Stellaris

Stellaris

Machines & Robot Expansion Continued
427 Comments
giimer Oct 26 @ 10:18am 
Left-click on an exhausted excavation site. It will disappear and reappear.
Build and rebuild districts. Each district built (even on the site of another) advances the unlocking of core production.
Colonize a second planet. At the start of the game, you have one core in storage.
Restore the mechanical world in a neighboring system.

After a while, you will be able to research the production of new cores.
kreg_xek Oct 26 @ 1:57am 
When I start with Origin World-Machine-Awakening, there are 7 blockers on the starting planet, and 7 digsites appear in a row. But only 5 are counted in the situation log; I've checked this several times. I don't understand how to progress the situation further.
eros10602 Oct 25 @ 10:04pm 
A bug that causes advanced alien research to appear infinitely.
King Tico Oct 23 @ 7:47pm 
Great mod. Special thanks. I know modding is hard work and I really appreciate the work your putting in. And thank you for the updates
Old Ben Oct 23 @ 5:58pm 
Thanks for the updates, my favorite mod as I play machine empire almost exclusively .
shiyishabe Oct 23 @ 12:01am 
为啥鸽组汉化没用~~~我这都是英文~~~
venathtehn3rd Oct 22 @ 8:54pm 
Thanks for the updates dude! And for keeping us, well, updated on the updates.
giimer Oct 22 @ 12:18pm 
:)
Openly Retro  [author] Oct 22 @ 11:33am 
hi Glimer, some of the Mechanical planet stuff needs updating, I have not gotten to it yet just due to trying to keep up with all the base game changes and DLCs. I will make sure it is on par with regular Machine worlds in the next update.
giimer Oct 22 @ 11:22am 
Mechanical planet districts provide 300 jobs. The regular machine world provides 600 jobs per district. Is this correct?
giimer Oct 22 @ 11:19am 
Thank you
Openly Retro  [author] Oct 22 @ 10:36am 
Hi everyone, I have pushed up the latest round of changes. Thanks everyone for your patience and for reporting bugs and for your suggestions. There are quite a few things that got fixed, improved, and added. Please look at the patch notes. Thanks to Legit-Rikk and Exasperation (first time!) for contributions!

The issue with double auto-capitals should be fixed, Self Assembling Colony Ship AP bug has been fixed; new district specializations added to World Machines; I added lore text updates, among other things for folks to play with.

I am going to be on modding break until Nov 1, and will probably not be responding to messages until then. Hope you all can understand, and have fun in the meanwhile. Please do keep the bug reports and suggestions coming.

Once i am back from my break, I will see what things to throw in next, as there is quite a wealth of ideas from many brainstorms and from everyone's suggestions.
Mike Oct 22 @ 2:28am 
I know ti's maybe a bit overpowered but I think it would be interesting if traits like integrated weapons, mil-spec and other traits like that or even combinations of them together could give different outcomes and choices to certain events. Just now I encountered an archaeology site that has a space pirate ambush your crew on the ground and it talks about poorly armed scientists and such but all I can imagine is again the mil-spec synthetics with built in guns ripping through the would be pirates.
samsockeater Oct 20 @ 1:27pm 
hmmm, does the bio-hybrid perk allow access to the genome mapping tech? poking the tech tree and thats the main impediment to making replicas of the various space animals
samsockeater Oct 20 @ 12:25pm 
is there a command to manually trigger the event that lets you swap out of or into locked civics (driven/determined/rogue)? it completed the research project and did't fire - my guess is because fancy machine government or civic reform cooldown still having some years to go but figure is worth asking as can't work out way to get shut of DE now i want to try and get cloning techs so i can make use of my vivarium eugenics program and the cloning tech seems to be a pre-requisite to get it which unless you're driven, rogue or using biodrones i don't think machines can get
giimer Oct 20 @ 8:53am 
Предложение: Мод содержит "планетарный потрошитель", который можно призвать через приказы планете.

"Gigastructural Engineering & More" содержит схожую килоструктруту, используемую для сбора "планетарной массы". Но помимо ручного призыва на каждой планете можно призвать на все планеты системы приказом звезде.

Возможно ли повторить функционал "массового призыва" для кракера?
giimer Oct 20 @ 8:53am 
The mod's proposal includes a "planet cracker" that can be summoned via planet commands.

"Gigastructural Engineering & More" contains a similar kilostructure used to collect "planetary mass." However, in addition to manual summoning on each planet, it can be summoned to all planets in a system via a star command.

