Stellaris

Stellaris

Fixed: Machine Pops Not Growing
49 Comments
Nep-Nep Oct 20, 2019 @ 4:13pm 
Your Mod make Autonomous Service Grid unplayable (they cant have miner and farmer works) Please upgrade.
Darkeitel Jun 8, 2019 @ 5:48am 
Would love to see an update of the mod, because it seems its broken again in 2.3 with some mods.
Ghost Fox (ΘΔ) Mar 17, 2019 @ 2:42pm 
Why update? Works fine in versions that need it, isn't needed in newer versions.
Joe Mar 17, 2019 @ 5:25am 
Um, please update?
Mindgamer Dec 29, 2018 @ 1:46pm 
Does not seem to be needed any more... My Meklars with custom portraits are assembling just fine in 2.2
Railgunner2160 Dec 12, 2018 @ 3:05pm 
Is this still relevant now that 2.2 is out, or did they fix this issue in 2.2??
Werebat Nov 22, 2018 @ 8:36am 
How can I get a machine portrait to represent an organic species? I need my Meklar to be perfect!
𐩸 Oct 29, 2018 @ 5:23am 
Do you know how I could make a similiar event that only affects a secondary species?
Locksley Oct 9, 2018 @ 9:27pm 
I have a rather large number of mods installed, so something must be conflicting. At the start of the game all of my pops are in the process of being disassembled. I have two robot species I can build (one, I assume, is your mod's copy). One vanishes after a month and the other automatically gets set to disassemble as soon as I build it. Doesn't seem to actually matter which protrait I use, either -- I selected a few different ones, including from the base game, and it still did this.
RulerBrendan Aug 30, 2018 @ 8:22am 
I'm getting a similar problem to what CaptainBlueTech had, only at the start of the year 2306. For whatever reason, I have two versions of the same species, one with 200+ robots and one with 6. The bigger one's portrait disappears and all info about them except for their traits disappears as well. Then they all get purged.
CaptainBlueTech Jul 3, 2018 @ 10:17am 
I think it was a traits mod not a portrait mode that caused the issue because in my trouble shooting I removed that and it started working
Agami  [author] Jul 1, 2018 @ 1:51pm 
@CaptainBlueTech, can you tell what portrait mod were you using? I'd like to test it
CaptainBlueTech Jun 30, 2018 @ 6:37pm 
no matter what i try i still cant build robots
Beggar Jun 17, 2018 @ 11:24am 
I only used the standart machine portrait, the second one, but I think it started happening around when my race became cyborgs through the ascencion perk "the flesh is weak" (even though they were already machines) so it might be a different mod interfering because of stats? or because the species changed to Ultra- ? BTW It's not a problem for me I just spend the resources and copy new pops via console, so don't stress.
𐩸 Jun 17, 2018 @ 7:01am 
@Agamidae [LGS] You might want to check on how it interacts with my newly uploaded portrait packs.
Agami  [author] Jun 17, 2018 @ 2:56am 
I let the game run until 2258, everything was in order. Bonuses to robot growth applied correctly, modding templates worked, no one disappeared.
If anyone is still experiencing issues, tell me what portrait mods you're using and send me a save file if you don't mind (it's in \Documents\Paradox Interactive\Stellaris\save games)
Agami  [author] Jun 17, 2018 @ 1:07am 
I fixed the missing "=" sign, thank you Thon, but even without it I couldn't replicate Beggar's problem. I'll try to run a game later today, see if something comes up.
𐩸 Jun 16, 2018 @ 11:45pm 
Getting this error.
[08:43:45][trigger.cpp:247]: Expected "NOT = {", but got "NOT = auth_machine_intelligence" at file: events/lgs_machinepopfix_events.txt line: 10
Beggar Jun 16, 2018 @ 3:59pm 
I have a really weir problem with this, as well, was there a tiny update to the game?
So I STARTED a new game with this mod, and the pops built no problem, I'm now at year 2256 and suddenly the problem is back? they vanish after a month, could something ingame trigger this bug again? like increased build speed or anything like that? Like i said it DID work! but suddenly now it doesn't, no mods changed. very confuzzled.
Exaxxion Jun 11, 2018 @ 7:55pm 
Nope still doesn’t work, I’m gonba go through my modlist
Agami  [author] Jun 9, 2018 @ 3:25am 
@logan.greene84 just in case, check whether you actually activated the mod. Because I just tested it on both beta and stable versions of the game, with my own mods and others, it works.
Exaxxion Jun 8, 2018 @ 1:21pm 
Darn it’s not working for some reason
Agami  [author] Jun 1, 2018 @ 3:48pm 
Thank you for letting me know, @TechSY730, but I'm not using a single if statement in the mod. So it's unaffected by the change.
TechSY730 May 31, 2018 @ 5:26pm 
Just to make sure you know about this when looking at 2.1 compatibility. There was a breaking scripting change in 2.1 the developers didn't do a good job letting modders about.
https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-2-1-0-documentation-if-else_if-else.1100202

