Stellaris

Stellaris

Deassimilate Machines
102 Comments
Mortarch Of Blood 14 Apr @ 4:49am 
sigh, still not updated. Its dead Jim
Aphyxia 19 Jun, 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 4 Nov, 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 8 Sep, 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 1 Aug, 2023 @ 2:50pm 
Tried rearranging stuff around and removing mods, still no dice.
Assimilation citizenship doesn't show still.
ぽん 31 Jul, 2023 @ 8:02am 
Thanks for good MOD.
I translate this MOD into Japanese.
Echostyle 4 Jul, 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 19 Jun, 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] 17 Jun, 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 17 Jun, 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..
Samira 23 Apr, 2023 @ 4:09pm 
@corsairmarks Thank you a lot for the help! i found it, it was this recently released mod "resolutions expanded" by Gordon_CMB. I'll try to edit that specific file to see if something works.
corsairmarks  [author] 22 Apr, 2023 @ 8:33pm 
The game's error.log might help - for example, 3 of my mods (which are aware of each-other) do it like this: the copy in the last file (30_) "wins" and is used.
[code]
[23:19:56][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: 5
[23:19:56][game_singleobjectdatabase.h:165]: Object with key: citizenship_assimilation already exists, using the one at file: common/species_rights/citizenship_types/20_civic_organic_zealots_citizenship_type_overrides.txt line: 5
[23:19:56][game_singleobjectdatabase.h:165]: Object with key: citizenship_assimilation already exists, using the one at file: common/species_rights/citizenship_types/30_assimilate_all_the_pops_citizenship_type_overrides.txt line: 6
[/code]

Error.log is found in %USERPROFILE%\Documents\Paradox Interactive\Stellaris\logs
corsairmarks  [author] 22 Apr, 2023 @ 8:32pm 
@Tito no, new traits alone will not affect the assimilation citizenship not showing. Mod load order won't solve this issue, its related to file names. Look through all of your installed mods for citizenship_assimilation - it will be in a file in the folder common/species_rights/citizenship_types.
Samira 22 Apr, 2023 @ 9:11am 
whould new traits for the machine pops affect this mod's functionality?
Samira 22 Apr, 2023 @ 9:10am 
hello, i am having a problem where the "assimilation" citizenship is not available even if the machine dissociation is. the mod is already in the bottom of the load order. i imagine some other mod must be messing with the citizenship declaration file, not sure what to do. i dont have any other mod that alters the assimilation conditions as far as i know. at least not as the mod's main function, do you have amy tips on how to solve the problem?
corsairmarks  [author] 3 Apr, 2023 @ 12:55am 
@wagnerleung0079 my channel in the Modding Den is easiest - click the graphic above and it'll invite you to join. You can upload them there.
Red Sun in the Sky 3 Apr, 2023 @ 12:52am 
Hey @corsairmarks I have made Chinese translations for some of your mods, how may I send those files to you?
FrozenParagon 24 Mar, 2023 @ 10:23am 
To the Discord-Mobile! :batman spin logo scene change sound:
corsairmarks  [author] 23 Mar, 2023 @ 11:45am 
@FrozenParagon I agree, but for now let's hound PDX to clean up the dupes.
FrozenParagon 23 Mar, 2023 @ 9:49am 
I personally think all of the text in the synthetic Don file should be removed and merged with existing robot tech for vanilla and then you just add machine points to the robot ones and adjust some triggered lock for the machines. But in general there's so much redundant tech that could be easily triggered look but it's too dangerous to try and ramble when your voice texting so I stop now
corsairmarks  [author] 18 Mar, 2023 @ 2:08pm 
Cheers everyone!
Bepiss 18 Mar, 2023 @ 4:31am 
Thank you kind sir
dhkatz 18 Mar, 2023 @ 12:18am 
Thank you for updating :steamhappy:
corsairmarks  [author] 17 Mar, 2023 @ 8:47pm 
@Bepiss all up-to-date now. Even with Early Access, I have a lot of mods to update 😁
Bepiss 17 Mar, 2023 @ 6:45am 
Updato?
corsairmarks  [author] 23 Feb, 2023 @ 9:50pm 
@wagnerleung0079 I had the code, but the order was wrong. Thanks for reporting the bug!
Red Sun in the Sky 23 Feb, 2023 @ 10:33am 
It seems you put that code into the Assimilate All the Pops mod. But not this mod as a standalone
corsairmarks  [author] 22 Feb, 2023 @ 8:18pm 
@wagnerleung0079 in general you are right, but I altered the code to allow any existing assimilation + Deassimilate Machines. I haven't checked yet but it's on my list for tonight.
Red Sun in the Sky 22 Feb, 2023 @ 2:08pm 
I believe is the problem else if as the game is designed to allow one kind of assimilation per empire. Therefore, they did not set a condition to filter out which Species to be assimilation in the citizenship_assimilation code.
Red Sun in the Sky 22 Feb, 2023 @ 11:00am 
many thx
corsairmarks  [author] 22 Feb, 2023 @ 10:02am 
@wagnerleung0079 I'll take a look although I'm not sure why order would matter.
Red Sun in the Sky 22 Feb, 2023 @ 6:36am 
It doesn't give robot citizenship_assimilation if you have tr_genetics_creation before tech_sapient_ai
corsairmarks  [author] 9 Feb, 2023 @ 7:31pm 
@Baekbok133 you beat me to it! Welcome to being a modder.
Baekbok133 9 Feb, 2023 @ 5:55pm 
@corsairmarks Well, I've created my 1st mode now.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2931013770
Baekbok133 9 Feb, 2023 @ 3:14am 
@corsairmarks Thank you for reply.