Is it possible to replicate the "mass summon" functionality for the cracker?
giimer Oct 16 @ 5:42am 
И чем оно лучше уже имеющейся?
giimer Oct 14 @ 3:59am 
I'd like to change the base performance of the machine world regions. Please tell me which file I should change.
Old Ben Oct 11 @ 11:55pm 
The Ascension Perk "Self-Assembling Colony Ship" is bugged. The administrative capitol building appears in the second slot when the colony is born, however it does not replace the ship created building in the first slot and then shortly after it disappears.
JadeBlood815 Oct 5 @ 8:50pm 
@Dog Machine pops can have extra 4 trait point via research, and another 4 extra point from modularity ascension path, so I think another extra trait point tech will not necessary.
Dog Oct 5 @ 10:08am 
Hello, one thing i noticed is that most mods you have not added more Trait point researches for Machine Pops even though they now have enough different traits they could select if i checkec correctly Vanilla Bio pops can get 10 Trait Points via Research and ascencion while Machines get 2-4 not sure if it comes from a Mod could you add researches to equalized that ?
holden Oct 2 @ 2:55pm 
Absolutely love the machine learning civic it is a really neat idea! I think it would be cool if it could be done into perpetuity with like steeper and steeper costs (maybe as an origin) would be neat!
Misterwheatley Oct 1 @ 9:48pm 
self assembly colony ship is bugged. creates a duplicate capital rather than replacing the starting one.
Exan_Flo Sep 29 @ 2:03pm 
source code reprogramming and mind separation perks dont work
Openly Retro  [author] Sep 29 @ 2:03pm 
Hi everyone, I pushed up a large set of fixes and updates. Please see change notes as there are a good amount of things there. As always thanks for your support and please keep your bug reports and feedback coming! I am aware that building icons are wonky, those will get fixed in the next update. I am mostly up to date on everyone's requests and reports in terms of organizing them in my issue tracker.

@Mike - you might try running `event xvcv_mdlc.41` from the in-game debug menu , that should bring up the menu from when the special project is completed.

@Malkar - that might be fixed in the changes I just pushed up

@samsockeater - Abyss will be re-written with a different "thing that you contact" than Shroud entities, that's all i'm spoiling for now. Psionic tech/ship tech rewards will still be part of it.

@Misterwheatley - I don't know , I didn't play the new Shroud content yet. Please let me know if you find any issues.
Misterwheatley Sep 28 @ 4:41pm 
Is forged by the shroud borked by this mod?
Xelan Sep 28 @ 9:43am 
@samsockeater: there will be a rewrite/integration, depending on how exactly PDX integrates it
samsockeater Sep 28 @ 5:06am 
with the new shroud DLC will the abyss stuff get yeeted or integrated ?
Malkar Sep 27 @ 12:02pm 
The Attempt to Restore World Machine planetary decision seems to be broken currently, it seems to focus on your capital rather than on the world that is supposed to be restored.
Mike Sep 26 @ 12:10pm 
While trying to assimilate my original pops into the new hybrids from the event I accidentally got rid of the hybrids, any way to ge them back? Even if I add the Bio-mechanical strait to my species the bio mechanical cloning buildings don't produce pops.
Mike Sep 26 @ 10:33am 
addendum I am a moron I see now its 0.02 dark matter per 100 pops not 0.02 per 1 pop
Mike Sep 26 @ 10:15am 
the dark matter engines trait might need to be re worked. it's very easy to get around 50k pops by mid game and 100-200k pops by late game, at a cost of 0.02 dark matter per pop it'd cost me 1040 dark matter perk month. Producing that much perk turn isn't even remotely feasible.
Openly Retro  [author] Sep 24 @ 8:45am 
Thank you Mike, kinngrimm, and Camille for your bug reports and feedback. I will work on some solutions for these.
Camille1358 Sep 23 @ 9:15pm 
The fact that research points are not repeatable and are completely unrelated to experience is absolutely mind-boggling. In my opinion, every time you gain experience, you should earn points. That would make things much easier, and you could also earn points through research. It would be much more logical and would work much better than the current system, in my opinion. Because right now, for me, it's illogical, and we're also sorely lacking in points because we have a limited number of points available in a game (too few points). I know that, for example, with my node roller, I can have up to approximately 10 traits without using the mod, whereas with the mod I only have 5.
Camille1358 Sep 23 @ 8:59pm 
Oh, and from what I've seen, the modified traits of the nodes are not taken into account in the menu. There are also a few bugs in the menu, such as when you hover your mouse over a trait in the Leader Drone Assembly, the percentages are not displayed, only the plus sign is shown.
Camille1358 Sep 23 @ 8:54pm 
For modifying leaders, having three different edicts is a bit silly. Why not have a single page with arrows below to move from one page to another instead of three edicts? The fact that we don't have repeatable searches for node points is a real shame! And there's something that's completely illogical, which is that experience and method points are two totally different things. So, for example, I can grant him traits with the points I have available. But, for example, if he has a lot of experience, then I can very well add traits thanks to the experience I've gained, as in Vanilla. For me, the pages use trait points, when they should be using the experience already gained. It seems illogical to separate the two. Besides, it seems to me that we can only make leaders up to 10, whereas from memory they go higher, I think. I think they go up to 15 from memory, since my node goes up to 15, I think. Right?
kinngrimm Sep 21 @ 1:27am 
"Conquest of Nature" within the Machinery tradition needs an update.as more building slots have become conceptually obsolete.
Mike Sep 17 @ 5:04am 
ontop of that discourage planetary growth has next to no effect.
Mike Sep 17 @ 5:02am 
Found a bug where after picking the new synthetic age my population growth EXPLODES up to about 193 pops a month.
giimer Sep 16 @ 12:23pm 
@ Openly Retro
I figured out the auto ringworld areas, the ringworld question is no longer relevant.

