Stellaris
Auto Gene Assimilation
126 commenti
Draconia Empire 19 giu, ore 11:27 
, is this mod still getting updated ?
Draconia Empire 14 mag, ore 8:32 
hi, is it possible for you to update your mods to 4.x.x., thx
Aparajita 18 nov 2024, ore 7:51 
Did the original creator not want to do Robot pops, or is it impossible in the code for it to work in the game?
Next Evolution 1 dic 2023, ore 0:40 
@raw666 Isn't that just two methods of doing the same thing? What's the benefit of using both? Plus, I feel like this one is much more convenient
mario0244  [autore] 21 ott 2023, ore 15:33 
If you say so.
raw666 21 ott 2023, ore 14:03 
Ev 24 set 2023, ore 10:46 
It still works.
rauldrac 9 set 2023, ore 9:42 
hey is this gonna be updated anytime soon?
MuhammadMüller 17 giu 2023, ore 13:10 
update?
kinngrimm 18 mag 2023, ore 16:00 
"These empire cannot use gene assimilation:
Hive-Mind"
why *sigh*
mario0244  [autore] 8 mag 2023, ore 7:44 
@HongSamMild added korean translation which you shared.
mario0244  [autore] 8 mag 2023, ore 7:35 
AI empires don't use this at all, you are free to fork the mod of off github and make changes :)
I merely adopted the mod from the original author who put the mod in the public domain
Archael 8 mag 2023, ore 3:36 
so maybe disable it for AI empires, and enable on for Player with xeno-compatibilit? Is it possible?
mario0244  [autore] 7 mag 2023, ore 17:31 
AI wouldn't know how to use, if you really want something like this use merge ai species mod.
Archael 7 mag 2023, ore 16:22 
I think that any empire could be able to use auto gene assimilation. I mean, why is xeno-compatibility empire excluded from it? They cant do extreme overpowered stuff from it just because it would become automatic, or can they? maybe restric them from using "fully executed"?
mario0244  [autore] 7 mag 2023, ore 0:31 
@HongSamMild
Thanks, I'll add it asap.
VictorianMaid 6 mag 2023, ore 22:40 
Psi and cybernetics traits are just like self modified or mechanical. If you can't remove that in vanilla with gene modification, then you shouldn't be able to assimilate them with gene assimilation, since you are clearly using research to use this mod. (cybernetics is even exception of assimilation in vanilla, just like mechanical)
It's hurting the game and this nice mod.
I mainly play genetics ascension, and I can't turn on this mod because those precious pops gets assimilated, and it's against the lore. It's killing me since this mod is just perfect. Can you fix that, Pleeeease?
HongSamMild 6 mag 2023, ore 22:30 
https://pastebin.com/g1VnZeGg
here it is. put it in korean folder.
msseo303 6 mag 2023, ore 16:15 
Link deleted.... 'll send by github.
msseo303 6 mag 2023, ore 16:00 
Translate to korean. Based on English
{COLLEGAMENTO RIMOSSO}
mario0244  [autore] 6 mag 2023, ore 7:37 
You assimilate into species that you have access to. So if certain conditions are met species can be assimilated into species or from species with mentioned trait. Only pops with self-modified, mechanical, hive-mind are excluded. I don't see an issue with this.

As for localization you can do a PR here: https://github.com/bcssov/AutoGeneAssimilation or if you're unsure about github you can post it somewhere and I'll pick it up.
HongSamMild 6 mag 2023, ore 4:11 
Will pops with Psionic / Cybernetic trait will be assimilated? if so, it is huge issue, especially in Genetic ascension(they need to 'steal' those trait from Empires with such traits, you know).
And can I contribute with Korean locale? If I could help, it will be my honor. This mod is should be a default setting.
legendof7th 20 apr 2023, ore 17:57 
My prayers have been answered! <3
Archael 20 apr 2023, ore 11:19 
:D ^.^
mario0244  [autore] 19 apr 2023, ore 21:26 
Mod alive 3.7 update released.
legendof7th 5 dic 2022, ore 10:54 
Please come back I love you.
Darth Potateous 7 mag 2022, ore 20:07 
Working for 3.3/3.4?
mario0244  [autore] 12 dic 2021, ore 7:17 
It will work with traits that the game allows it them. A trait is still a trait even if its hidden or non editable.
Archael 12 dic 2021, ore 1:35 
Hey. I want to ask, how is this mod working now? Since 3.2 special traits like event traits or special habitability options cannot be modded. Is this mod working at all? Is it skipping templates with special features? Or anything else? Thanks :D
Wilmfe23 23 nov 2021, ore 11:48 
That usage description is really confusingly worded. So the policy enables you to assimilate them? Does that mean it works like synthetic assimilation too?
What is that empire modifier thing about? Synthetics have nothing like it.
Also you say it modifies it to a "subspecies" so does that mean the now empty population still exists in the list? That kind of would defeat the mean benefit of assimilation.

