Stellaris

Stellaris

Machines & Robot Expansion Continued
Showing 21-30 of 40 entries
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Update: Jun 10, 2024 @ 5:53am

- Localisation fix: updated the localisation key for the can_colonize_planet override (previous patch was incomplete)

Update: Jun 10, 2024 @ 5:45am

- Localisation fix: updated the localisation key for the can_colonize_planet override

Update: Jun 9, 2024 @ 2:05pm

- Bugfix: Force Mechanical World habitability to be re-added on game start after player chooses Mechanical Heritage origin. Apparently the game was overriding the habitability after species creation with whatever default planet type was selected, even though the mechanical world was set as the preferred planet.
- Bugfix: Don't set duplicate habitability for bio mech species on creation
- Bugfix: Due to an issue with export_modifier_to_variable in the on_district_complete scope, which was introduced in 3.12.* the logic for the world machine cooling system had to be updated and fixed.
- Various other small bugfixes to make error.log quieter
- Bugfix: Leader builder was updated so it's not possible to pick Paragon/Destiny or Veteran traits and then pick a lower leader level
- Bugfix: Add missing icon for MAMP bay tech
- Behind-the-scenes: Leader builder was updated to use variables instead of flags, which will make it easier in the future to support mods that increase leader levels above 10
- New feature: Ringworlds can now be automated with the World Machines trait. Automated districts have some new graphics, and a new planet sky. Auto-Ringworld districts will not produce as much as the pop-oriented versions, which is in line with the base design of auto-machine worlds.
- New feature: Dismantle habitats is available as a decision if you have any habitat tech, or any APs that give habitat tech. Refunds some alloys for the main complex and orbitals, and removes all the orbitals.
- Gameplay: Orbital Cracker was reworked to use a deposit system to produce minerals on planets. These will be boosted by space mining modifiers. However this means it won't be able to be placed on artificial planets like habitats and ringworlds.
- Gameplay: Large improvement to MAMP species feature. Add planetary decision to toggle continuously auto-constructing MAMP Cat-1 frames. Pops will be created on a timer. Construction will automatically shut off if there aren't enough pops or resources. Planet modifiers show which category of MAMP frame is being produced. Lots of tooltip info on decisions to show what's happening. In-game messages when frames are produced and when auto-construction shuts off.
- Language: Korean language translation is back! Thank you y1224y1 for contributing!

Vanilla overrides:
- can_colonize_planet - modified to deny colonizing a habitat if it is being dismantled (via the new feature). Scripted trigger to detect this is called oxr_mdlc_planet_decision_dismantle_habitat_active

Update: Jun 1, 2024 @ 6:10am

- Bugfix: Fixed leader builder GUI not resetting the class elements after pressing the reset button. So now pressing the reset button will clear selections properly again. This was due to an error in the scripts that build all the effects files, gui files, from Python.

Update: May 24, 2024 @ 8:32am

Mod Compatibility with version 3.12 and The Machine Age!

This version will not be backwards compatible with previous versions of Stellaris, because of changes to portraits, habitability, and other things.

Change log:

- Bio Robot: Fixed portraits for Bio Robot species
- Bio Robot: Added habitability traits to new Bio Robot species based on founder species
- Bio Robot: Tweak Sentient AI policy for Machine empires after modifying founder species to Mechanical, so the founder species does not get demoted from full citizenship to partial
- Mechanical Heritage origin gets mechanical world habitability trait on start
- Synthetic origin gets habitability traits on start
- Regenerated all the custom GUIs and traits for leader builder, ruler modifying, and councilor editors, so traits will be up to date
- Planet Cracker origin has been renamed to Orbital Cracker so as not to be confused with the colossus
- Orbital Crackers are no longer allowed on gas giants, shrouded worlds, or shielded worlds. There are updates to tooltips to explain these.
- MAMP: Fix projects not linking to each other in 3.12
- MAMP: Fix species being auto-assimilated on creation, because of 3.12 rules; new MAMP pops will be set to Machine Integration.
- MAMP: Add habitability traits when the species is created
- Added a habitability trait for all Auto-Machine world classes, with flavor text updates

The Machine Age updates:

- Synthetic Ascended and Mechanical Heritage origins have been updated. They were triggering situations related to another synthetic ascension and that wasn't correct. Also removed the Synthetic Tradition tree for those two origins, because in TMA, starting that tradition tree triggers the whole situation for ascending, which is redundant because these two origins start off with a Mechanical species. So to make up for that, these two origins start with the completion bonus from that tradition tree.
- Flavor text updates for these two origins, also flavor text update for mechanical species

Behind the scenes

- Some much needed updates to the python scripts that generate all the GUI stuff.. players won't see this but it does consume development time
- Press ESC in the mod control menu will exit properly

Known issues:
- Merchant Machines trading ship is exhibiting strange behavior and the deposits are not being calculated correctly. I will fix this in the next update.

Update: May 14, 2024 @ 8:01pm

Batch of scripted triggers for mod compatibility and making it easier to be compatible with Merger of Rules.
This is part of prep for patching 3.12

See triggers added here [github.com]

Update: Apr 30, 2024 @ 2:15pm

- Adjust BOM/utf-8-sig encoding issues with non-English localisation files; thank you knon_20 and Kryzen for your investigation and help.

Screenshot of local test using Russian language (switchlanguage l_russian) [postimg.cc]

Update: Apr 29, 2024 @ 4:24pm

- Bugfix: MAMP planetary decision failure logic was fixed, issue was an incorrect inversion
- Bugfix: Make sure all localisation files are indented by just 1 space. Remove stale localisation files.
- Bugfix: Disable MAMP Ascension Perk for Mechanical empires while the Mechanical version of MAMP is worked on
- Bugfix: Don't override rules about pop assembly. This was an oversight that broke things with other mods. I will make a patch for Merger of Rules to block MAMP auto assembly. In the meanwhile I added -1k pop growth on them. They don't seem to be auto-assembling but I'll still make a patch for Merger anyway.

Update: Apr 27, 2024 @ 9:01am

- Bugfix: trigger syntax was incorrect causing potential issues elsewhere
- Bugfix: MAMP Frames could be built indefinitely on a planet, limits are correct now.

Update: Apr 26, 2024 @ 5:32am

- Bugfix: Don't show the repeatable World Machine tech until the non-repeatable version is researched
- New Feature: M.A.M.P. Frames. A series of projects and events to upgrade machine pops to a new species with 2x output, but 2x upkeep. They are built by planetary decision using existing pops. Have fun with this and please report your findings / feedback.
- Localisation files update: Copied English content to braz_por, french, german, polish, russian, simple_chinese, spanish, japanese, korean. Going forward every update to this mod will have localisation updates for all languages. I don't mean everything is translated but players who don't use English should see content, not just loc keys.

Mod compatibility support:
New triggers to detect this mod: xvcv_mdlc_machines_robots_expac_continued

New triggers for extending / overriding game rules:
common/scripted_triggers/oxr_mdlc_merger_of_rules_triggers_compat.txt] [github.com]

Used in:
common \ game_rules \ oxr_mdlc_game_rules_overrides.txt
common \ scripted_triggers \ !_oxr_mdlc_scripted_triggers_vanilla_overrides.txt