Stellaris

Stellaris

Machines & Robot Expansion Continued
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Update: Sep 30 @ 7:36am

This update contains Chinese language updates by Krukal (Silvery Mercury) of Doves Localisation Group.

Thank you very much Krukal for always being willing to help with translations!

Update: Sep 29 @ 12:47pm

Mod internal version 3.0.7, compatible with 4.1.*

Bug fixes:
- Ruined World Machine situation was not resolving as intended, this was due to an event target not persisting through the situation. Restoration events should have the planet name in the event windows, and also in the situation name.
- Auto-logistics buildings had no cost and they could be built independently. (thanks Speedy for the report)
- Add missing descriptions for a number of World-Machine zones
- Product Fabricator can be built in World-Machine zones
- Fix second capital building appearing on new WMs (it disappears after 2 days)
- Auto-Orbital filing system wasn't applying unity bonuses to all planet classes
- Fix typo which made Dyson Receiver un-buildable
- Increase weight of blocker removal techs to appear, if those blockers are present on any planet in a player's empire
- New Synthetic Age AP was boosting pop assembly way too much (thanks Mike for the report)
- Found an obscure reference to Auto-Ringworlds that might have been causing Cooling/Overheating bonuses to be applied to them
- Attempt to address over-aggressive Cooling district removal. The math was rounding a variable down so it was possible to get the wrong number of cooling districts removed.
Include production districts modifiers
- Update colony designations, fix incorrect references, also fix Auto-Capital (Extraction)
- Don't hide factory colony designations
- Fix text display for Nanomachines trait, it's been updated to reflect the new mechanic
- Large batch of fixes to zones; fix wacky overscaled production and upkeep in some places
- Fixed a conflict between Self-Assembling colony ship AP, and the logic to automatically install auto-capitals on World Machines. Now, preference will be given to Self-Assembling colony ship logic, so players with the AP will get their upgraded capital on planet colonization, rather than it being automatically removed by effects that are run when a world machine colony is created

Improvements / Balance:
- Adjust starting conditions for WM Origin if catalytic civic is selected
- Reduce cost of restoring a ruined world machine to 2500 credits, same cost as starting a new planet with a core
- Reduce cost of reactivating any WM to 500 ec and 200 alloys, same cost as building a colony ship
- Colonization of WM planet classes is blocked for WM origin empires. Meaning, the button in the planet interface labeled "Colonize", and this is just for World-Machine planet classes, regular planets can still be colonized this way. There is a note to use the planetary decision to activate the planet. I made this choice because the game does not add the right amount of pops and do the right setup things on colonization, and it's easier to control planet set-up this way. The cost of the decision has been reduced to be the same as the cost of a colony ship (500 credits, 200 alloys)
- New Synthetic Age gives a flat +35% to pop assembly, instead of the old system, since pop assembly has all been merged now in the base game. Bio Mech empires still benefit from an additional pop assembly boost to Bio Mech pops
- Created 800x400 images for planet backgrounds to match new art dimensions
- The "Cease Robot Assembly" decision has a new icon. I also changed the name to "Cease Pop Assembly" and added some flavor text and concepts for fun.
- Cease Robot Assembly decision works on Bio-Mech pops now, I had set up a custom growth scheme for them, which went around vanilla mechanics
- Move most district production into zones (specializations)

Update: Sep 21 @ 7:39pm

- Fix math for Warmachine bonus naval cap, the math was giving way too much bonus per pop
- Fixed math for Production protocol, same issue as above, math was not scaled right
- Fixed/updated bonuses for Nanomachines. The issue was that the bonus was the highest at low population levels, but then because of math, the bonus was very tiny because populations are tiny. So I have adjusted the bonuses provided by Nanomachines; smaller populations start at -1 housing and -1 amenities usage, and by 10k population, don't have a bonus any longer. The Nanomachine maintenance job is scaled a bit better to provide slightly more bonuses too
- Fixed Bio Mech project completion event not firing
- Fixed the amounts of unity produced by goods distribution to be scaled to Phoenix 4.0 pop levels (thanks Rikk)
- Fix "Self-Assembling Colony Ship" ascension perk, which was not upgrading the capital building correctly
- Fixed "After the Doomsday" origin, the other colonies were disappearing unexpectedly

Improvements:
- Reworked Goods Distributor civic, to be a perpetual edict until deactivated
- Nanomachines trait can be added/removed if empire has completed Nanotech tradition (Thanks Exasperation for the suggestion)

Update: Sep 6 @ 12:04pm

- Attempt to address World-Machine-related deposits appearing on other planets
- Fix commented closing brace

Thanks to "Exasperation", in the SMD discord, for reporting these issues.

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