! The Merger of Rules 3.10

Fixes


This mod is a global compatibility patch for Stellaris 3.10 that merges the various incompatible game rules and scripted triggers added by mods.
Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing problems to the first mod. The Merger will make all the relevant rules apply.

I'm also merging some scripted triggers that are shared by m...

Розробник: Inny [The Merger]

Дата створення: 13 May, 2022 @ 7:29pm

Оновлено: 1 Jan @ 2:58pm

Підписників: 50123


Розмір (розпакований) : 1.421 MB

This mod is a global compatibility patch for Stellaris 3.10 that merges the various incompatible game rules and scripted triggers added by mods.
Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing problems to the first mod. The Merger will make all the relevant rules apply.

I'm also merging some scripted triggers that are shared by multiple mods, such as is_megacorp or the capital buildings triggers. These will allow the buildings from these mods to be constructed if you have an equivalent capital on your planet.

Includes a shader merge for AOT, Gigas and Real Space.

I will only add mods that have been made for, or updated to 3.10.*

You will need this mod if you use more than one of the following mods:
I've hit the size limit for this description so you'll find the list as a collection instead.


Make sure to place the Merger at the end of your load order.

Modders, if you have specific worlds that you don't want to be targeted by planet killers, flag them with planet_flag = merg_forbidden_target and the Merger will make sure that, modded or vanilla, they won't break your mod.
You can also detect the presence of the Merger with the global flag merged_rules.

Recommended:
Universal Resource Patch

Incompatible mods
Universial Game Rules Patch - You don't need UGRC as I cover more mods while making the rules to acknowledge the existence of other mods, but if your collection of mods is mainly chinese, you'll want to use it instead.
Various Servant Jobs - this will cause habitability bugs.
Ethics and Civics Alternative Restored - has completely messed up policies files.
Prime Collective Crisis - Pandora's Star - causes zero habitability bug.
Habitable Structures Patch - made obsolete since Stellaris 3.0 totally changed how the trigger works, and will be overwritten by the Merger.
Any total conversion or global overhaul.

Recommended load order
Ariphaos Unofficial Patch or Scripted Trigger Undercoat
<Your mods here in a Z..A order, if not stated otherwise by the mods authors>
<The patch mods come after, to be able to overwrite the previous mods they're supposed to patch>
Universal Resource Patch
The Merger of Rules

Troubleshooting
0% habitability bug or can't assemble pops: this is caused by a corrupted mod. Steam's integrity check should fix the problem.
If you can't assemble robots, it might come from an outdated trait mod that lacks the is_robotic identifier in the archetype definition.

Other Compatibility patches
ACOT + Dawn of Ascension -> Acquisition of Technology
Sartek Tradition - Ascension Perk Merger
Sartek District and Economy Merger Add-on

Legal
You're not allowed to redistribute this mod, with the exception of private multiplayer packs.
You can add portions of the code to your own mod, but please notify me if you do so.
The above rules don't apply if you fork the Merger to support an overhaul/conversion mod.

Русская Локализация

Notes for modders
- Add comments when you overwrite vanilla code, to make it easier to see where the code has changed.
- Favor creating and using scripted triggers whenever you're checking for a list of things, also if you're restricting to some country types.
Adding compatibility to an event restricted to country_type = default requires overwriting the event, but if you used a trigger, it's much easier to overwrite it.
- Write a changelog. This helps a lot more than you might think.
- Concerning ID triggers:
It's a simple thing - add in your mod a trigger stating for example trg_my_mod = { always = yes }
Other mods that want to check on yours will have a placeholder file set to be easily overwritten and put trg_my_mod = { always = no }
The big advantage over a global flag is that this allows for detection before game start, essential for policies, pop assembly, buildings, etc.



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