Stellaris

Stellaris

Machines & Robot Expansion Continued
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Update: May 10 @ 5:58pm

Stellars 3.14 Update

New things:

- Delegate traits, Astral Planes, Grand Archive leader traits have been added to the Leader Builder GUI
- Protect against traits being clickable but not actually add-able in the Councilor Node Editor. There are no triggers available in the base game to check whether a trait can be added to a leader; the only feedback we get is if the trait shows on the leader after running the effect to add it. So, I built a set of Python scripts to look at leader traits and automatically generate a trigger check for each one to make sure the trait can be added to the councilor. Otherwise, you could click on a trait, and lose trait points but have no trait added, and no way to get the points back.
- A few traits in the Leader Builder GUI will not be usable by gestalt Machine empire leaders. I am not going to remove them from the GUI as it was a massive amount of work to get everything generated in the first place. There are only a couple of these so it should not be a widespread issue.
- General improvements to the Leader Builder GUI, for example, finding more Machine-specific alternate trait names and descriptions.
- World Machine Core is shown in the top bar, but I have not yet added compatibility with other mods, so it may get overwritten by Universal Resource Patch, for example

Bug fixes:

- Add missing colony automations for World Machines
- Use resource_revenue_compare to evaluate T3 World targets, so now the targets for the specialized World Machines are based on total production, not just the surplus
- Fix Auto-Stabilizer building having negative mote upkeep (thus granting free motes) as well as having no build cost
- Improve tracking of WMC numbers (produced, remaining, max)
- Auto-Forge alloys district was producing too many alloys because it was getting free alloys that were supposed to be limited to catalytic empires only

Translation update

- Updated Chinese localisation text - Thank you KruKaL and Doves Localisation Group
- Updated Korean localisation text - Thank you Horangye

Update: Mar 19 @ 6:17pm

Quick fix to some scripted triggers that had syntax errors. (Thanks Adventurer for the report)

Update: Mar 18 @ 5:25pm

Mod version 2.4.3

Bug fixes:

- Fixed CPU/SER/ECU world project deleting valid deposits (errata, synthetic ascension, etc)
- Product Fabricator building will not be destroyed if planet is traded/captured
- Hybrid Cloning jobs output is fully added to monthly Bio Cloning (for Bio Robots). Additionally 25% of pop assembly output will go to boosting Bio Mech Cloning speeds, and +3 of what should be the base growth factor is also applied. I expanded the tooltip on the planet modifier so you can see the numbers.
- World Machine districts don't disappear if you have taken the AP and then completed Mind Separation
- Removed volcano/mountain/etc blocker tech from World Machine Proficiency tech requirements
- Fix missing desc for auto nano cauldron
- Fix Dyson deflector module not buildable
- Fix cooling district balance event not finishing properly after the Cooling Tower decision ends. Because of stale modifier values when removing excess cooling.. basically a bug that we can't know the changed value of a modifier in the same effect chain that changes it.. so I wrote a counting and calculation system by hand to workaround this game engine bug. Or rather, "game engine feature"
- Fix Errata Recombinator not producing minor artifacts. It will now on World Machines that were formerly Relic Worlds. Also the build time has been fixed.
- Remove a bug where the cooling mod would be added to the auto-Ringworld
- Fix Auto-FPGA building (programmable cpu world building) cutting output from 60 to 30, it won't do that any more. Also fixed a bug where there was no output if there was no appropriate designation, so districts will only change their output when the right designation is active.
- Councilor Node Editor GUI has been fixed to properly scope to the country-specific councilor node, and not use a global target that any country can use

Balance:

- Scaled down district output on Auto-Forge, Auto-CPU, and Auto-Server to reflect district base output matching 6x the job base. The current numbers were from before Stellaris 3.9 and were XVCV's numbers. While they were great numbers, they weren't based on a scaling system, and I (Retro) am trying to work within systems. Considering that auto-Machine World districts mimic regular planets which have 2 jobs per district, the Forge/CPU/Server will represent output of 6 jobs per district, and Auto-Ringworlds have been scaled to have 12x job output per district (which is higher than vanilla's 10x jobs, but I am giving it a slight boost for various reasons).

New World Machine things:

- Added terraforming links to Auto-Server/CPU/Forge for uncolonized worlds
- Ruined World Machine near homeworld will be size 28
- If you are using a tall empire playstyle you may not be able to complete the event chain where clearing blockers is required as you have run out of things to clear. Now there is the option to finish the event chain early and continue progress by finishing researching the tech. (Thank you Rikk!)

New feature:

- Convert Ringworld segments into support segments which boost the district capacity of existing Ringworlds. (Thanks Rikk for brainstorming & implementing this idea :D)

Update: Feb 13 @ 6:44pm

Small fix for Extended Machines origins appearing in empire creation screen, when they should not

Update: Feb 12 @ 7:26pm

Mod version 2.4.2
General Bugfixes

- Cooling district has been fixed on Auto-Ringworlds, very sorry that I missed it and it was an issue for as long as it was
- Auto-Ringworlds get colony designations
- Fix issue with Encrypted Protocol post-situation origins making empires unplayable in multiplayer

World Machine origin bugfixes:

