Stellaris

Stellaris

Some Assembly Required (FORK)
42 Comments
James Fire  [author] Jun 3 @ 10:33pm 
It didn't get updated because things changed and it would require rethinking the mod.
Canada May 30 @ 9:19pm 
Wish this got updated to the latest version would be nice
James Fire  [author] Dec 6, 2022 @ 3:07pm 
Due to vanilla changes, I am unsure how or if I will be updating this mod. I will need to determine where it will fit into these changes.
The_Mess May 21, 2022 @ 9:52pm 
It's the Robot Assembly Complex, 2 job slots, costs 1 crystal to run, pops up as a rare tech with Giga.
The_Mess May 21, 2022 @ 9:51pm 
My bad, it's from Gigastructural Engineering, guess I need to make a compat mod then :P
James Fire  [author] May 21, 2022 @ 9:32pm 
I have no idea what you're talking about. I'm 99% certain vanilla does not have a rare tech building for more assembly.
The_Mess May 21, 2022 @ 8:05pm 
Hmmmn, this killed my synth assembly because it nerfed the vanilla rare tech building's output. I was getting +16 points with other bonuses. Now getting only 6 on my capital ;-;

But that's what modding this mod is for (and my save, because, ugh, pop scaling is stupids).

So what I'd do is mod the jobs for the rare tech one so it outputs more per job than your one, but with more job slots and a higher running cost + 1 per planet limit maintained.
James Fire  [author] May 20, 2022 @ 5:15pm 
This mod does not touch the required growth scaling.
Bernadus Kaktus May 19, 2022 @ 11:04pm 
I tweaked my human empire with the console for testing. Started with 37, 20 humans, 17 Robots. I needed 109.2 points for new pop,
Then i filled all up to 250 humans and 299 robots.
Now i need 237. 2 points for new pop, each robots and humans.
In my opinion this is a vanilla bug. Robots are produced and the production-rate should be constant all the time.
Does your mod avoid this problem?
James Fire  [author] May 15, 2022 @ 4:33pm 
:D
baronjutter May 15, 2022 @ 4:09pm 
This mod is really interesting, balance wise! I always thought a big problem with so much of stellaris is that you've got all these artificial bottlenecks that only exist out of some concept of "balance" but it just shifts the game design problems into new areas. Like why can't I have 10 robot factories on a planet? If I have a resources, let me spend them. This mod strikes an interesting balance with still having those arbitrary limits on buildings, but still letting people really go "all in" on building something. The alloy costs are STEEP. Having 2 upgraded robot factories on every single planet basically didn't let me have a fleet because all my alloys went into that.

I don't know if this new system is "better" but it certainly feels like now robots are something you can over-invest in. I wish more of the game's limitations were based on resources rather than "1 per planet only!" sort of arbitrary caps.
James Fire  [author] Dec 19, 2020 @ 4:44am 
That would mean something is overwriting the specialist job file, after this mod.
Bird Up Dec 18, 2020 @ 2:00pm 
For some reason my roboticists are producing 2 assembly points instead of 0.5
James Fire  [author] Sep 10, 2020 @ 2:12pm 
defines.
Armedwithpuns Sep 10, 2020 @ 8:00am 
which file modifies how much work is needed to create 1 robot pop?
Commando_Kain Aug 27, 2020 @ 5:43pm 
Short answer I tested and yes.
James Fire  [author] Aug 27, 2020 @ 2:32pm 
No idea.
Commando_Kain Aug 26, 2020 @ 3:23pm 
Does this work with Unofficial Machine DLC?
unhinged takes Apr 22, 2020 @ 6:29pm 
man here i was trying to make this exact mod. couldnt figure out how to add the upgrade option to the robot assembly plant tho
K0rruptedYouth Mar 31, 2020 @ 10:54am 
Turns out it's starnet that's the problem.
James Fire  [author] Mar 31, 2020 @ 10:50am 
Any mod that modifies 00_specialist_jobs would be the one to look for. That should narrow it down a bit.
K0rruptedYouth Mar 31, 2020 @ 10:49am 
There's a lot, so I'll just go through it and sort things out. Great mod btw!
James Fire  [author] Mar 31, 2020 @ 10:10am 
Definitely mod conflict. Modlist?
K0rruptedYouth Mar 31, 2020 @ 9:30am 
I might have a mod conflict, but this doesn't change the production rate, so it's 2 jobs for 4 assembly points
James Fire  [author] Nov 29, 2019 @ 6:48pm 
If you can, add them to a collection on here.
James Fire  [author] Nov 29, 2019 @ 6:47pm 
What other mods are you using?
Torres Nov 29, 2019 @ 5:51pm 
doesn't seem to be working for me? they're still taking minerals not alloys
James Fire  [author] Nov 28, 2019 @ 6:27pm 
...for what? I did update it to 2.5, didn't I?
Torres Nov 28, 2019 @ 4:58pm 
Please update this
James Fire  [author] Nov 16, 2019 @ 12:44pm 
I haven't really noticed the cost of them, but I see what you mean.
Sulafet Nov 16, 2019 @ 9:37am 
Doesn't 2 alloys per 0.5 growth seem a bit too harsh? During my time playing with this mod I found I felt often discouraged to even build assembly plants at all in the early game. This feels alot like the nerf-hammer approach to game design and balancing, where you just batter a feature into the ground with nerfs to "balance" it, only to end up making it comparably as powerful as other features, but overall even less viable than then. One of the intended effects of the mod seems to be to make gene clinics and assembly plants more competitive with each other... Except the gene clinics don't hog one of the most crucial resources of the game.
I still like the direction of the mod, but just wish that instead of 2 alloys per 0.5 growth, it was, for example, 1 allow and 1 mineral. A small change that evens out resource load, making the plants more viable early to mid game. Might just change the values myself but thought I'd leave some feedback of my experience.
angleliay Sep 27, 2019 @ 11:14pm 
我太喜欢这个MOD呢。Great ! ! ! 世界性都市居然不加机器人的组装速度,太可恶了
Katt Jul 9, 2019 @ 12:13pm 
The recycled and luxurious traits don't seem to be affecting the alloy cost of assembling robots.
Thonk Howard Jun 21, 2019 @ 11:10pm 
the first sentence of the introduction is going to get you exterminated, assimilated, or enslaved. Maybe all of those choices. Who knows.

p.s. Great Mod!
Neverminder Jun 21, 2019 @ 3:34am 
good idea
James Fire  [author] Jun 20, 2019 @ 12:23pm 
Then the mod isn't active. Or something else is overwriting it.
K0rruptedYouth Jun 20, 2019 @ 11:52am 
I think you should also change the UI to show the limit of the robot assembly plant. I made an empire with the mechanist trait, and it says 1/1. It also doesn't seem to provide two robotician jobs, only one.
James Fire  [author] Jun 18, 2019 @ 5:38pm 
Fixed.
James Fire  [author] Jun 18, 2019 @ 4:39pm 
Hmmm, I'll take a look.
K0rruptedYouth Jun 18, 2019 @ 3:32pm 
This mods seems to breaks the Warrior Code Civic. Holo-theaters do not make duelists with this mod enabled, but works fine with it off.
✧Starshadow Melody✧ Jun 13, 2019 @ 3:22pm 
Just because it was mentioned off-hand in the description, I'd like to state that immigration infuriates me because early game I often find myself screaming in pain after colonizing a new planet as my homeworld proceeds to stagnate something fierce.
nephilimnexus Jun 9, 2019 @ 9:42pm 
Fully Automated Luxury Gay Space Communism is the name of my Daft Punk cover band.

Also, great mod!