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Machines & Robot Expansion Continued
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18 feb, 2024 @ 15:13
10 maj @ 17:58
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Machines & Robot Expansion Continued

I 2 samlingar av Openly Retro
Machine & Robot Expansion: Continued - Crossover Content
2 artiklar
Machine & Robot Expansion: Continued - Vanilla Overwrites
2 artiklar
Beskrivning

Stellaris v3.14.*, v3.13.*, and v3.12.5 Compatible

Acknowledgements
This mod is a continuation of XVCV's "Machines & Robot Expansion" , which is/was loved by many. A great addon for Machine empire enthusiasts which I loved playing.

Unfortunately, since XVCV has left the Stellaris modding scene, the M&RE mod became unsupported.

This adaptation/continuation will continue to make the Machine & Robot Expansion compatible with the latest versions of Stellaris. In addition to bug fixes, new things are being planned!



Core features of Machine & Robot Expansion

This mod adds a variety of ascension perks, new playstyles, civics, traits, and much-needed love for Machines & Robots!

- Start as non-gestalt Robots (Mechanical Origin)
- Edit ruler traits, councilor traits, build leader with traits you pick
- Automated machine worlds that don't require pops to run, with 4 special planet types
- Switch from gestalt to non-gestalt Machines via AP, and back again
- Switch to/away from Driven Assimilator / Rogue Servitor / Determined Exterminator
- Machine Leaders revive after dying (backup trait)
- Ascend to a new bio-mechanical hybrid species
- Declare total war on the galaxy
- Psionic ascension; touch the Abyss ...
- Non-gestalt robots boost trade and empire-wide amenities with Virtual Reality servers planets
- Malware civic makes spy ops easier and adds new infiltration
- Boost your gestalt empire with Machine Learning civic
- Split open planets and mine them with Orbital Crackers

Added in Continuation:

- Release Machine vassals
- Automated Ringworlds
- Dismantle habitats (if your empire has any habitat tech)
- Extended Machines traits & Overclocked origin (thanks Legit Rikk)
- Reanimate defeated organic armies as a Machine empire
- Roleplay a fully automated pop-less Machine empire with the "World-Machines, Awakened" origin[github.com]

And more!

- 15 Civics
- 15 Ascension Perks
- 6 Origins
- 80 Technologies
- 45 traits

Documentation

WIP: Read the full overview of features here [github.com]

DLC Requirements

Required DLC:

- SYNTHETIC DAWN

Optional DLC:

- GALACTIC PARAGONS: Unlock Leader-Building GUIs and Ruler-Building GUIs
- UTOPIA: Unlock Mechanical Origin (non-gestalt Robot)

Some DLCs provide new things for modders to play with and as such some additional mod features may depend on those DLCs.

Contact

🐛 Add your bug reports here 💭 .

💡 Add your suggestions here 💭 .

Say hi (optional)

To chat anytime and follow development updates, and ask questions, visit the machines-robots-expac channel in the Stellaris Modding Den discord. Invite code is 9BkJVZqX Look for me, "Openly Retro"

Contact outside Steam workshop

If you have found this mod outside the Steam workshop, report a bug or share new ideas on the Github page.[github.com]


What's next?

Ongoing:

- Carefully catalogue existing issues and develop fixes
- Address balance issues & player-reported issues

Planned:
- New origins and playstyles
- Adopt abandoned machine-based mods and assimilate them

Update schedule is 2-4 weeks based on bug reports, feature development, my stress levels afer my day job & other life stuff.

Artwork Credits

Full art credits are listed here

Translation Credits

- Korean: Thanks to y1224y1 and Horangye

- Chinese: Thanks FlantingCort, Krual, and the team at Doves Localization group



Mod 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.

Mod Compatibility

Known issues with other mods:

- Orbital Cracker doesn't block megas from Gigastructural Engineering
- This mod contains an updated version of mute's Extended Machines, if that mod is active, the version in this one will be disabled.

