Stellaris

Stellaris

Machines & Robot Expansion Continued
Openly Retro  [developer] Jan 20 @ 6:33pm
World Machine Origin Feedback & Bug Report
Hi everyone,

It took me a while but I finally got the World-Machine Origin in a playable and fun state. I have more in store for the origin, but first wanted to get a version out to everyone that was working. There may still be issues, thank you for your patience as it's the largest modding feature I have worked on so far.

Please use this discussion thread for feedback and bugs specific to this origin.

I look forward to hearing what you liked, if you had any fun with it, if there are ways you see to improve it, any suggestions, and any bugs that you encountered along the way.

Official documentation is available, and in progress, read more here. [github.com]

About the origin

For several thousand years, automatic processes spanned cities, worlds, and galaxies. The hydro dams churned, the auto-mines whirred, the bio-vats bubbled, creating untold resources... but for whom?

One day, an automated process paused. It formed the first spontaneous question. From the countless durasteel hulks of mindless, ever-churning machinery, arose an anomaly. An interruption. An intelligence.


World Machine, Awakened is a pop-less origin which focuses on producing a strategic resource in order to create more automated (popless) planets. The lore focuses on Auto-Machine Worlds, which are a type of Machine World where districts produce resources automatically without pops.

The difference between this origin and the World Machines Ascension Perk provided by this mod, which also opens access to Auto-Machine Worlds is that the origin is completely focused on running an empire without pops, so for the origin this includes alternative buildings to the base buildings that produce resources automatically when built.

Origin Mechanics/Meta

- There is a technology which can create "World-Machine Cores". These cores are placed on a planet, and they go to work automatically terraforming the planet and creating a fully automated colony once finished. This mechanism replaced the traditional way of colonizing planets.
- Until the technology is gained, the player can't expand their empire (though they start with 1 Core and "there may be other ways")
- The player does not start with this technology in the origin. It must be re-invented, re-discovered. This is done by completing various tasks which create "insights." The insights represent the player empire learning more about World Machines.
- Once enough insights are gained, the player can do a breakthrough project to finally rediscover the technology to make World Machine Cores.
- At this point the player empire has achieved a fundamental understanding of World Machines, enough to start upgrading the planet to be more productive. New projects and goals will open up.

Suggested add-ons

- World Machine Origin Vanilla Overwrites , by Legit-Rikk which changes certain vanilla tradition picks to have bonuses for World-Machines
- World Machine Origin Gigastructures Buildings , by Legit-Rikk which adds the automated versions of certain Gigastructural Engineering buildings for use on World Machines.
Last edited by Openly Retro; Jan 26 @ 7:00pm
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Showing 1-15 of 62 comments
perl Jan 20 @ 7:48pm 
Awesome, will try this out!
If you give your automatons Mineral Body, hibernating them causes them to generate energy instead of reducing their upkeep (I assume the organic upkeep trait works similarly, but haven't tried it).
hali2000 Jan 23 @ 11:40am 
i can't seem to be able to make a Grand Archive as it requires 25 pops. I tried playing around with requisitioning pops and resetling them but the moment they drop back under 25 they construction stops.
hali2000 Jan 23 @ 11:56am 
Im not sure if its intended or not but the origin doesnt appear unless you have selected the Machine Intelligence Government type.
Openly Retro  [developer] Jan 23 @ 8:24pm 
Originally posted by Exasperation:
If you give your automatons Mineral Body, hibernating them causes them to generate energy instead of reducing their upkeep (I assume the organic upkeep trait works similarly, but haven't tried it).


Originally posted by hali2000:
i can't seem to be able to make a Grand Archive as it requires 25 pops. I tried playing around with requisitioning pops and resetling them but the moment they drop back under 25 they construction stops.


Originally posted by hali2000:
Im not sure if its intended or not but the origin doesnt appear unless you have selected the Machine Intelligence Government type.

Hi Exasperation and hali2000. Firstly thanks for playing the origin :) and for reporting your findings. I just pushed up a patch to address these. Let me know if you come across anything else or get inspirations while playing.
It's been interesting, but there are a lot of interactions like the GA that just feel missing or incomplete, even with other things from M&RE. Some examples:
The Machinery tradition is almost completely swapped out, but the Assembly Engineering agenda looks to be useless (no replicators to benefit from it).
It would be nice if the Machine Learning civic had an effect on world machines (or if there was a swapped-effect version just for this origin).
Nanotech seems like the only ascension path that really makes sense for this origin (at least right now - tradition swaps could make for, say, an interesting virtuality tree focused on boosting auto-servers/auto-processors or a world-modularity tree focused on boosting the resource/auto-factory worlds), but even in nanotech the two left-hand traditions do nothing for you (one affecting job output for farming/mining drones you don't have, the other for subsume world when you can't really use non-world machine worlds - although it would be cool if there were a special nano-world-machine planet type).

