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absorb-mod
Absorb a complete external Stellaris mod into StellarisPlus. Use the disclosed removal branch when reversing a credited absorption.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Absorb a complete external Stellaris mod into StellarisPlus. Use the disclosed removal branch when reversing a credited absorption.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Ablation test a hard bug to prove the smallest causal change set. Use when competing changes may explain a fix, results are intermittent, or the user needs a minimal proven repair.
Full build the complete StellarisPlus release-validation sequence: quality gate, confirmed manual test, runtime log repair, and repair-authorized code review.
Handoff current work to another agent in a concise tmp/ artifact. Use when the user or another local skill requires resumable session context.
Merge local StellarisPlus files without changing load-order behavior. Use to classify folders by LIOS/FIOS/DUPL/MERGE and consolidate only proven-safe candidates.
Scan integrated Workshop mods against live Steam metadata and update only entries proven outdated.
Review StellarisPlus changes for merge readiness across Paradox Script, load-order, localisation, GFX/GUI, references, and documentation. The default branch is read-only; repair findings only with explicit authorization.
| name | absorb-mod |
| description | Absorb a complete external Stellaris mod into StellarisPlus. Use the disclosed removal branch when reversing a credited absorption. |
Integrate an external Stellaris mod into StellarisPlus. For removal requests,
load references/undo-absorption.md and follow
that branch instead of the absorption workflow below.
doc/mod_load_reference.md before conflict or prefix decisions.doc/mod_defines_reference.md when incoming content introduces an
unfamiliar file type, and doc/mod_mechanics_reference.md when it changes a
documented gameplay system.Resolve source:
| Input | Source path |
|---|---|
| Workshop ID | C:\Program Files (x86)\Steam\steamapps\workshop\content\281990\<id>\ |
| Folder path | As-is |
| Zip file | Extract to $env:TEMP, find descriptor.mod inside |
Parse descriptor.mod and extract name, tags,
supported_version, and remote_file_id.
Resolve the Workshop ID from the explicit input or
remote_file_id. Stop and ask for the ID when neither source provides one;
do not invent a backup or credits identifier.
Backup to backup/<id>/.
Stop if that path exists; never overwrite an absorption baseline without
explicit user confirmation and a separately preserved copy.
Phase 1 is complete only when the source, descriptor metadata, and Workshop ID are verified and the immutable absorption backup contains the complete source.
Build file manifest -- categorize all files in backup:
| Pattern | Category |
|---|---|
common/**/*.txt | Gameplay script |
events/*.txt | Event script |
interface/*.gfx, *.gui | GFX/GUI |
localisation/**/*.yml | Localisation |
gfx/**, sound/**, flags/** | Assets |
*.mod, thumbnail.* | Metadata (skip) |
Detect conflicts -- for each file, check if the same relative path exists in workspace:
When any conflict is found, load
references/conflict-patterns.md and
apply the matching resolution pattern.
| Conflict | Action |
|---|---|
| None | Direct copy |
| Identical content | Skip |
| Both override vanilla differently | Merge review |
| Both define same custom content | Manual merge |
Check load-order -- flag prefix clashes per
doc/mod_load_reference.md.
Check scripted variables -- flag shadowed @variable
definitions (same name, different value).
Report conflict table to user and wait for approval.
Phase 2 is complete only when every source file has a manifest category, every conflict and variable shadow has a disposition, and the user approves the integration plan.
After user confirms:
common/**/*.txt): read both fully; combine blocks,
deduplicate; preserve brace nesting. If both override vanilla,
integrate both change-sets..yml): add new keys; for duplicates keep
ours; maintain l_english: header and :0 format..gfx): add new sprites; for duplicate names keep ours
and warn..gui): merge widget trees; new widgets at correct
nesting; modified widgets merge properties (keep our
positioning). Record every major hierarchy restructure for Phase 4 visual
verification.gfx/, sound/): copy directly; if exists, ask
user which to keep.doc/mod_load_reference.md.Phase 3 is complete only when every manifest entry is copied, merged, or intentionally skipped and every approved conflict decision is applied.
l_braz_por, l_french,
l_german, l_polish, l_russian, l_simp_chinese,
l_spanish.Phase 4 is complete only when cross-references, localisation fallbacks, visual checks, changed-file rereads, and both final gate runs are accounted for.
Update credits.md with mod name, Workshop ID, source path,
author. Add a probe entry for the Workshop ID in
tools/credits_date_probes.json when grep/path heuristics help.
Run & "tools/stellarisplus-refresh-credits-dates.ps1" to fill
Last updated dates from git history.
Update descriptor.mod only to add new tags if applicable.
Report summary:
| Metric | Count |
|---|---|
| Files copied / merged / skipped | X / X / X |
| Conflicts resolved | X |
| Validation errors fixed | X |
Phase 5 is complete only when attribution metadata is current and the report counts reconcile with the Phase 2 manifest and Phase 4 evidence.
Absorption is complete only when every phase criterion is satisfied and the final report accounts for every source file, conflict, reference, validation result, and attribution change.