Overwritten Vanilla Files

common\economic_categories\00_common_categories.txt
- pop_category_drones
- pop_category_workers
- pop_category_specialists
- pop_category_rulers

Stellaris\common\game_rules\00_rules.txt
- can_release_vassal_from_species - allow for Multikernel AP
- can_colonize_planet - block colonizing habitats that are being dismantled
- can_species_be_assembled - pops with Bio Mech trait won't assemble

common\scripted_triggers\02_scripted_triggers_machine_age.txt
- is_individual_machine - return True for non-gestalt Machine bio-mech

common\scripted_triggers\05_scripted_triggers_traits.txt
- can_add_genetic_traits - true/yes for empires with the Bio-Genetics Mastery AP
- can_remove_beneficial_genetic_traits - true/yes for empires with the Bio-Genetics Mastery AP

common\traits\02_species_traits_basic_characteristics.txt
- trait_mechanical - Add habitability for Mechanical Worlds
Populära diskussioner Visa alla (6)
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12 apr @ 13:30
World Machine Origin Feedback & Bug Report
Openly Retro
109
14 maj @ 5:53
Bug Reports
Openly Retro
24
11 timmar sedan
Suggestions for improvements & content
Openly Retro
280 kommentarer
Xelan 3 timmar sedan 
@ParaNautic: There already was pre 4.0. Biomass reactor or something. I would assume that it's still there after the 4.0 update.
ParaNautic 8 timmar sedan 
Sweet, I was wondering, now that we have bio ships can there be a building that would take the biomass and convert it to energy? It would be a waste to have all the meat floating in space going to waste.
Morpheuss 16 timmar sedan 
Take your time, thank you very much for your work
Openly Retro  [skapare] 19 timmar sedan 
Hi everyone, I'm finally getting into the meaty parts of the 4.0 update. I have got a deeper look at the base game changes. Zones are a nice addition and we will be able to do cool things with them.

Originally I said "end of May" for the 4.0 update for this mod but more likely going to be near middle to end of June, just looking at how much work there is with planets and jobs. And also leaving enough time for testing & fixes, and life stuff. The changes to the World Machine planets are going to be good, there will be no (intentional) nerfs. Auto-Server, Auto-CPU, Auto-Forge are being reorganized, and Auto-Ringworld is going to get some nice organizational improvements.

I reserve the right to extend my estimated date of readiness :P

@harokuzen that is an interesting idea. I will add it to my issue tracker. can you say a bit more, in the "Suggestions" thread? and mention some of the advantages / play style that you are looking at.

Thanks everyone for your support & patience.
harozuken 20 maj @ 12:42 
Not sure if you take requests but with the change to pop jobs and such. for the voluntary work ascension for rogue servitor can you make the buildings modify bio trophy jobs instead of creating alternatives? Like a forge sanctuary will decrease bio-trophy unity output in exchange for alloys.
ParaNautic 11 maj @ 9:47 
Thanks, since I almost always play as a machine empire this mod is a must have :] plus the devs are putting a out a patch almost every other day it would be smart to take your time.
Morpheuss 11 maj @ 4:44 
Thank you very much to you, for your efforts
Arty Aeterna 11 maj @ 3:34 
@Xelan

For me it somehow always crashed when I tried to move pops as awakened machine to another world at 3.14 (might be a problem on my end/with my mod set tho)

@Openly Retro Ty! Will look forward to the update as I really enjoy this mod!
Openly Retro  [skapare] 10 maj @ 18:49 
Hi all, I am working on a 4.0 update. It will be a couple of weeks. I will aim for the end of May. And of course will alert folks if I am done sooner. I am just putting it at end of May since World machines have to be fixed, along with Mechanical Worlds and Virtual Worlds.

These planets have to be redesigned a bit since the base game supports only 4 districts. That is the part that takes a bit more planning and thought. I don't want to require people to use a UI with this mod so I am scaling districts to be 4 per planet.

I also have to fix a few things with Bio Mechanical pops, since the growth system is different now.

@Arty Aeterna -- I will submit a patch to Gigastructural engineering, to support building Grand Archive on machine worlds.. If you have that mod running it will overwrite the rules of this one. I will inform you asap when that's done.
Xelan 8 maj @ 6:17 
@Arty Aeterna: you can manually migrate pops to reach the 20 required.
But afaik it's intended to work normal even as awakened machine. Even worked at some point in 3.14, but then broke somehow, maybe due to another mod, not sure. I think it's on the to-do list of things to fix.