Stellaris

Stellaris

ExOverhaul: Robots and Machines
42 Comments
ExNihil  [author] Jan 30, 2018 @ 11:58pm 
The issue is your lack of robomodding points. Only MEs start with points.
Akkadian Jan 4, 2018 @ 2:14pm 
Ok thank you. What about being unable to build anything but basic robots?
ExNihil  [author] Jan 4, 2018 @ 1:38pm 
Yes they are meant to work together, see this link: http://steamcommunity.com/workshop/filedetails/?id=1185689638

Also thanks for the bug report - i'll check this out as soon as i can (working on the new mod beta).
Akkadian Jan 4, 2018 @ 10:43am 
I am having the same problem of only being able to build basic robots. I spent hours trying to figure out which mods are conflicting or causing this.

One thing to note, in the Exoverhaul suite you have an addon titled "Reworked buildings and AI" and another one "Technology and AI". Both seem to modify the AI, do they work together?
nightmare.fueler Nov 14, 2017 @ 3:30pm 
Oh, don't worry, I already did the edits. What I would say is that you should instead increase build time for robots (Maybe Synths have Vanillla build time, while Robots and Droids have increased build time), while leaving Droids as colonizers. That way, you can still colonize planets and expand, but be at the woe of slower colony development. Otherwise, if you are surrounded by sub 40% habitability planets you wont be at the risk of being severely gimped for mid to late game.

You could add a technology(ies) that speeds up robot build speed (post Droid or Synth) so that the default build speeds aren't a pain mid/late game. Just suggestions. In the mean time, I'll just do my own edits.
ExNihil  [author] Nov 14, 2017 @ 3:02pm 
You can easly change the mod if you like or make a sub-mod. You need to copy the mod zip from where stellaris stores it, to you mod directory (look in wiki). Upack it including its directory structure and make sure the .mod file is present. Then in the mod folder open common\buildable_pops\00_buildable_pop.txt with notepad++ or atom and change the field pops_can_be_colonizers = no to pops_can_be_colonizers = yes under buildable_robot_pop_2.
ExNihil  [author] Nov 14, 2017 @ 2:59pm 
Well, my reason was to make robots less OP but more interesting. Part of it was to make it more challenging. For example, habitability is too easy to bypass in my opinion, so I try to make it universally a bit more difficult. I won't change this for now.
nightmare.fueler Nov 14, 2017 @ 11:57am 
So it was intentional? I would ask you to reconsider it then. I know it would be hard to balance out every single playstyle, but I am currently playing a Materialist Pacifist and my species has low habitability, so expanding is difficult to begin with without the use of robots. I guess I can somehow get Xenos. I don't see how removing droid colonization helps with the balancing anyway, but I assume you have your reasons?
ExNihil  [author] Nov 14, 2017 @ 7:17am 
indeed, I must have forgotten to put it in the changelog.
nightmare.fueler Nov 14, 2017 @ 6:34am 
It wasn't mentioned in the changelog, but did you intentionally set droids to not be able to colonize? I noticed I can't create a droid colony ship like you can in vanilla.
ExNihil  [author] Nov 6, 2017 @ 11:38pm 
Thanks :).
athelred.se.bera Nov 6, 2017 @ 11:32pm 
That does look like it fixed the issue, although if the intent was for Machine Empire pops to take 25 units to grow, that does not appear to be working correctly. They currently take 30.
ExNihil  [author] Nov 6, 2017 @ 11:20pm 
Thanks for letting me know, and for the debugging :). I fixed the problem and it should work fine. Please confirm.
athelred.se.bera Nov 6, 2017 @ 4:12pm 
A bit more detail. The problem appears to be in the 00_robot_pops.txt file. the buildable_machine_pop section has the species_class tag inside of the species tag. I think it is supposed to be a sibling not a child. Changing that does fix the problem, although I do not know if that preserves your original intent. The issue is actually in this mod, although I originally reported it in the other.
athelred.se.bera Nov 6, 2017 @ 4:11pm 
Robomodding appears to be broken as of the update on the 6th, if you have both this mod and your technologies and ai enabled. You can create templates normally, but when you try to build the pops, you are unable to do so. You have the base pop template, and what looks like an invalid entry with no name or picture
ExNihil  [author] Oct 28, 2017 @ 4:03pm 
this mod doesn't touch robomodding as starting tech, this is my technology mod. Assuming that mod is enabled, you still shouldn't be able to robomod - using the vanilla specs. But since this is a repeating request/question here I decided to update the technology mod to grant +1 robot trait point at game start.
barrybeal Oct 28, 2017 @ 3:08pm 
Is there a reason why at start with Robots from the Mechanics Civil that while you can create one set of Modified robots via a template you can not immediately build the modified Robots ? Robomodeling is listed as a starting Tech
ExNihil  [author] Oct 24, 2017 @ 5:53am 
Mod updated with a fix. Thanks for letting me know.
spacht Oct 24, 2017 @ 3:54am 
Did a quick check, it's the utopia_on_action_events.txt that's causing it.
spacht Oct 24, 2017 @ 3:45am 
Something in this mod breaks the "Flesh is weak" project. The cybernetic species is no longer my founder species, leaders don't get the cybernetic trait and savegames from that on are corrupted. After disabling this mod it works fine again.
Looja Oct 15, 2017 @ 2:10pm 
Thank you
ExNihil  [author] Oct 15, 2017 @ 10:27am 
Issue resolved @Looja, mod updated. The problem was with version 1.8/1.8.1 event files that I uses, the devs resolved this in 1.8.2 and I used their fix.
ExNihil  [author] Oct 15, 2017 @ 9:51am 
I'm checking this issue now and will try to develop a fix for this. This probably means modifying some of the Stellaris Utopia events. I'll keep you posted.
Looja Oct 14, 2017 @ 1:53am 
Your welcome, have a nice day/night/life.
ExNihil  [author] Oct 14, 2017 @ 1:52am 
Thanks m8. I'll check this out later today. I got the file.
Looja Oct 14, 2017 @ 1:50am 
Here it is https://www.dropbox.com/s/k8lngctx29jgwy1/Glitch%20Finder%20save%202324.sav?dl=0 Also note that I looked through all of my 75 mods to find this DX. Also your overhauls are amazing and I figured you would want to know about any glitches.
ExNihil  [author] Oct 14, 2017 @ 1:29am 
Ok, either send me a PM or post a dropbox link here.
Looja Oct 14, 2017 @ 1:29am 
Will need some time, and I have no idea why this mod would do it but I wen't through and checked with all of my mods and it only did it if this mod was enabled.
ExNihil  [author] Oct 14, 2017 @ 1:25am 
Why do you assume this has something to do with this mod? Anyhow, can you provide a savegame? (dropbox link will do).
Looja Oct 14, 2017 @ 1:22am 
Hey i've noticed a strange and gamebreaking glitch with this mod, if your a xenophobic empire or just really just non xenophile and go mind over matter your empire will purge undesirableize any pops that got latent psionic. Also if your a xenophobe you cant give your own founding race citizens rights "because their too alien".
ExNihil  [author] Oct 2, 2017 @ 12:01am 
Yhea, I'll add something like this later today.
Luminous Oct 1, 2017 @ 11:13pm 
I trust your balancing instincts a hell of a lot more than mine, given what I've seen from your mods.