Your scripts may be doing the wrong thing silently if you need to update them and don't.
Exaxxion May 29, 2018 @ 8:17pm 
Thanks for this
Krylia Viru Feb 27, 2018 @ 10:37am 
Wow. They STILL haven't? Jeez.
Dominian Feb 25, 2018 @ 2:59am 
Thanks for keeping it up to date!
Agami  [author] Feb 25, 2018 @ 2:15am 
Nope, they still haven't fixed it.
Dominian Feb 25, 2018 @ 1:31am 
Is this still necessary after 2.0 or did they finally fix it themselves?
Samsung Smart Fridge Feb 8, 2018 @ 8:57pm 
they dont need to be animated but I love them
Samsung Smart Fridge Feb 8, 2018 @ 8:56pm 
okay I want that robot model PLEASE
duke dunac Feb 6, 2018 @ 11:19pm 
I've had to restart my current game 3 times due to unrelated bugs, and I finally started getting into it and realised that none of my pops would build because they're of type "AI" and not type "Machine". So, thank you.
セルリアン Feb 6, 2018 @ 2:40pm 
That robot is adorable.
Agusta of the Tropical Gang Dec 24, 2017 @ 5:59am 
The thumbnail is golden, fav'd.
Agami  [author] Oct 14, 2017 @ 5:35am 
@Starlight I assume you mean in your mod? It's because of the last line, use this instead: "change_dominant_species = { species = last_created }"
The same goes for pop checks: "species = { has_trait = trait_machine_unit}"
That's from Silfae's code, he's two steps ahead of us as always. My saves work fine.
~Sternenlichter System~ Oct 14, 2017 @ 4:34am 
So apparently using the 'has_trait = trait_machine_unit' check somehow manages to corrupt the save, i don't know why or how but it does, man i wish archetypes would actually work like paradox said so we don't have to fiddle around with workarounds.
Agami  [author] Oct 14, 2017 @ 1:27am 
Ok, I caught this bug now, I used to always choose different species.
I also changed the limit for pool leaders, otherwise assimilators wouldn't get cyborgs.
~Sternenlichter System~ Oct 14, 2017 @ 12:46am 
Mhh then it must have been the fact that i used the same species portrait set for 2 different species_classes (machines and bio), apparently that confused the game by alot.
Agami  [author] Oct 14, 2017 @ 12:36am 
Huh? That never happens to me, @Starlight. "limit = { is_same_species = ROOT }" already takes care of that. Do you have other mods installed that try to do the same thing?
~Sternenlichter System~ Oct 13, 2017 @ 10:02pm 
You should add "has_trait = trait_machine_unit" to the limit in every_owned_pop to stop rogue servitor sub races from being changed into machines.
Agami  [author] Oct 12, 2017 @ 11:17am 
Yes, @shoobers, in my tests AI properly builds new pops, everything seems to work fine.
shoobers Oct 11, 2017 @ 11:25pm 
Can the AI properly deal with this?
Krylia Viru Oct 11, 2017 @ 4:53pm 
Well, you could always just kinda up and say 'you know what, ♥♥♥♥ this, they should be the ones doing this, not me, I ain't gonna do this.' Of course, you'd probably get some let's just say interesting feedback from that.

Pretty much your choice what to do at this point.
Agami  [author] Oct 11, 2017 @ 3:23am 
Thank you, Princessity, I thought I'd removed it. Now, in 1.8.2 there's a new issue, an invisible synth you can build that will promptly disappear. I'm not sure what causes it.
I'll be honest, I'm a bit upset that Stellaris team hasn't done proper machine portrait integration. Do we have to wait until next expansion? Will it ever be in the game? I fully expected this mod to be a quick temporary solution.
Princess Stabbity Oct 10, 2017 @ 6:16pm 
Hai! Just reporting a little bug/redundancy. Like I pointed out to Silfae on the forums when we were discussing this solution, this line:

every_pool_leader = { add_trait = leader_trait_ruler_machine_intelligence }

Is unnecessary and, in fact, harmful ^^ Machines already inherit the trait from their species so they don't need it but what's worse, Driven Assimilators' starting cyborg leaders spawn with this trait too which makes them immortal. They're not supposed to have it.

It's totally safe to just remove this line. It should fix the issue and everything works fine without it n_n
Cookie-chan Oct 9, 2017 @ 8:24pm 
I was thinking of doing the same thing a while ago, and although I have the art skill, stellaris modding isnt my thing. You should definitely work on the idea tho! ^^
Warduke Oct 6, 2017 @ 9:41am 
If it specifically cartoonish avatars of current races i think it would be pretty dope. As for animation yes, i think from the very start paradox had setup a tutorial for modders on how to animate through photoshop/gimp/etc
Agami  [author] Oct 6, 2017 @ 5:03am 
I have been considering it. I already have like half a dozen animated characters. They would clash with the game art style, especially with room backgrounds, but maybe? Apparently, there's a way to use animated textures, that would be quite convinient for me.
Warduke Oct 6, 2017 @ 4:28am 
Do you realise the potential of using cartoony pops like the one in your description image as a mod? Can you even imagine?