I mean, in the game, it is only possible to disassemble all robots.
I only want to disassemble the robot I want.

For example(can't work)
https://sp.zhabite.com/sharedfiles/filedetails/?id=2457861325
corsairmarks  [author] 8 Feb, 2023 @ 9:13pm 
@Baekbok133 regular empires can already do that as long as they don't have AI Citizenship, as I recall. Or are you looking to purge robots/machines as a machine empire?

If you really like purging robots, check out Civic: Organic Zealots
Baekbok133 8 Feb, 2023 @ 10:07am 
Hello. Thank you for useful mod.
And does anyone know of a mod that can purge/disassemble robots?
corsairmarks  [author] 9 Jan, 2023 @ 11:27pm 
@wagnerleung0079 I'm not able to replicate Hive Deassimilation producing multiples of the same species (with or without this mod active). The reason it was happening with Machine Deassimilation is that it actually creates a new species, rather than using the modify_species effect like other forms of assimilation.

For machine Deassimilation, this mod needs to run special code to find the previously-created species, which I had accidentally broke with a prev scope where I needed prevprev. Other assimilation types just use modify_species.
Red Sun in the Sky 9 Jan, 2023 @ 8:08pm 
@corsairmarks Would you put the base game code fix into this mod or would you make another mod? Many thx
corsairmarks  [author] 9 Jan, 2023 @ 8:00pm 
Thanks for checking!
Red Sun in the Sky 9 Jan, 2023 @ 7:58pm 
The Deassimilate Machines part work just fine, the problem is the code of Deassimilate Hive from base game
Red Sun in the Sky 9 Jan, 2023 @ 7:57pm 
It happen even without using your mod
corsairmarks  [author] 9 Jan, 2023 @ 6:23pm 
@wagnerleung0079 I'll take a look - might have another scope problem I overlooked.
Red Sun in the Sky 9 Jan, 2023 @ 6:17pm 
The normal in-game hive-mind deassimilation has the same keep adding new species each year. Would it be possible to fix it too. Or can you tell us which code did you changed? Thank you.
Red Sun in the Sky 8 Jan, 2023 @ 10:33am 
thx
corsairmarks  [author] 7 Jan, 2023 @ 10:15pm 
@wagnerleung0079 Looks like the bug was a scope problem that I introduced when I was refactoring some code. It's fixed now.
corsairmarks  [author] 7 Jan, 2023 @ 5:33pm 
@wagnerleung0079 it shouldn't be - that's how the base game handles it. I'll do some experimenting to see why it is happening.
Red Sun in the Sky 7 Jan, 2023 @ 4:32pm 
The mod keep adding new species each year, is it because the mod set the assimilation_species_of_species as a 30 days set_timed_species_flag?
Patient 28 Dec, 2022 @ 12:52pm 
amazing thank you
corsairmarks  [author] 28 Dec, 2022 @ 11:26am 
Officially up-to-date and everything is patched. Also check out Assimilate All the Pops if you want to enable choosing multiple types of assimilation in your empire.