Stellaris

Stellaris

Machines & Robot Expansion Continued
402 Comments
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.
samsockeater Sep 5 @ 4:44pm 
will the abyss be scrapped when the new DLC comes out or integrated into the new machine psychic bobbin?
Openly Retro  [author] Sep 5 @ 11:28am 
Hi everyone, I pushed up a few bug fixes. Thank you very much for reporting them and please keep them coming.

@minecon2 - I fixed the Requisition decision.. since 4.0 the scale of pops was changed so it went from 400 to 40,000 accidentally. Also, I will check out the "After the Doomsday" origin issue, I had some bugs to fix before that.
Openly Retro  [author] Sep 1 @ 10:10pm 
@minecon2 - thanks for the report, I have made a fix which I will push up in the next update. I also fixed the bug with temporary automatons not being removed when they should.
鹰击超高音速83 Sep 1 @ 9:50pm 
好厉害
minecon2 Aug 31 @ 4:56am 
Holy heck why did the temporary pops decision of the Awakened give me 40000 pops?!
minecon2 Aug 31 @ 3:34am 
I'm nor sure if this is intended or not, but the doomsday origin has your capital as the auto-machine world from the awakened origin? Also the other two colonies are immediately lost on the first day
Mr.ButterNips Aug 29 @ 2:28pm 
so for some reason this mod broke a mp save game we started with the mod everything was fine but when we tried to load it today my empire that i made just couldn't be selected in the mp empire select menu and the reason i know its this mod is because when i remove this mod my empire is select able again its only when this mod is active that the empire cannot be selected in mp.
Mael Aug 29 @ 7:08am 
Just had a game where the AP that gives you a higher level capital upon colonizing didn't replace the lowest tier capital on a planet so I had two capital buildings instead (one t1 building and one t2 building) can you look into this?
de Grizz Aug 28 @ 11:44pm 
did this mod have any sense for mechanist origin? for bio+robot coexist game
themikecraftfeed Aug 28 @ 6:36am 
Is it working with latest Stellaris version 4.0.22?
holden Aug 27 @ 1:47pm 
Absolutely love this mod glad to see it updated to 4.0 finally!!!!!!
Openly Retro  [author] Aug 26 @ 6:52pm 
@内塔尼亚胡 - I will look into this issue, of being unable to change portraits with that organic skin trait selected. thank you very much for reporting it.

@artedox - There are no overhauls in this mod of nanotech content. I have ideas and some brainstorms, but have not completed the plans yet.

@Zorelmo - I will definitely look into some ACOT building compatibility, it has also been requested by other players using this mod.

@Sma - The last time I checked, Mind Integration perk should work. But let me test again and see what happens. In the meanwhile please do report your issue in the bug report thread! that will be very helpful.
Openly Retro  [author] Aug 26 @ 6:45pm 
Hi all, to those who want to play with the 3.14 version of this mod, you can find it here: https://steamcommunity.com/sharedfiles/filedetails/?id=3556722112
harozuken Aug 26 @ 1:36pm 
has anyone tried the broken ring origin since the update? I can't update my buildings on the ring because of requiring a Administration array. (I think its a base game bug but asking if anyone else had this issue)
Sma Aug 26 @ 12:23pm 
I'm so happy we have a 4.0 version - thank you! Before submitting a bug report, I wanted to check: is the Mind Integration perk expected to be working? In a current game, nothing seemed to happen on completion of the corresponding special project.
Zorelmo Aug 25 @ 6:11am 
the world machine origin is not compatible with acot buildings that add ressources (dark energy for exemple)
artedox Aug 25 @ 4:49am 
Are there any overhauls for how the nanotech ascension works? Nanite motherships or any perks?
Netriade Aug 24 @ 2:23am 
@Openly Retro i'd like that, can't get into the game with the new change in 4.0 ^^
内塔尼亚胡 Aug 22 @ 7:57am 
Regarding traits: Even after choosing organic skin (or biological skin, I am not sure of its English word), I still cannot change my portrait to another organic species. I'm not sure if this is a bug or the original setup, I remember it was possible a long time ago. Can you add this setting? Thank you very much.
Openly Retro  [author] Aug 22 @ 7:18am 
@Arty Aeterna - I did not know about BPV until you mentioned it .. I will see about adding compatibility. Thanks for bringing it up.

@Netriade - yes this is possible, I can publish a legacy 3.14 version of the mod.
Arty Aeterna Aug 22 @ 6:20am 
Ty for the 4.0 update!

Quick question, the mod seams to revert stuff like BPV or darkblue planet UI to the vanilla one (or when you use BPV more building slots), will there be compatiblity sometimes?
Netriade Aug 22 @ 2:20am 
any chance to get legacy version for 3.14 ?
Koito Yuu Aug 22 @ 1:57am 
Thank you very much for the update to this mod!
HousePet Aug 21 @ 8:03pm 
Oh drat. I had this on a v3.14 game.
I can confirm that it is not backwards compatible. -_-
UncreativeName Aug 21 @ 4:02pm 
dubs