Stellaris

Stellaris

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Sith's Machine World Expansion
   
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File Size
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523.667 MB
6 Oct, 2017 @ 12:57pm
19 Dec, 2021 @ 1:07pm
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Sith's Machine World Expansion

Description
3.0 Update W.I.P:
3.0 update is out. Numbers not final, hiddin machine worlds not in, special modifiers not in. planet types not in. All things I want to get to but I need a break from working on this for like a week or so now v.v But do let me know if you find any major (or minor) issues and I will try to see what I can do.

Anyone who wants to play in pre 3.0 I have uploaded the 2.8.1 branch here Machine World Expansion 2.8.*.

Backstory:
Machine Worlds are an interesting idea but like everything in existance I felt they could be expanded on.

Features:
Machine World starting system choice to start off on 1 of 4 different kinds of Ruined Machine Worlds.

Discovering Ancient Machine Worlds sitting dormant in the galaxy waiting to be restored that can have various buffs/debuff modifiers/ruins awaiting new owners (currently W.I.P).

Specilization of Machine Worlds, Machine Ringworlds & Machine Habitats for expanded functionality allowing the construction of "Networks" on them.

Network Districts provide special jobs that grant a bonus related to the district. For example the more Energy Districts create jobs that pops work that produces a little energy but also gives a little bit of extra energy to all other technicans on the planet. So the more pops you have working on that job the more energy you will make from that world.

List of Districts (no stats) in patchnotes

Notes
The cost in resources and time to actually max out a world with research, terraforming, construction, upkeep resources ect, is still very much subject to change. It is fairly cheapish/quickish to get a T1 world filled with mostly networks but to fully maxing out to T3 is going to be very costly and time consuming (as it should be but still subject to change) but the world will provide a vast number of resources (especially if you build on a world with a powerful ruin).

Having another mod that adds things to reduce terraforming/construction cost/time is highly recommended.

Science Habitats and Civic Unique Habitats use their normal machine world picture instead of the custom one.

Special Thanks
Special Thanks to LogicSequence for allowing the use of the textures from their Real Machine Worlds mod.
To Mzilli for allowing the use of the coding of Tomb World Start mod to make machine world starts when this mod used civics to make starts instead of the starting system.
To Terran538 for allowing use of their Machine Ringworlds mod to add machine ringworlds/habitats.
and also to Disalign for further ideas on how to expand the mod and make it better.

Future Plans
Fix up the anomaly
Fix up the modifiers
Finalize the numbers
Add a couple of new specilizations
Add features for The Zenith of Fallen Empires
I also wanna make a [REDACTED] Specialization.
Popular Discussions View All (4)
25
29 May, 2023 @ 8:57pm
Bug/Issue Reporting
Cephalon Sithalo
13
20 Jun, 2018 @ 11:23am
My Error.log
SilentOne
7
13 Aug, 2018 @ 2:56am
Suggestions
Cephalon Sithalo
379 Comments
Cephalon Sithalo  [author] 4 Dec, 2023 @ 11:06am 
Oh yeah, I made this before Alloys. I have always wanted to update it. Guess thats a pretty good reason. Not today but within a month I'll try to have it going :LotusFlower:
Patrick Schlesier 4 Dec, 2023 @ 10:55am 
specialized foundry world need this
Cephalon Sithalo  [author] 16 May, 2022 @ 1:45pm 
What has broken that needs fixing specifically?
SMmania123 15 May, 2022 @ 1:44pm 
I think this needs an update to 3.4 @Cephalon Sithalo
Cephalon Sithalo  [author] 30 Oct, 2021 @ 10:08am 
I updated the mod. Once it updates let me know if that fixed anything.
Freedom-In-Moonlight 30 Oct, 2021 @ 9:16am 
No its machine world districts not showing up with alphamod installed only one shows up but it only has the housing bonuses no effect on jobs or anything like that and when I uninstalled alphamod and made a new game to test the machine world districts all showed up with the effects they were suppsoed to have on jobs and such
Cephalon Sithalo  [author] 30 Oct, 2021 @ 7:46am 
Is there a specific planet class that isnt working right? I just tested it and the Alphamod districts showed up as they should on Vanilla Machine Worlds.
Also I dont overwrite vanilla Machine World districts so there shouldnt be a problem there.
Cephalon Sithalo  [author] 28 Oct, 2021 @ 9:45pm 
I'll check it out sometime tomorrow or the next day
Freedom-In-Moonlight 28 Oct, 2021 @ 2:40pm 
Seems to be due to district changes may need to be a separate patch for compatability reasons