am 
that's a mod list hehe :D I use reworked advanced ascension myself and think that's no problem :)

It might be any mod which touches any logic of the pop assembly itself. Usually a mod which touches vanilla files, especially any "rules" file. So without further research I bet on the unofficial patch on the top.

It's a hassle but you might find the mod in question by partially disabling mods and go back into game and repeat until you found out which one produces the issue. You can disable one mod at a time and if still not work, exit, enable mod, disable next mod and so on.
FluffyPotato Oct 19, 2023 @ 10:49am 
No, nothing to do with cloning specifically. Could it be Reworked Advanced Ascension? That's the only mod in my list that could have anything to do with cloning.

Here's my modlist: https://pastebin.com/QUVTL6dV
Skill Less  [author] Oct 19, 2023 @ 10:39am 
FluffyPotato do u have anz cloning mod installed? this sounds like the bug within that mod
FluffyPotato Oct 19, 2023 @ 10:35am 
Awesome mod but I seem to have an issue: After a while population assembly reports that "There are no species that can be assembled on this planet". I tried starting a new game several times and it seems to happen every time after some amount of time, usually 1 pop gets produced but no more.
Skill Less  [author] Oct 13, 2023 @ 7:56am 
thank you and have fun :)
LooseNooseZeusMooseGooseJuice Oct 13, 2023 @ 6:27am 
Been waiting to see a mod do exactly this for a few years. Cheers to you friend.
Skill Less  [author] Oct 11, 2023 @ 4:15pm 
you mean u want to resurrect every defeated space fauna? i will look into it, but may need time since i'll have to scroll through the events. for leviathans i think i won't do it, but reanimators will take that job i guess
mwfraize Oct 11, 2023 @ 4:08pm 
In a future update, could you also add the functions of cordyceptic drones, ie: reanimating space fauna? I won't lie, I do just want a civic that combines the three vanilla reanimator civics, and this mod already does two thirds of that.

It's your mod tho, do what you will.
Skill Less  [author] Oct 11, 2023 @ 8:00am 
oh to be precise: you can assemble pops with clone vats alone, they just dont get the zombie trait. so you can decide to assemble living or undead creatures.
Skill Less  [author] Oct 11, 2023 @ 7:55am 
version 1.2.0

- zombies are now only assembled if the planet got the proper building for it, no zombies from clone vats alone
- add some support to not create necrophage zombies
- add councilor position for civic
- add a proper description to the civic
- fix some localization
Skill Less  [author] Oct 8, 2023 @ 12:50pm 
yeah, i will look into it during the week so that i have (hopefully) an update before next weekend. i think the councilor position should increase pop assembly and/or decrease resource cost. for undead military there is already the necromancer civic plus workshop got mods for increased civic points so shouldnt be a problem.
vakamak Oct 8, 2023 @ 12:41pm 
Love the mod! Any chance you can add a councilor position like other civics? Also, it would be nice to see the reanimators civic mixed in with the mod in some fashion. It feels odd that an empire of master necromancers doesn't know how to reanimate pops for military combat.
Skill Less  [author] Oct 7, 2023 @ 2:04pm 
corpo death cult is vanilla and the megacorp version of death cult. works rly nice with gospel of the masses ^^

glory to the necro-vamp corporation :)
smokepasto Oct 7, 2023 @ 12:44pm 
not sure if "corpo death cult" is a vanilla or modded ethics option, but im totally doing a vampire necromage megacorporation right now.
Skill Less  [author] Oct 7, 2023 @ 7:15am 
yeah, i already had a thought about that but looked for inspiration. there is even a job icon for corpse collector ingame (just didnt get any use)

i was thinking about a deposit or planet modifier but i will think about world designation too. thx for the suggestion
Journeyman Prime Oct 7, 2023 @ 7:04am 
Just a thought, but wouldn't it be cool and interesting to add corpses as a Strategic resource that is consumed to assemble zombie or undead pops? Furthermore, you could create a new world designation called "Graveyard Worlds" that produce corpse-producing jobs and accelerate the speed of recruiting undead armies while also reducing their cost. Just some ideas.
Skill Less  [author] Oct 3, 2023 @ 4:45am 
update: version 1.1.0
- minor fixes
- add origin to have a secondary zombie species
- add new building + tech to increase pop assembly further
Skill Less  [author] Oct 2, 2023 @ 10:40am 
hehe no worries and don't forget to set the pop assembly species right if you are a necrophage.. or u will end up with unpurgeable necrophage zombies haha
w.girl27 Oct 2, 2023 @ 10:35am 
thank you very much this finally completes my eldritch undead modset