Stellaris

Stellaris

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Enhanced Robomodding Redux
 
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0.279 MB
Oct 30 @ 5:12am
1 Change Note ( view )

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Enhanced Robomodding Redux

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Description
Until the original mod by C1CK is updated, use this. It should be functional as-is, and should be compatible with other mods that add/remove/modify robotraits. Original mod text proceeds below. All credit goes to C1CK.

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This mod is designed to enhance the late game robomodding by adding more advanced versions of existing traits

Note: This mod makes robomodding a starting feature, therefore you do not need another mod that adds this feature.

Partner Mods
- Gigastructural Engineering & More Gigastructure Related traits Require This Mod


List of Added Traits

Tier 2 Traits (Binary Motivators/Cross-Model standardization)
- | Improved Drills | Cost 2 | +15% Minerals |
- | Superconductive Terminals | Cost 2 | +15% Energy |
- | Improved Logic | Cost 3 | +15% Science Output |
- | Superconductive Internals | Cost 2 | -15% Upkeep |
- | Organic Emotion | Cost 2 | +35 Organic Opinion +50 Synthetic Opinion | (Requires Organic Studies Tech)
- | Standardization | Cost 2 | +50% Pop Build Speed |
- | Compartmentalization | Cost 2 | -100% Resettlement |
- | Scrapbots | Cost 3 | -30% Pop Cost |
- | Quantum Memory | Cost 3 | +3 Leader Level Cap |
- | Self-Servicing | Cost 2 | -50% Consumer Goods |
- | Improved Algorithms | Cost 2 | +50% Leader XP Gain |

Tier 3 Traits (Nanite Assemblers/Fungible Circuitry)
- | Ore Detectors | Cost 3 | +20% Minerals |
- | Reactor Linkage | Cost 3 | +20% Energy |
- | Organic Logic | Cost 4 | +20% Science Output | (Requires Organic Understanding Tech)
- | Engineer | Cost 4 | +30% Eng +15% Other Science | (Requires Robotic Engineers Tech)
- | Physicist | Cost 4 | +30% Phy +15% Other Science | (Requires Robotic Physicists Tech)
- | Sociologist | Cost 4 | +30% Soc +15% Other Science | (Requires Robotic Sociologists Tech)
- | Self-Sufficiency | Cost 3 | -20% Upkeep |
- | Organic Understanding | Cost 3 | +50 Organic Opinion +50 Synthetic Opinion | (Requires Organic Understanding Tech)
- | Self-Assembly | Cost 3 | +100% Pop Build Speed |
- | Flexible Designs | Cost 4 | -40% Pop Cost |
- | Logical Storage | Cost 4 | +4 Leader Level Cap |
- | Organic Learning | Cost 3 | +75% Leader XP Gain |

Tier 4 Traits (Unique Techs)
- | Matrioshka Brain Link | Cost 5 | +30% Science | (Requires Tech + Matrioshka Gigastructure)
- | Omniscient Engineer | Cost 4 | +50% Eng +25% Other Science | (Requires Robotic Engineers Tech + Engineering Gigastructure)
- | Omniscient Physicist | Cost 4 | +50% Phy +25% Other Science | (Requires Robotic Physicists Tech + Physics Gigastructure)
- | Omniscient Sociologist | Cost 4 | +50% Soc +25% Other Science | (Requires Robotic Sociologists Tech + Society Gigastructure)
- | Databank Link | Cost 5 | +5 Leader Level Cap | (Requires Databank Links Tech)
- | Protein Processing | Cost 2 | +25% Food | (Requires Protein Processing Tech + Rogue Servitors)
- | Neutronium Detectors | Cost 4 | +30% Minerals | (Requires Neutronium Applications Tech + Nuetronium Gigastrucure)
- | Neutronium Insulation | Cost 4 | -30% Upkeep | (Requires Neutronium Applications Tech + Neutronium Gigastrucure)


Next Update

Flavour Text!


Compatability
The mod changes the following files and is thus incompatible with mods that also change these files
  • 00_opinion_modifiers.txt


Change Logs
Go to the Workshop change notes


Planned Additions
- Additional Points ( If not already added )
- Governor Traits & More Unique Traits
- Cybernetic Traits
- Varied Machine Worlds w/ Planet Preferences
- More T4 Traits
- Possible Balance Changes
- Post any Suggestions/Bugs/Typos in the Discussions
Popular Discussions View All (1)
0
Nov 4 @ 9:49pm
Bug Fixing
Muggins
< >
15 Comments
Agentnck Nov 7 @ 7:55am 
Alright, thanks! :)
Muggins  [author] Nov 7 @ 6:29am 
I think (and I might well be wrong!) that they all use the format of "trait_robot_TRAITNAME." So trait_robot_improved_drills, trait_robot_physicist, etc. There are too many traits for me to realistically list here; just check the mod files if you get stuck!
Agentnck Nov 6 @ 12:48pm 
Hi there. Do you know what the console identifiers for the traits are? (what you put in to add the trait to a species) I'm trying to turn one of the AI machine opponents into a super-race that I can fight :P
Zarien Nov 5 @ 4:14pm 
I think I discovered what the problem is, the custom Contingency portrait I was using was very outdated, and it appears in a different species option (instead of "Machine", it appeared in a separate one called "AI"), I think this might be what caused the bug, since my pops also got habitability issues (all planets were red and marked with a "???"). I tried on vanilla machine pops and seemed to work just fine, so I think it's the other mod's problem rather than yours.
Anyway, very good work and I enjoyed it far more when I got it to work. Keep it up! ^^
Muggins  [author] Nov 4 @ 9:54pm 
That's definitely not good! Definitely sounds like a mod conflict or bug.

Send me any other details you have in the Bug Fixing thread - what traits you were applying, whether you have any other mods that meddle with traits or resources, stuff like that.
Zarien Nov 4 @ 3:16pm 
Yesterday I was playing and when I used the enhanced traits for the robots, not only didn't they work but they also removed my robots' capability to produce any resource.
I was using a custom portrait to play with the ones the Contingency uses, does it have anything to do?
Muggins  [author] Nov 4 @ 4:27am 
All I did was move the new traits from this mod into their own file, which seems to have fixed it entirely. The old mod just overwrote the existing 05_species_traits_robotic.txt file.

I don't know why doing this fixed it though. Maybe since it hadn't been updated in forever there was some kind of conflict with the base game files?
Do'tasarr the Khajiit Nov 4 @ 3:41am 
What did you fix from the original mod? There were some things that didn't work properly there
cataclyzm Nov 3 @ 11:24pm 
nha.. This requires research.. thanks
Muggins  [author] Nov 3 @ 9:22am 
Have you researched the required techs? All of the traits from this mod require one (or more!) technologies to be researched first.