Stellaris

Stellaris

Machines & Robot Expansion Continued
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Update: Sep 5 @ 11:20am

Mod version 3.0.4

Bugfixes:

- Fix Automaton requisition decision making 40k pops (thanks minecon2 for reporting)
- Fix requisitioned Automatons not being deleted at all after the timer expires
- Fix World Machine blocker deposits showing up on non-World Machine planets (thanks Exasperation for reporting)
- Fix Meshnet trait which was giving massive workforce bonuses
- Fix situation targeting of ruined World Machine, so multiple empires can have the same situation
- Core Modifying custom GUI had some traits that could not be added to the Core Intelligence, I have removed them from the GUI
- Mind Integration AP was not firing event on completion, this has been fixed

Update: Aug 26 @ 9:49pm

- Fix grand archive cost (inexistant mult) - Thanks Exasperation for the report
- Only produce one batch of new Bio Mech pops per month, per planet - Thanks Raxze for the report

Update: Aug 25 @ 5:57am

Small batch of bug fixes:

- Fix issue with Auto Machine world decisions not working because it is looking for 0 districts on the planet, but all planets are forced in 4.0 to have at minimum 1 district
- Fix issue with Virtual Reality district showing up on Auto Machine World, after it was converted from a machine world
- Forge district was using alloys as upkeep, now uses minerals (thank you Xianzhen for the report)
- improperly formatted scripted Mechanical Worlds locs (thank you Exasperation for the report)

Update: Aug 23 @ 6:55am

- Fix dyson deflector build requirements
- Mark World Machine upgrade deposits as rare
- Fix decisions to convert worlds to ECU, SER, CPU: the minimum required districts was too low (zero), so the decisions couldn't be enacted.

Update: Aug 21 @ 6:14am

Compatibility update with Stellaris 4.0.22

Mod version v3.0.0a

THERE WILL BE BUGS! Despite my best efforts to test everything.

- All planet types have been redesigned to fit the 4-district limitation of the base game
- Advanced World Machines have a primary Cooling district with secondary districts close to what they were in 3.14. There is new art for this district
- The homeworld for the World Machine Origin starts out with an Industrial district as the primary district, and still has Generator, Mining, and Farming districts
- Auto-Ringworld has a R&D District (trade or research), Industrial district (alloys or goods), and a Raw Resource district (generator or farm)
- Mechanical Worlds have been reworked: City district (Primary), with Generator, Mining, and Farming districts
- Virtual Server world has been reworked: Trade district (Primary), with Research, Unity, and Amenities districts. The Matter converter district has been replaced by a building, and tooltips got updated to reflect this
- Traits and civics have been updated, they should still work as intended (fingers crossed)
- The "Merchant Machine" civic has been deactivated since it was completely broken by the 4.0 update. It will take some time to rework it for 4.0
- The "Overclocked" origin has been deactivated, since it's not possible to apply the glitched modifier to pops or pop groups. It will need to be redesigned and this is going to take some work
- Bio-Mech pop growth system has been updated to work with 4.0 and may be slightly better than base Machine assembly

Improvements / Fixes

- Meshnet trait, Nanomachines trait, and Deviants traits have been reworked to be more performant. Instead of using script values they will use variables calculated once on day 2 of each month.
- Added new icons for dyson deflectors and receivers (Thanks Legit-Rikk!)
- Corpse Processor civic policy switches actually work now
- A myriad of small bugfixes

Known bugs:

- Planet automations don't work (they don't work in the base game ...)
- On Machine Worlds, Automaton pops don't always fill up the Hibernation job, they move to the Maintenance drone strata, so players will have to manually set the Hibernation job as priority

Special thanks to KrukaL of Doves Localisation Group for the Chinese language translations!

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.