My own personal flight of fancy would to create a lesser version of the robot/droid/synth path that organic-built robots have. I'm a sucker for noticeably tiered progression. And I'm sort of surprised it hasn't appeared in robot mods yet, considering Machine Intelligences seem to largely be considered noticeably weaker.

But mostly, as a fairly roleplay-y player, I'm headscratching as to why organics build far better robot chasis than... robots.

But that may be difficult to mod and break every other robot mod in the history of ever, unless it was just something like adding a trait to your robo-pops, like cyborg/latent psionic/psionic/whatever.
ExNihil  [author] Oct 1, 2017 @ 10:41pm 
I'm considering adding a couple of techs to the machine empire tree, which will upgrade the ''machine'' trait to give per pop bonuses. I will also fix Ringworlds and habitats for machines eventually (see my planet enhancement mod). Other than that I'm open to suggestions.
Luminous Oct 1, 2017 @ 10:36pm 
The changes to make things a bit less cripplingly expensive as a Machine Intelligence in the early game is nice. Any thoughts of addressing Machine Empires falling off into weaksaucery in the late game? An ascension perk to follow Synthetic Age or tech/trait to make them a bit more... synth-tier? Or at least help to keep up with the bonuses of organic empires with their ascension perks later in life?

On another note, I very much like your change to sanctuaries. I really like having a reason for the robots to keep their morality pets in the same place! It's a small change, but it's a nice mix of roleplay-friendly and crunchy. The best sort of mix!
ExNihil  [author] Oct 1, 2017 @ 6:39am 
gr8, lemme know what you think :)
Trigger Oct 1, 2017 @ 6:39am 
well looking forward to seeing what you make next have a nice day gona try out the robot mod now
ExNihil  [author] Oct 1, 2017 @ 6:36am 
I'd like that but I'm afraid a lot of really important diplomacy stuff is hardcoded - we have to wait for the devs' promised "diplomacy rework" patch.
Trigger Oct 1, 2017 @ 6:34am 
cant wait to see what you think up next maybe a mod that makes tradeing with ai a little easyer idk just an idea
ExNihil  [author] Oct 1, 2017 @ 6:33am 
:), I'm glad to read.
Trigger Oct 1, 2017 @ 6:32am 
also i want to say thank you for all of the mods you make there really good
ExNihil  [author] Oct 1, 2017 @ 6:31am 
fixed, tnx
Trigger Oct 1, 2017 @ 6:29am 
This ses its for 1.8.1 in the launcher