Stellaris

Stellaris

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Deassimlated Machine Worlds
   
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229.474 KB
28 Jul, 2021 @ 10:42am
12 May, 2023 @ 7:44am
12 Change Notes ( view )

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Deassimlated Machine Worlds

In 1 collection by corsairmarks
Corsair's Stellaris Mods
57 items
Description
Overview
Have you ever conquered a Machine World as a regular empire? Or perhaps you ended up with one after integrating a machine subject? The build-in Replicator job is not usable by regular empires - so this mod set out to fix that.

However, instead of just adding a Roboticist job and calling it a day, I decided to add a little extra flavor. Machine Worlds themselves are gestalt consciousnesses even when disconnected from a Machine Intelligence. While content to continue their existence without expanding, they will only grant their production bonuses (and a Roboticist job) to empires that enfranchise AI. Conversely, empires that ban AI will have their efforts to use the Machine World subtly hampered by the world itself, in the form of additional penalties. They are watching your policy decisions and will adjust their opinion of you accordingly.

Changes
Machine Worlds owned by regular empires now have a planetary modifier (visible on the planet view) that displays the Machine World's opinion of your empire (Cooperative, Neutral, or Hostile). All levels remove the built-in Replicator job, but the top level (Cooperative) grants a Roboticist job to replace it. Neutral opinion cancels out the inherent Machine World production bonuses, and Hostile cancels out the bonuses and adds additional production and maintenance penalties.

Compatibility
Built for Stellaris version 3.8 "Gemini." Not compatible with achievements.

Because the extra Roboticist job is added via a planetary modifier, that means it was not necessary to overwrite planet classes - opening up compatibility with many other mods that do make planet class changes. However, the built-in Machine World starting deposit d_resource_consolidation_1 (Malfunctioning Replicator Bay) was overwritten to block the Roboticist job granted by the custom modifier.

This mod also overwrites the district_industrial in order to properly shift jobs to and from Metallurgists and Artisans based on Machine World colony designations, and overwrites the col_mac_factory (Machine World Factory) colony designation in order to account for the 3rd-tier factory building. What this means to you is that this mod is not compatible with other mods that alter industrial districts or (much more unlikely) the Machine World Factory colony designation. This mod has built-in compatibility with Planetary Diversity.

When to Install
This mod can be safely added to your savegame after the game has started. Because it adds static modifiers for planets, it is not advisable to remove during gameplay. If removed, you will lose access to the special Machine World modifiers and events - Stellaris is usually fairly forgiving and just removes missing modifiers, but it has not been explicitly tested. Back up your savegame before trying to remove a mod.

Recommended Companion Mods
  • Deassimilate Machines allows you to deassimilate machine Pops into Robots, and is the original inspiration for Deassimilated Machine Worlds.
  • Retain Leaders from Integrated Subjects & Pre-FTL Civilizations will allow you to keep Machine Unit leaders from integrated machine empire subjects by converting them to robots and setting their species to deassimilation. Combined with Leader Traits: All Eligible Species Traits, the leaders are converted to have synth leader traits if you have the right technology.
Together with the above two mods, you're more likely to obtain a Machine World as a non-Machine empire.

Known Issues
Overriding the district, colony designation, and deposit causes the game to log three errors like this:
[15:22:33][game_singleobjectdatabase.h:165]: Object with key: district_industrial already exists, using the one at file: common/districts/10_deassimilated_machine_worlds_urban_district_overrides.txt line: 4 [15:22:34][game_singleobjectdatabase.h:165]: Object with key: col_mac_factory already exists, using the one at file: common/colony_types/01_deassimilated_machine_world_override_colony_types.txt line: 6 [15:22:35][game_singleobjectdatabase.h:165]: Object with key: d_resource_consolidation_1 already exists, using the one at file: common/deposits/08_deassimilated_machine_worlds_federations_deposits_overrides.txt line: 1
Changelog
See Change Notes

Source Code
Hosted on GitHub[github.com]

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23 Comments
Choupinet 13 May, 2024 @ 6:00pm 
I love the idea of this mod, but it needs to be updated with the latest update. Right now, I don't think it's possible to have a cooperative machine world if you are individualist machines, which I think should be the intended behavior in this case.
doctornull 14 Dec, 2022 @ 9:48pm 
Yay update
corsairmarks  [author] 17 Nov, 2021 @ 4:39pm 
@JR It would depend on what the planet class is. This mod only looks for pc_machine worlds.
Words and Philosophy 17 Nov, 2021 @ 10:34am 
I love this! It gives Machine Worlds some much needed flavor.

I wonder if this is modular enough to extend to Planetary Computers from Gigastructures.
corsairmarks  [author] 17 Aug, 2021 @ 2:30pm 
Glad I was able to tweak it!
doctornull 17 Aug, 2021 @ 2:22pm 
Just got another Machine World and this time the message was correct. Thanks!
corsairmarks  [author] 6 Aug, 2021 @ 12:48pm 
@doctornull you can compat patch it by loading a file after theirs, with the combined changes from both mods (GD and this one) to the col_mac_foundry type.
doctornull 5 Aug, 2021 @ 12:06pm 
Ah seems like it might be Giga Diversity (compatibility merge for Gigastructures + Planetary Diversity).
doctornull 5 Aug, 2021 @ 11:57am 
Okay, so that's probably another mod, I'll see if I can find which one.

Thanks for the updates!
corsairmarks  [author] 4 Aug, 2021 @ 9:32pm 
Ok, after some thorough investigation:

* Caught the duplicate modifier adds (and it was adding a debuff for machine empires, oops)
* Double-checked my prospective fix for the improper messaging
* The Machine World Foundry does work for me - check that you don't have other mods editing colony_types - this mod only overrides one, but it's possible another mod is overwriting it by loading its files later (mod load order is the least important part of this equation)