Also what does 'executed' do? It is a really weird term to use.
Murasaki 25 set 2021, ore 6:57 
So, if i will modify someone in my empire and they will come to another empire - will my "redacted" one slowly change genes in other empire citizens?
mario0244  [autore] 2 giu 2021, ore 16:28 
No
ShinyNobody 2 giu 2021, ore 11:23 
Sry for asking. this mod does not allow you to merge every species in to 1 single onbe for the whole empire?
mario0244  [autore] 24 mag 2021, ore 15:38 
Cheers, but credit goes to the original author.
FrozenParagon 24 mag 2021, ore 10:59 
i've been enjoying your mod thus far. excellent tidying mod
Yanzihko 2 mag 2021, ore 12:30 
Is this compatible with mods that add new species groups?

Aka, Avali portrait mod creates a new "Avali" species group.
mario0244  [autore] 11 mar 2021, ore 5:32 
Game already auto evaluates properly visibility of the policies so no need for a yearly check. As for Xeno compatibility forbidding it's due to game API bugs.
Archael 6 mar 2021, ore 0:03 
btw. Why xeno-comp forbids auto assimilation?
Archael 5 mar 2021, ore 23:57 
Hi. perhaps its because of other mods i used, but after loading the game, the policy "assimilation" provided by this mod dissapeared... Does anyone seen this bug? Have someone some fix for this? (im playing ironman mode).
@mario0244 I understand that policy shows up when certain tech is researched, so there is only one trigger in a game to provide that policy, but maybe you could make yearly check for empire if it has tech for situations where policy disappeared without a reason? :D
mario0244  [autore] 30 gen 2021, ore 6:28 
"Thanks. I figure it must be possible to grab the "source code" for a mod from the downloaded version, since it's all just text files in the end that Stellaris loads up, but... I find it easier to look at e.g. Github right now."

Github version has python in place to write repetitive code for me. Part of it is templated and then "compiled" to output a release version.

"OH MY GOD YOU'RE IRONY MOD MANAGER'S MAKER.
Awesome. Thank you. I thought I recognised "bcssov"."

Yes, though I won't explain what bcssov stands for. That's for another era, game and time.
Dekkhan 30 gen 2021, ore 0:55 
OH MY GOD YOU'RE IRONY MOD MANAGER'S MAKER. 😁

Awesome. Thank you. I thought I recognised "bcssov".
Dekkhan 30 gen 2021, ore 0:42 
Thanks. I figure it must be possible to grab the "source code" for a mod from the downloaded version, since it's all just text files in the end that Stellaris loads up, but... I find it easier to look at e.g. Github right now.
(It's probably just extracting the mod archive in some fashion, hm? 🙂 )

Thanks for the Github link, I'll have a look around. 🙂
mario0244  [autore] 29 gen 2021, ore 16:41 
Forgot to mention if you intend to contribute to this mod with support for hiveminds this is where I keep my source: https://github.com/bcssov/AutoGeneAssimilation
Original author did not seem to have git setup.
mario0244  [autore] 29 gen 2021, ore 15:43 
You're free to use the original mod's source code as a base for your own mod. As all "copyright" was waived by the author. You can find the link in the description. If you want to use my improvements (this mod) you have my permission. Mods in Stellaris are not open source nor can they have a license.
Dekkhan 29 gen 2021, ore 5:59 
OK. Is the mod open source? I might like to try it out with hive minds.
mario0244  [autore] 29 gen 2021, ore 5:14 
Because original mod didn't have it supported. Maybe mechanics or lorewise is the answer.
Dekkhan 29 gen 2021, ore 0:31 
Question: why no Hive Minds possible? :)
mario0244  [autore] 1 nov 2020, ore 18:27 
Thank the original author for making it :)
I am merely maintaing it.
Chip56 1 nov 2020, ore 2:23 
Thanks for this mod. it helps a lot to ensure your pop has the traits you want, especially if you have migration treaties.
mario0244  [autore] 21 ott 2020, ore 18:05 
I am merely maintaing the original mod but if I'd have to guess. Probably because xeno-compatibility is broken including the API.