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Err... I mean, I updated it for 1.5. Well, pretty much just the version tag. Seems to work just fine for me otherwise. (Bearing in mind that you need to have the energy and mineral reserves, or it won't do anything at all.)
http://steamcommunity.com/groups/stellarismodders
Short version: works flawlessly.
But then I didn't expect it to have problems, because those are proper normal robots from the vanilla game, unlike the modified species from Playable Robots. So, since I handle normal robots too, and the Synthetic Empire ones are normal robots, it works for those just as well.
Or if you're playing a robot species yourself, with the Playable Robots mod, then you really don't need anything. Just go forth and multiply. Well, at least, go forth and assemble yourself a kid robot, anyway :p
- Better placement of new robot pops (picks the tile that the game thinks is the best, instead of purely random)
- No more drawing planets that need no robots on the yearly lottery. I.e., no more missed ticks where no robots are built, if you have a lot of full planets.
Plus, I find it somewhat realistic.
Fixed now.
Thank you very much for reporting it.
Hmm, lemme check, maybe I did mess up.
So basically you can be a synthetic human, and look just like a human, but be made in a factory. Just like in Fallout 4. Or a synthetic avian, or a synthetic arachnoid, or whatever, really.
And of course, then you get manufactured already grown up. Just like you can watch it being done in the Institute in Fallout 4. They don't start with a kid version and let it learn, like in Extant. They just manufacture the adult, flash its BIOS... err... its brain with all it needs to know, and let it loose.
So basically the same will happen here if you combine these two mods. You'll have some robots that look like, say, a human, and the government will just buy a billion of them at a time.
then things took a rather hilarious turn if you play as a normal organic race with the playable robots mod your race starts rapidly spawning fully grown for w/e reason and thinking it was your mod and that mod clashing somehow i turned it off and it does the same thing in vanilla and idk why XD
1. The first attempt: On the average once a year (but sometimes it will happen twice in a year, and sometimes it wont happen at all for 2-3 years) it will pick a random planet owned by you. Then try to find a spot which qualifies for a robot on it, and if finds one, it builds one and bills you.
Not very good one way or another by mid-game, as you seem to have noticed, so the latest update adds the second event series:
2. In addition to that, each planet you own has a random chance, on the average every 5 years, to spawn a robot and bill you for it, if it has a good spot for a robot.
Should be reasonable. Organics tend to grow a pop 1-2 years. Plus you pay for the robots.
Steam should auto-download the fixed version, so no further action is needed.
Thanks for asking the million credit question, Karma. I can't believe I didn't think of it myself.
Worst case scenario, though, you can always just turn the policy off if you don't have room for more robots.
But yeah, I'll study it some more.
Question: if there are no valid spots available in your empire when the "tick" for robot generation rolls around, does it still draw resources, or does the script recognize that no robots are required?