- Orbital rings have been patched to be buildable on world-machines
- For empires with the origin, arc sites will show up on each homeworld if there are more than 1 empire with the origin
- Planet capital will get converted to auto-capital, automatically, when planetary project finishes
- Alternate version of planetary shield and military academy added for world-machines
- Added a decision for abandoning the colony "shut down world machine" (Nyawul)
- Help text added to WMC Fabrication decision, to tell players how long the actual process will take
- When a frozen/toxic/molten world has been transformed to be ready for conversion to a World-Machine, the popup message links to the planet now (thanks Legit Rikk for the code change)
- "Expand the Empire" event chain now completes. Run event oxr_mdlc_origin_wm_main.1100 in the console if yours is still stuck.
- Don't reset the auto-capital to tier 1 when finishing CPU/SER/ECU projects
- Fixed issue with decision text for Control Core Upgrade and Core Tap being unclear
- Show tech level of planetary core in info tooltip
- Fixed wrong economic categories being used when giving tech bonuses through the auto-capital to buildings and districts, which was resulting in overall district output being 20-40% higher than what it was supposed to be at
- World Machine Mastery tech will not appear as a research option (it was not intended originally to be researchable) but gets awarded for clearing 50 blockers, which is about 6-7 planets worth

World Machine gameplay tweaks:

- Add colony designations for auto-forge, auto-foundry, auto-research, and refinery, to Auto-Machine Worlds, and make these, plus other colony designations that make sense, available on Auto-Ringworlds. Automations are already present for these.
- Output of mining district and food district was balanced, and upkeep is raised slightly
- Resource production buildings (auto-buildings) don't have a science cost any more, but they do have science upkeep appropriate to the type of thing they produce
- Decision to start a World Machine with a core is compatible with Ringworlds and shows the target planet type in the decision
- Decision to start a World Machine will show extra text on frozen/molten/toxic worlds alerting players to the fact that there will still be some blockers there. I decided these blockers will still appear on these 3 planet types. I updated the tech description to reflect this, but I will keep the blockers there for now since these are planet types that have "extreme" conditions.
- Added colony automations for auto-ringworlds

New stuff (World Machine origin):

- Add info project in Lore Databank to show what planet classes can have WMCs deployed via decision, some will be displayed as ??? until players unlock them
- World-Machine specific versions of Orbital ring buildings have been added
- Can shut down World Machine colony with "Shut down" decision
- Can re-activate a world machine that's been shut down, with a planetary decision
- Initial support for Nanotech ascension -- farming & mining districts produce nanites, and there are automated versions of the Nanolab and alloys building; also, the lore text for the tradition has been updated to be more scientific, exploratory, and in a similar tone as the origin.

Update: Jan 23 @ 8:20pm

Bugfixes:

- Attempt to address issue with Distributed Multikernel (Vassal AP) not working in some cases (reported by multiple people)
- Attempt to address not being able to recruit Mechanical leaders with the two Mechanical origins
- Fix Mind separation leaving empires in an unrecoverable state (Que)
- Find Mind Integration as Bio Mech leaving empire in broken state (Saishi)

World-Machine Origin fixes:

- Fix drones with rock body or organic skin generating energy while in the Offline Drone job (Exasperation)
- Override Grand Archive mega to let players build it with no restrictions if they have this origin (hali2000)
- Fix origin not showing up unless gestalt auth is picked (hali2000)

Update: Jan 20 @ 6:24pm

Added World-Machine Origin: A pop-less Machine origin focused on expanding using Auto-Machine Worlds.
- Includes pop-less replacements for a number of vanilla buildings, and adds unique buildings.
- The lore around Auto-Machine Worlds has been expanded a lot, with new flavor text for all the new buildings, updated lore for all the districts for CPU, Server, and Forge worlds.
- Players start with to-do items in their Situation Log as well as a "Databank" information-only situation log project that records important milestones over time, and contains starting lore to help players get a feel for the origin.
- Thanks to Legit-Rikk (help with world-machine upgrades code) Krukal and FlantingCort for Chinese language translations, and all machine & robot enthusiasts who weighed in with opinions and support.

Update: Jan 7 @ 5:38am

Re-upload files from the previous patch in case of incomplete update.

Update: Jan 6 @ 8:01pm

- Dont force Sanchusan empire to spawn every game
- Add scripted vars for mod identification
- Add Chinese description for workshop page (Thank you FlantingCort & Krukal!)

Update: Dec 1, 2024 @ 6:06pm

Bugfixes:

- Show reanimator choice event on govt change if swarm civic was selected after Mechromancy
- Fix number of starting districts for Mechanical origin, and balance the distribution based on initial resource demands from civics and traits.
- Fix tooltip issue in leader builder for Unrestrained Unit III being mangled by new triggers in triggered_self_modifier
- Robotist trait is not available anymore in leader builder (It should not have been there in the first place)
- GUI fix: Bellicose and Society Focus III are in the correct custom GUIs now (Thanks Krukal/FlantingCort for help identifying this)
- Some Voluntary Work bio-trophy jobs didn't know if the machine empire was catalytic; now they use food upkeep when appropriate.
- Disable "Synthetic Ascended" and "Mechanical Heritage" origins for AI because of an active bug/regression in the base game where Despicable Neutrals are generated for AI empires that start with a custom species class.

New content:

- New building: "Gardens" for Voluntary Work. A new job where Bio-Trophies leisurely tend their gardens, producing food output, improving bio-trophy happiness and adding a little bit of amenities output.
- Add a prescripted empire for Mechanical World origin start: Sanchusan Freebody Mechanism, a society of organic-skinned synths with emphasis on bodily autonomy and ascension
- Add a prescripted Machine origin: I95 Biocorrectors, former medical bots turned exterminator that reanimate organics into Machine shells

Thanks to the Doves Group localisation team for contributing a huge update & rework to the Chinese localisation!