Stellaris

Stellaris

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Deassimilate Machines
   
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175.380 KB
Jul 21, 2021 @ 6:53pm
May 16, 2023 @ 6:45am
22 Change Notes ( view )
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Deassimilate Machines

In 1 collection by corsairmarks
Corsair's Stellaris Mods
57 items
Description
Overview
Ever been disappointed at all the wasted Pops when you conquer or integrate a Machine Intelligence? This mod is for you! Now you can de-assimilate the Machine Units into Robots once you have discovered the Positronic AI technology.

This mod also features an enhancement for machine empires - robot Pops also gain bonus trait picks and points from the machine-boosting relevant technologies and traditions. Thus robot Pops will be just as useful as machine Pops to machine empires.

Changes
Adds the "Machine Dissociation" assimilation living standard for Machine Unit Pops. Coupled with an override of the "Assimilation" citizenship, this enables you to convert machines into robots as a regular, non-gestalt empire (as long as you have Positronic AI).

An event window will display when you have Positronic AI and communications with a Machine Intelligence to tell you that machine deassimilation is available.

Overrides the robomodding series of technologies for machine empires (Machine Template System, Binary Motivators, and Nanite Assemblers), the Synthetic Age tradition, and the Solid State Actuators tradition to grant both machine and robot trait picks/points.

Compatibility
Built for Stellaris version 3.8 "Gemini." Not compatible with achievements.

This mod has to alter a number of built-in game objects to implement its gameplay. Here's a list of of what is overridden and why:
  • Effect assimilation_effect - main assimilation logic (called by action.65), altered so that deassimilated machines are not converted into the synthetic species for fully synthetic empires, also code de-duped
  • Citizenship citizenship_assimilation - Assimilation, altered to allow machines to be deassimilated by non-gestalt empires
  • Species Population Control population_control_yes - deassimilating machines must have population controls
  • Species Population Control population_control_no - deassimilating machines are not allowed to reproduce
  • Species Colonization Control colonization_control_yes - deassimilating machines must have colonization controls
  • Species Colonization Control colonization_control_no - deassimilating machines are not allowed to colonize
  • Technology tech_robomodding_m - Machine Template System in order to grant machine empires trait points to both machines and robots
  • Technology tech_binary_motivators - Binary Motivators in order to grant machine empires trait points to both machines and robots
  • Technology tech_nanite_assemblers - Nanite Assemblers in order to grant machine empires trait points to both machines and robots
  • Tradition tr_synthetics_synthetic_age - Synthetic Age in order to grant machine empires trait picks for both machines and robots
  • Tradition tr_synthetics_solid_state_actuators - Solid State Actuators in order to grant machine empires trait points for both machines and robots
What this means to you is that this mod is not compatible with most other assimilation-altering mods. That is because its highly likely they are editing the same events and species rights.

This mod is explicitly compatible with all of my other mods, including those that also modify assimilation or other species rights.

When to Install
This mod can be safely added to your savegame after the game has started. It is implemented through events, effects, and species rights that alter game rules without adding object definitions. If you remove it, you will keep any machine Pops that have already been converted to robots, but any remaining machine Pops will probably revert to their default "disconnected machine" purge policy. Stellaris is fairly forgiving in situations like this - it's likely that error logs would be generated and the game would otherwise ignore the missing content. Back up your savegame before trying to remove a mod.

Recommended Companion Mods
Known Issues
This mod overwrites several core Stellaris game objects. Expect to see eleven errors in your error.log similar to these. All are necessary to implement the functionality of this mod.
[03:46:46][technology.cpp:1154]: Duplicate technology: tech_robomodding_m [03:46:46][technology.cpp:315]: Duplicate trigger at file: common/technology/10_deassimilate_machines_synthetic_dawn_technology_overrides.txt line: 19 [03:46:46][technology.cpp:1154]: Duplicate technology: tech_binary_motivators [03:46:46][technology.cpp:315]: Duplicate trigger at file: common/technology/10_deassimilate_machines_synthetic_dawn_technology_overrides.txt line: 60 [03:46:46][technology.cpp:1154]: Duplicate technology: tech_nanite_assemblers [03:46:46][technology.cpp:315]: Duplicate trigger at file: common/technology/10_deassimilate_machines_synthetic_dawn_technology_overrides.txt line: 102 [03:46:47][game_singleobjectdatabase.h:165]: Object with key: assimilation_effect already exists, using the one at file: common/scripted_effects/deassimilate_machines_scripted_effect_overrides.txt line: 6 [03:46:47][game_singleobjectdatabase.h:165]: Object with key: citizenship_assimilation already exists, using the one at file: common/species_rights/citizenship_types/10_deassimilate_machines_citizenship_type_overrides.txt line: 6 [03:46:47][game_singleobjectdatabase.h:165]: Object with key: military_service_full already exists, using the one at file: common/species_rights/military_service_types/10_deassimilate_machines_military_service_overrides.txt line: 11 [03:46:50][game_singleobjectdatabase.h:165]: Object with key: tr_synthetics_synthetic_age already exists, using the one at file: common/traditions/11_deassimilate_machines_synthetics_traditions_overrides.txt line: 2 [03:46:50][game_singleobjectdatabase.h:165]: Object with key: tr_synthetics_solid_state_actuators already exists, using the one at file: common/traditions/11_deassimilate_machines_synthetics_traditions_overrides.txt line: 70
Changelog
See Change Notes

Source Code
Hosted on GitHub[github.com]

[discord.gg]
102 Comments
Mortarch Of Blood Apr 14 @ 4:49am 
sigh, still not updated. Its dead Jim
Aphyxia Jun 19, 2024 @ 7:51am 
This is missing the individualist machine checks from 3.12 so if you're playing that, this mod will break your game.
EmeraLord Nov 4, 2023 @ 3:46pm 
If people are needing help still, one way I've gotten machine empire pops to not be executed on sight after integrating them is to do three commands. By the way, don't add the [] when placing in the ID.

debugtooltip (use this in the species tab to see what number the machine empire is)
remove_trait_species [ID] trait_machine_unit (this removes the 'machine' trait from the species, which is what's causing them to self destruct)
add_trait_species [ID] trait_mechanical (this turns them into effectively normal robots, that function like any other. You can set their rights from there.)

Hope this helps, if you have a large modpack and this one isn't working for people!
Baka Racker Sep 8, 2023 @ 2:46pm 
@Echostyle That's unfortunate, I'm running around 60 mods [some big, some small] and this works just fine for me. Did you already have the required technology [Positronic AI]?
Echostyle Aug 1, 2023 @ 2:50pm 
Tried rearranging stuff around and removing mods, still no dice.
Assimilation citizenship doesn't show still.
ぽん Jul 31, 2023 @ 8:02am 
Thanks for good MOD.
I translate this MOD into Japanese.
Echostyle Jul 4, 2023 @ 9:30pm 
idk why, but for some reason this mod won't work for me. I can see the Machine Dissassociation living standard choice, but i can't select assimilation, it doesn't even show it for me.
Akashugo Jun 19, 2023 @ 6:54pm 
idk, maybe is some mod fueature at my modpack but was weird. ill check when i get time.
my english kinda bad i spanish sorry.
corsairmarks  [author] Jun 17, 2023 @ 10:50pm 
@赤守護 I'm not sure what you mean by "organic machine." This mod allows de-assimilating species_class MACHINE Pops into the species class ROBOT Pops.
Akashugo Jun 17, 2023 @ 5:42pm 
is any way to get the same on "oranig machine" species? it says "only organic hive minded can be de asimilated" sadly..