-500% replication stops the creation of new robots. But this civic can only be used with the "auto machine world" origin. I wanted to add it to robots in other origins instead of the "do not produce" order for each planet.
Openly Retro  [author] Sep 15 @ 7:52pm 
Hi everyone, I have had a bit limited time the past few weeks for modding, as family has been visiting. I have been working on bug fixes and addressing feedback but rather slowly.

@glimer - the requirements for Auto Forge is 700 alloys per month. But talking with folks, I will get that lowered.. it is rather high. Regarding Segment Control Hub I will look into it, thank you for letting me know. And regarding removing -500% growth from Automaton species, are you thinking of doing some modding with it? Please tell me a bit more so I can have a better idea what you would like.

@JarrenBlake - I will check out Goods Distributor, it was working the last time I checked but maybe something happened in the last update from Stellaris. Regarding the Bio Mech "partial assistance" from organic pop growth, I think that makes sense to let it contribute to Bio Mech assembly, I will add that to the list.
giimer Sep 12 @ 9:36am 
Dear author, please remove the "-500% replication" trait limitation from the "automatic world-machine" origin. I would like to use this trait in other origins as well.
JarrenBlake Sep 11 @ 5:28pm 
Second question, for the BioMech species. The "Partial assistance from pop assemblers", is that only for the Machine Assembly plants or do original Clone Vats(aka Monthly organic pop growth) also add into it? Would be cool if both contributed given they are hybrids.
JarrenBlake Sep 7 @ 3:48am 
Hello, trying out the mod. Attempted to use the Goods Distributor civic but could not see any effect that it was having no matter what I set it as. My pops did not use CGs for upkeep nor generate Unity. Even when I activated the Edit, there was nothing. Could I be missing something?
giimer Sep 6 @ 2:11pm 
I keep looking at the ringworld. Segment control hub creates jobs, not automatic districts. Is this my bug or the mod's bug?
giimer Sep 6 @ 2:00pm 
2Openly Retro Thanks for your reply
I continued development and Auto-Processor and Auto-Server worlds appeared in the journal. Auto-Forge did not appear. Maybe you can tell me the specific requirements for these worlds?

I also created an automatic ring world. But I did not find chemical regions for the production of gases and crystals - but the ring regions consume them. Their production is possible only with universal buildings?
Openly Retro  [author] Sep 6 @ 12:08pm 
@samsocker - Abyss will not be scrapped when the Shrouds DLC gets launched. I am going to revamp it and change the theme a bit to be distinct from the Shroud, so that Machine empires can do psionic ascension and also use the Abyss.

@glimer - look in your Situation Log to see if your empire resource production is enough to unlock the special projects for each world type. If you produce enough alloys, science, etc, it unlocks the special project to research the Auto-Processor, Auto-Forge and Auto-Server world. Then you can use planetary decisions to transform planets to be those 3 types.
giimer Sep 6 @ 5:10am 
Please remind me how can I get Auto-Processor, Auto-Forge and Auto-Server world. I have unlocked all technologies via console but I don't see any way to rebuild the world.