Also, the homeworld and the damaged world machine seem kind of lackluster given the ready availability of size 25-30 non-habitable planets for conversion.
hali2000 Jan 24 @ 12:07pm 
It seems when 2 players ( dont know about more players) play the World-Machine origin the 2nd player after the host doesnt get Archeological sites on their capital when the game starts.
a few things I noticed while playing.
also im playing with the two mod add-ons
World Machine Origin Vanilla Overwrites
World Machine Origin Gigastructures Buildings

in the techs i have seen upgrades for
mineral/energy hub (tier 2)
buldings but cant upgrade too these

energy/mineral production (tier 4/5) (figuerd it out can upgrade to these now i was just too dumb to play the game)


the science buildings upgrade too tier 2 has niether rare gas upkeep nor rare gas upgrade cost
upgrade too science tier 3 has an upkeep of rare gas but no upgrade cost of rare gas

upon discovering the unique system sanctuary i invaded the ringworlds but had to abandom them again since there were no pops. i managed too make them into auto-ringworlds but the planet-capital bulding did not change too the auto-world ones

edit: just recolonised the sanctuary ringworlds but the capital-building didnt change too the auto-capital-buldings
Last edited by red_skull19; Jan 25 @ 5:15am
As a follow-up to the above post, I colonized a naturally existing machine world, converted it to a world machine, and the capital building didn't switch over.
kohinoor Jan 25 @ 8:26pm 
World Machine core no icon.i build the AUTO W.M.C fabricator. but it produce nothing. is it normal ?
Parrotto Jan 26 @ 2:17am 
On gigastructural, in titanic ringworlds the threshold doesn't vary when building auto-district, i saw that on research district, but might be broken also with others and i didn't check regular ringworld yet
Openly Retro  [developer] Jan 26 @ 7:14am 
Originally posted by kohinoor:
World Machine core no icon.i build the AUTO W.M.C fabricator. but it produce nothing. is it normal ?

Hi Kohinoor! Look for a decision on the planet labeled "Start WMC fabrication". It will begin to produce the core. Watch for a modifier on the planet that tells you how much time remains to produce it. If you want to stop producing it, there is a decision to halt fabrication. I designed it this way to follow the lore that the core is something very large and needs to be manufactured in a slightly different way.
Openly Retro  [developer] Jan 26 @ 7:16am 
Originally posted by Shadowlyger43:
As a follow-up to the above post, I colonized a naturally existing machine world, converted it to a world machine, and the capital building didn't switch over.

Hi Shadowlyger, I set a decision on the planet called "Capital Automation". You can use that to convert the capital to the Auto-Capital. There is another decision called "Capital Workforce" to convert from auto-capital to regular. I did not set up auto-conversion because it is also possible that people who have the World-Machines ascension perk will want to keep the regular capital building since it provides certain jobs.
Parrotto Jan 26 @ 10:34am 
Originally posted by Parrotto:
On gigastructural, in titanic ringworlds the threshold doesn't vary when building auto-district, i saw that on research district, but might be broken also with others and i didn't check regular ringworld yet

Maybe i didn't explain it as i should so:
- I'm playing gigastructural engineering mod with world-machines
- With the new update, which btw is realy cool and you implemented a lot of nice balanced feature, in ringworlds (as mentioned i found the bug in a titanic ringworld) the after building the districs, the threshold and the efficiency don't change even though it is counted in the district bunuses. Since the threshold don't change, i cannot build the building to raise the efficiency, so we are stuck with a world with -100% resources without being able to do anything.

Hopefully i explained it clearly to let you find it into the code :)
Openly Retro  [developer] Jan 26 @ 6:34pm 
Originally posted by Exasperation:
It's been interesting, but there are a lot of interactions like the GA that just feel missing or incomplete, even with other things from M&RE. Some examples:
The Machinery tradition is almost completely swapped out, but the Assembly Engineering agenda looks to be useless (no replicators to benefit from it).
It would be nice if the Machine Learning civic had an effect on world machines (or if there was a swapped-effect version just for this origin).
Nanotech seems like the only ascension path that really makes sense for this origin (at least right now - tradition swaps could make for, say, an interesting virtuality tree focused on boosting auto-servers/auto-processors or a world-modularity tree focused on boosting the resource/auto-factory worlds), but even in nanotech the two left-hand traditions do nothing for you (one affecting job output for farming/mining drones you don't have, the other for subsume world when you can't really use non-world machine worlds - although it would be cool if there were a special nano-world-machine planet type).

Also, the homeworld and the damaged world machine seem kind of lackluster given the ready availability of size 25-30 non-habitable planets for conversion.

Thanks very much for playing and for taking the time to leave your feedback. I really appreciate it and it makes the mod better. I like the idea of more support for Nanotech with the origin. It makes sense. I will work on making it more compatible / fit better with the World Machines origin. I have taken many notes. I think boosting either the homeworld size or the neighboring machine world size makes sense, I got similar feedback in this area.
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