Stellaris

Stellaris

Some Assembly Required 2.2.2 (Legacy)(2.3 Link Available)
25 Comments
JRG  [author] Jun 9, 2019 @ 5:10pm 
I'll even post the link in the description.
JRG  [author] Jun 9, 2019 @ 5:09pm 
Nah, I don't have a lot of time to work on the mod (job & college stuff). Thanks a lot!
James Fire Jun 8, 2019 @ 10:44pm 
So, let me put it this way. I'm fixing this. You'll have credit, and if you want to upload it, I'll take down my version.
James Fire Jun 8, 2019 @ 10:26pm 
Hey, you were right about it being partially badly made.
James Fire May 19, 2019 @ 10:57pm 
How's life treating you now?
JRG  [author] Mar 11, 2019 @ 9:38am 
It's not that complicated - it isn't that well-made of a mod in the first place (I'm still learning) , it overrides files which it probably shouldn't, and (haven't tested, but I think) what makes it incompatible is that the jobs aren't updated to use the clothes selector functionality introduced in 2.2.6. I don't know it it actually breaks anything, however.
James Fire Mar 11, 2019 @ 3:56am 
Let's go with the best question. Why doesnt this work in 2.2.6? I'm a modder myself, so you can throw the actuàl words at me.
JShark13 Mar 6, 2019 @ 3:23pm 
Ah, that's unfortunate. Well, best of luck.
JRG  [author] Mar 6, 2019 @ 12:47pm 
Sorry. When I had to get a new graphics card and update my OS, I lost almost everything on my hard drive. It will happen, but I have a lot of other things on my plate.
JShark13 Mar 6, 2019 @ 7:06am 
Any status updates on the new version?
JRG  [author] Jan 16, 2019 @ 9:33am 
Yes, it should be. I haven't been able to work on anything for about a week because my desktop died.
Jamie Jan 14, 2019 @ 8:24am 
Is this still working at the moment?
JRG  [author] Jan 10, 2019 @ 7:09pm 
@Xenoce You probably have a mod that changes 02_specialist_jobs.txt in Stellaris\common\pop_jobs. That's where the roboticist changes are.
Xenoce Jan 10, 2019 @ 6:52pm 
Somehow, my mod seems to be broken, in a way that makes it crazy overpowered. Robots still cost minerals, rather than alloys, and I'm getting something silly like 35 pop build speed / month (with two upgraded factories)
JRG  [author] Jan 5, 2019 @ 10:59am 
I'm actually working on a thumbnail right now which isn't awful.
JRG  [author] Jan 5, 2019 @ 10:59am 
To clarify, version 2 of the mod (coming soon) is a seperate mod which no longer modifies vanilla assets but has much the same effect as this. It also will feature some original artwork, although the current testing version uses placeholder assets.
JRG  [author] Jan 5, 2019 @ 10:57am 
@ash
That's actually part of the design ethos - robots are powerful, so to balance that you have to use the same stuff that you need to go pew pew in space.

@shep
The combined mineral and alloy upkeep is actually something I'm implementing in version 2 of the mod, which will be out soon (the reason this version says "Legacy"). The idea is that consumer goods are for organic growth and minerals are too plentiful to impose any real cost. The alloy cost is so that you need some actual planning if you want to have robots, rather than plopping down an assembly plant and forgetting about it. Also, medical workers are just completely underpowered - they only give 0.15 growth points each, while these roboticists give 0.5 growth points.
Big Pappa Jan 5, 2019 @ 9:32am 
The mod is interesting but the alloy cost make it a no go " for me atleast" those alloys are already used for pew pew in space ... but cool idea
Shep Jan 5, 2019 @ 3:20am 
I'd argue that alloys aren't equivalent to consumer goods in terms of growth, considering how they're used to build ships and starbases while consumer goods just get used by pops and by certain jobs.
Considering no jobs use up alloys this just feels like another penalty, especially since the medical workers use up one consumer good each, not two. Maybe each roboticist could use up 1 mineral and 1 alloy to represent refined metals?
JRG  [author] Jan 4, 2019 @ 7:30pm 
No, partially because I'm going to release a version 2 in a separate mod page (so as not to break saves) and partially because machine empires already have a lot of mods specifically for them. It would also require Synthetic Dawn, so if I did it it would be in a different mod.
Ixalty Jan 4, 2019 @ 6:02pm 
any plans for this to apply to machine empires?
Phantom Guard Jan 4, 2019 @ 3:03pm 
that must suck
JRG  [author] Jan 4, 2019 @ 5:45am 
@The Erubian Warlord

Hey, sorry, I wrote the whole description but Steam didn't save it so I had to spend like an hour rewriting it.
The Erubian Warlord Jan 4, 2019 @ 5:24am 
???