[ON HOLD] The Merger of Rules 3.14
Изображение 1 из 2. Материалы автора из Steam Workshop.
О материале
«[ON HOLD] The Merger of Rules 3.14» — материал мастерской Stellaris. Моды Stellaris: события, корабли, виды и интерфейс. Совместимость с патчем проверяйте у автора. Для установки откройте оригинал в Steam Workshop, проверьте требования автора и подпишитесь. Совместимость с версией игры редакцией не проверена.
Описание автора
This mod serves as a global compatibility patch for Stellaris 3.14, designed to harmonize the various incompatible game rules and scripted triggers introduced by different mods. When two mods alter the same rule or scripted trigger, only the last loaded mod takes effect, potentially causing issues with the earlier mod. The Merger resolves this by ensuring that all relevant rules from multiple mods are applied seamlessly. In addition to merging game rules, this mod also integrates several common scripted triggers shared by multiple mods, such as is_megacorp or the capital buildings triggers. This integration allows for the construction of buildings from different mods, provided you have an equivalent capital on your planet.
Furthermore, the mod includes a shader merge for ACOT/AOT, Gigas, and Real Space, ensuring visual compatibility across these popular mods.
I will only add mods that have been made for, or updated to 3.14.*
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.
-> Supported Mods for 3.X <-
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:
Mini-Patch:
These patches are mandatory for the support of their mod. Expanded Events Expanded Megastructures and Technologies Expanded Traits, Civics, Pops, and More Girls Frontline Leviathan Events Xtended - Legacy Madoka Magica New Plentiful Traditions Real Space Wula Fallen Empire
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, check mods descriptions for specific instructions> <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
Steam sometimes fails to update mod files correctly. Performing regular integrity checks on the game usually resolves this issue.
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.
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.
Как установить и запустить
Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.