Stellaris

Stellaris

Machines & Robot Expansion Continued
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Update: Nov 2, 2024 @ 7:48am

(mis-upload, ignore this version)

Update: Nov 2, 2024 @ 7:09am

- Bugfix: Destroy situation in situation scope, not country, when Protocol: Introspective reaches 1000/1000
- New feature: Machine empires with Assimilating Swarm civic and Mechromancy can reanimate defeated organic armies as undead armies (like the vanilla Reanimator civic).
- Thanks to Doves group for Chinese language updates

Update: Oct 12, 2024 @ 9:15pm

- Fix ordering of trigger override files
- Chinese language updates (Thank you Doves Localisation group!)

Update: Oct 11, 2024 @ 7:24pm

- Vanilla rule override: is_individual_machine will return yes for Machine empires that ascended to Bio Robot and are not Gestalt
- Vanilla trait override: trait_mechanical gets 100% Mechanical world habitability by default. This is done using triggered_planet_growth_habitability_modifier so you will NOT see habitability in the green for robot species until you colonize the planet. I added in Planetary Diversity's changes to this trait. Please report any compatibility issues with other mods here.
- Vanilla rule override: can_species_be_assembled now blocks Bio-Mech species from being assembled, since the custom cloning system will produce Bio-Mechanical pops
- Vanilla rule override: can_add_genetic_traits and can_remove_beneficial_genetic_traits will return true/yes for empires with the Bio-Genetics Mastery AP
- Origin fix: Mechanical World start will get the habitability class of the selected Planet/Class at the game setup menu added to the founder species, so you can for example have a Mechanical World start and have picked an Ocean world, and your habitable worlds will match your selected planet class but your mechanical world habitability will also be 100%
Mechanical World start has no additional habitability #231
- Origin fix: Mechanical Heritage & Synth Ascended get 1 pop_assembly added to the empire so capital buildings correctly give a Roboticist job
- Bio-Mech empires lose roboticist jobs because of failing is_individual_machine check [TenneT] #262
Empires that pick Bio Mech AP will get +1 to Bio Mech species trait picks from the AP directly
- Bio Mech tech : Two new techs boost Mechanical Hybrid points and picks; they are copies of the vanilla techs that boost machine and robot points/picks.
- Bio Mech traits: Added (back) copies of the basic bio/organic species traits, so that machine empires that ascend to Bio Robot (and are not Servitor or Assimilator) can have those traits available and add them to species. They have "(Bio-Mechanical)" in the trait name.
- Bio Mech empires: To help improve species assembly speed, the Bio-Mech Cloning vats have 3 stages of upgrades, with T3 having 8 cloning assembler jobs in total. Previously there weren't any upgrades.
- Encrypted protocol origin update: Made the ending of the encrypted protocol situation more transparent by making the reward show in the finisher slot. (Thanks Legit-Rikk)

Vanilla overrides:

Game rules:
common/game_rules/00_rules.txt:
- can_species_be_assembled - pops with Bio Mech trait won't assemble

Triggers:
common/scripted_triggers/02_scripted_triggers_machine_age.txt
- is_individual_machine - return True for non-gestalt Machine bio-mech

common/scripted_triggers/05_scripted_triggers_traits.txt
- can_add_genetic_traits - true/yes for empires with the Bio-Genetics Mastery AP
- can_remove_beneficial_genetic_traits - true/yes for empires with the Bio-Genetics Mastery AP

Trait overrides:
common/traits/02_species_traits_basic_characteristics.txt
- trait_mechanical - Add habitability for Mechanical Worlds

Update: Sep 24, 2024 @ 7:02pm

- Chinese localization added by LunarTraveler of Doves Localization group https://steamcommunity.com/sharedfiles/filedetails/?id=2131014154 Thank you very much!!

- Bugfix: Dismantling Orbital Cracker was not properly clearing planet flags and deposits because there is no longer any mega scope available on_dismantle_complete so I re-introduced a "dismantle via upgrade" option for the Orbital Cracker so that players can dismantle it and have the planet properly cleaned up afterwards. This fix also supports dismantling multiple. You can still use the dismantle button that PDX built in but it will only be reliable if there is only 1 orbital cracker being dismantled at a time in a given system.

Update: Sep 11, 2024 @ 9:07pm

Put "v" in front of the support version in descriptor.mod so the launcher doesn't report that this mod is out-of-date.

Update: Sep 10, 2024 @ 7:12pm

This version is compatible with both Andromeda 3.12 and Vela 3.13

- Added lifespan additions to overclocked traits and changed localization
- Add Merger-compatible triggers for checking new traits and origins
- Fix certain starting traits from appearing in species modification menu after game start
- Fix lost habitability trait after using Mind Integration / Separation APs
- Add planet_pops_robotics_upkeep_mult to Nanomachines trait
- Small tweaks here (scope fixes, references) and there to make error.log quieter

Update: Aug 11, 2024 @ 2:01pm

- Add back mute's original Overclocked and Encrypted origin images, which were missed initially
- Fix issue with most recent upload having extraneous files in unexpected places.

Update: Aug 10, 2024 @ 8:07pm

Special thanks to guest contributor Legit-Rikk! This update features two improvements that he has worked on:

- New feature: Added an adaptation of mute's "Extended Machines" mod, updated by Legit-Rikk. This introduces all of the content from that mod, including the "Overclocked" origin, the Machine version of "Overtuned". Pops with Overclocked traits have a chance of malfunctioning, as a downside to their powerful bonuses, meaning, a timed negative trait will be applied that has some maluses. Note that if you add mute's Extended Machines mod to your modlist, the version in Machine & Robot Expansion Continued will be deactivated in favor of mute's version.

- Feature improvements: Legit-Rikk has contributed fixes to the Merchant Machine civic, namely going through and fixing calculations, adding comments, all of which was a lot of work.

- Improvement: Machinery Tradition tweaked to permit Individualist Machine empires to use it.

Other updates (Retro):

- Traits from this mod are now sorted together
- All tech, traits, buildings, and APs have the text "<Machine & Robot Expansion Continued>" added to the descriptions to show what things are from this mod.
- Bugfix: Bio empires releasing vassals should not get weird hive/machine vassals due to events from this mod
- Bugfix: Mechanical World habitability trait can be used for any robot empire that picked the Mechanical World AP

Update: Jul 10, 2024 @ 8:33pm

Bugfixes:

- Fix missing closing brace
- Fix leaders starting at lvl 1 no matter what level is selected
- Auto-Ringworld industrial district produces goods or alloys based on designation
- Use Machine trait to identify pops for converting MAMP, not machine species

Guest contribution: Legit-Rikk: Trade control menu improvement

Gameplay update: The MAMP ascension perk is now behind a country flag while it is being reworked behind the scenes to be more competitive with other APs. Thanks everyone for your feedback & patience so far. To playtest this AP, in the in-game console do:

`effect = { set_country_flag = oxr_mdlc_ap_mamp_enabled }`