Stellaris

Stellaris

Auto Build Robots
35 Comments
jagdtiger  [author] Apr 7, 2017 @ 12:05am 
Behold, children! The chron-o-john!

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.)
figjig Nov 29, 2016 @ 4:57pm 
Don't think this is working in the latest version of Stellaris; would love an update!
jagdtiger  [author] Jul 29, 2016 @ 9:06am 
Haven't tried, to be honest, but it should. Try and see?
NeinDao Jul 28, 2016 @ 4:06am 
this mod getting a 1.2.1 uppdate or does it work anyways?
jagdtiger  [author] Jun 29, 2016 @ 10:44pm 
Yep, works with 1.2 just fine.
thorman123456789 Jun 29, 2016 @ 6:33pm 
is this compatable with 1.2?
jagdtiger  [author] Jun 26, 2016 @ 7:33am 
Well, it does scale a little. Every planet (with qualifying tiles) gets you an extra 20% on top of that base 1 pop a year speed.
BerthNerd Jun 26, 2016 @ 7:21am 
would there be a way, thta the build speed increases with your empire size? I am in pretty lategame, and always colonizing 12 to 24 planets simultaneously. So I have around 80 - 100 planets with tiles that don't hav a pop. If I get one pop there every year, it would not really help much...
jagdtiger  [author] Jun 18, 2016 @ 4:01pm 
Why, though? Just to increase your research costs?
Dei Palladium Jun 18, 2016 @ 1:17pm 
Great mod, but can you make sector to build robots on tiles witout any resourse when all resource tile filled with pop/robots?
KaiserKatze Jun 5, 2016 @ 3:58am 
[AD] Hey, join in our modder group :steamhappy:
http://steamcommunity.com/groups/stellarismodders
jagdtiger  [author] Jun 3, 2016 @ 10:50pm 
Just as a heads-up, I spent all night testing this with the Synthetic Empire mod too, to make sure it works with that too. For those who like that one more than Playable Robots, I guess.

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.
jagdtiger  [author] Jun 3, 2016 @ 11:53am 
You don't need a robot factory in the vanilla game (although there is a mod which does add that requirement and building.) You just need the technology. Once you research at the very least robotic workers, you can start building them, well, just like you build buildings.

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
thorman123456789 Jun 3, 2016 @ 11:50am 
so im new to the game... do you need a robot building to make robots in stock stellaris? or does this mod add that? also if yes do you need to add the robot building to every colonised world? or just one? Thanks in advance!
Marcvsiulius Jun 2, 2016 @ 11:29am 
Thanks
jagdtiger  [author] Jun 2, 2016 @ 3:49am 
Hmm, the idea does have merit. I'm not sure if it can be implemented at the moment, though, since there is no sector scope, as far as I can tell, nor a test for sector resources. But yeah, if they add that in some future patch, I might make a version like that.
Marcvsiulius Jun 2, 2016 @ 2:46am 
@jagdtiger I would like the mod to get the money from the sectors if they have excess resources. This way I can control it better. I don-'t like random credit draws from my resource pool specially when some sectors have plenty of resources to spare off.
jagdtiger  [author] Jun 1, 2016 @ 11:05am 
And another update is here, rewriting the script a bit. Partially for efficiency, but also:

- 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.
jagdtiger  [author] May 31, 2016 @ 9:10pm 
Well, the randomness is actually intentional. It's supposed to have downsides too, not only be a massive boost to how fast you can get robots. And one of the downsides is exactly the unpredictability.

Plus, I find it somewhat realistic.
moarlurking May 31, 2016 @ 7:50pm 
your welecome glad i could help i was sure i never touched anything like that and was in the process of checking also if you want the MTTH changed over to something more concrete i can give? well more like show you what i did
jagdtiger  [author] May 31, 2016 @ 7:45pm 
Oops, you're right, I DID mess up and was producing more members of the main species for non-synth species.

Fixed now.

Thank you very much for reporting it.
jagdtiger  [author] May 31, 2016 @ 7:39pm 
Well, assuming you didn't remove the test for whether or not the main species has the TRAIT_ANDROID trait, it shouldn't duplicate the species for those. Unless I messed something...

Hmm, lemme check, maybe I did mess up.
moarlurking May 31, 2016 @ 7:31pm 
but yea i got it to work without MTTH stuff atleast if you play synthetic robot people i dont know enough about your mod to fix it so it wont affect non synthetic people like it was doing :P
jagdtiger  [author] May 31, 2016 @ 7:25pm 
Well, with the Playable Robots mod, IF you pick the top option at day one, you'll be a synth version of any species in the vanilla game. Kinda like the Gen-3 synths in Fallout 4.

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.
moarlurking May 31, 2016 @ 7:18pm 
so uh i tried changing your mod so that it had no MTTH and instead worked via a bogus modifier you got when you built robots via the edict and you couldnt build anymore till it was over and it...worked very *ahem* well..sorta. it worked fantastic if i played as the android race with the synthetic race option in playable robots it did what it was supposed to do for the most part had this weird thing where it would spawn 2 for the price of 1 but i think that is from changing something about the planet chance and i shouldnt of woops.

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
jagdtiger  [author] May 31, 2016 @ 4:57pm 
Well, the main reason is that I'm not entirely sure I understand all the subtleties of Paradox's events, so I'm not 100% sure. But it's kinda like this:

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.
moarlurking May 31, 2016 @ 3:37pm 
so when you say once or twice a year is it some weird fraction? also could there be a way for mid-late game where you have varying levels of policies for how many robots you want built cause if you have the resources why not buy in bulk?
Karma May 30, 2016 @ 11:10pm 
Glad I could help!
jagdtiger  [author] May 30, 2016 @ 10:29pm 
Update: it was definitely using resources even if it didn't find a good spot for a robot. I uploaded a fixed version, where this doesn't happen any more.

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.
jagdtiger  [author] May 30, 2016 @ 9:47pm 
Also, probably the easiest way to see it in action is to just colonize a planet or two with a droid. Droids and above, you can just pack on a regular colony ship.
jagdtiger  [author] May 30, 2016 @ 9:43pm 
Good question. I think it shouldn't draw resources if it finds no place for them, but I'll have to test it some more. Currently I'm expanding like crazy and I'm playing a synth empire, so there's lots of room and they don't reproduce. Hard to miss a tick.

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.
Karma May 30, 2016 @ 9:39pm 
Haven't tried this mod yet (I don't really use robots much), but it sounds like an awesome idea! I'm going to go throw some poor colonists onto a planet that they really shouldn't be on, for testing.

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?
jagdtiger  [author] May 30, 2016 @ 9:28pm 
Thanks. I try my best, especially since this was primarily made for myself. Motivates the heck out of me to try to do a good job ;)
BladeofSharpness May 30, 2016 @ 9:22pm 
From description, it seems a nice job of you have done!
jagdtiger  [author] May 30, 2016 @ 8:06pm 
Just picture me yelling at the sector governors, in my best Bender voice, "Screw you, guys! I'm making my own robot factory! With blackjack! And hookers!" ;)