Stellaris

Stellaris

Primitive Robots
119 Comments
Toby 30 Oct, 2021 @ 1:06am 
@demongo1154 this seems to be the most up-to-date version of the mod: https://sp.zhabite.com/sharedfiles/filedetails/?id=2459392937
demongo1154 29 Oct, 2021 @ 7:24pm 
This is what I've always wanted... but does it work for 'Lem 3.1.2'? either i have crap luck(normally the case) or it does not work in 'Lem 3.1.2' :/
Roffey 17 Jan, 2021 @ 12:59pm 
It works surprisingly
Violent Beetle  [author] 15 Jan, 2019 @ 3:17pm 
Valikdu 28 Dec, 2018 @ 3:23pm 
Me too
JenkoRun 26 Dec, 2018 @ 11:25pm 
Are you still looking for a native English speaker? I can help if needed
Violent Beetle  [author] 6 Dec, 2018 @ 9:42pm 
Eventually.

It will probably be merged together with my other primitive mods, because I'm tired of supporting 3 separate mods. But maybe I will keep them separate.
Gman 6 Dec, 2018 @ 2:08pm 
Will this mod be updated for Le Gurin?
DerigarsChairman 14 Aug, 2018 @ 8:58pm 
Is it possible to make a mod that lets one robomod away gestalt?
Violent Beetle  [author] 11 Jul, 2018 @ 1:14pm 
Thanks
Ender 11 Jul, 2018 @ 1:13pm 
test
Hariti Khatri 7 Jul, 2018 @ 7:40pm 
Would be cool to see primitive cyborgs, primitive psychics, or primitive non-gestalt robots/synths.
FrostyCaveman 5 Jul, 2018 @ 6:23am 
This mod is awesome. Just had a primitive robot civ shut down forever because of an overflow. rofl
Catnapping Princess 27 Jun, 2018 @ 2:51am 
i can technically use this to make bionicle real
EteDec(Astral Overseer/Deci_Str) 26 Jun, 2018 @ 2:39am 
Are you going to merge 3 primitive mods?
Not an bad idea
Violent Beetle  [author] 4 Jun, 2018 @ 3:51am 
The mod had been updated to 2.1
Not entirely tested and might work wonky under certain circumstances.

Maintaining 3 separate mods became a bit of a chore, so likely this is the last update of this mod. Soon my 3 primitive mods will likely be transformed into a single bundle.
Chastity the Celibate 3 Apr, 2018 @ 8:43am 
You should mention invading primitive robots as Spiritualist will purge them and make the Spiritualist FE happy.
Violent Beetle  [author] 26 Mar, 2018 @ 10:27pm 
Should be fixed now.

It's amazing it did anything at all.
Alb 26 Mar, 2018 @ 7:57pm 
I've uplifted 2 robot empires so far (as exterminators) and each time I did they took control of my capital system+world instead of their own world. I gain control of their world and system.

I originally thought it was a vanilla issue, but I remembered that I'm using this mod... You may need to look at how uplifting works again.
MightNight 3 Mar, 2018 @ 4:10pm 
Such a classic meme. Just waiting on the primitive hive minds and I can finally begin my journey in a new game
Violent Beetle  [author] 2 Mar, 2018 @ 7:53am 
I'm not familiar with this meme
MightNight 2 Mar, 2018 @ 7:23am 
*insert Ainsley Harriott meme*
Violent Beetle  [author] 2 Mar, 2018 @ 1:50am 
OK guys, I have updated the mod to be compatible with 2.0

However, since 2.0 changed so much, I can't guarantee I have overhauled the whole functional. Be careful and report all the weird kinks you can find.
MightNight 24 Feb, 2018 @ 11:02pm 
Oh damn dude. Be careful alright? You are still needed here
Violent Beetle  [author] 24 Feb, 2018 @ 11:00pm 
I can always get hit by a bus or something. Or die from cold.

Gonna be running around city in poor visibility and snow storm a lot.
MightNight 24 Feb, 2018 @ 10:59pm 
Everything alright bud?
Violent Beetle  [author] 24 Feb, 2018 @ 10:45pm 
If I don't die, will update the week starting from tomorrow.

Hive Minds are long since available on my workshop page, btw
MightNight 24 Feb, 2018 @ 6:19pm 
...also update plz lol
MightNight 20 Feb, 2018 @ 10:47pm 
Primitive Hive Minds :3
Violent Beetle  [author] 3 Jan, 2018 @ 8:56am 
At least I think they should. I tested it by switching to their country and building the robot, and it seems to have worked.

But no 100% guarantee.
Khardros 3 Jan, 2018 @ 8:52am 
Great! Thanks a lot ;)
Violent Beetle  [author] 3 Jan, 2018 @ 8:51am 
The game seems to make this effect easier to apply since when I struggled with it last time, so here you go.

Next time you generate the galaxy, robots should learn to not starve to death.
Khardros 3 Jan, 2018 @ 8:29am 
I´ve seen this line in the txt-file of another mod, maybe it helps solving this food-problem: apply_robotic_pop_growth_behavior = yes
Violent Beetle  [author] 3 Jan, 2018 @ 8:24am 
The problem, by the way, is that robots are trying to eat food.
Khardros 3 Jan, 2018 @ 8:21am 
That would be great! Hope you do remember ;) And thanks, if you do and if you fix it :)
Violent Beetle  [author] 3 Jan, 2018 @ 8:19am 
Yes, I meant to fix it, but got all procrastinaty. And now I forgot how exactly should I do this.

I hope to remember it soon.
Khardros 3 Jan, 2018 @ 8:03am 
Did anyone else encounter the problem, that an uplifted primitive-robot-ai is not able to build new robot-pops? It is starting to build them, but every month they stop und start building a new one. They can colonize new worlds, but beside creating the new starting pops on the colony, they don´t build new pops there, too.
Radiotype 22 Nov, 2017 @ 7:56am 
Ah, that's understandable.
Violent Beetle  [author] 22 Nov, 2017 @ 7:54am 
No way that I'm aware of. Primitive and Fallen Empire folders seem to be if not hardcoded, at least coded in places I'm unaware of.

I could've used standard primitive country type, but that'd require massive overhaul of vanilla events and much greater compatiability issues.
Radiotype 22 Nov, 2017 @ 7:47am 
How come when I check out the 'Contacts' screen, primitive robots are listed as Others instead of as Primitives? Was there no way to put them as such and you had to make a work-around?
catwhowalksbyhimself 2 Nov, 2017 @ 12:52pm 
I'm a native Englsih speaker who's dabbled in writing and knows a bit about editing. Let me know if you still want some help in that area.
Violent Beetle  [author] 2 Nov, 2017 @ 10:19am 
You have uplift and repurpose unlocked by default, and your chances to successfully annex them are as good as they get.

There might be some once I implement events to investigate planet's past, but I'm a long way from there currently.
sssssss 2 Nov, 2017 @ 9:10am 
Are there any special interactions if you're playing as a machine empire?
mineben256 22 Oct, 2017 @ 9:35am 
Heh, I found out after aggressive observation that they were angry and the planet got an "Angry Robots" modifier. Didn't know about the exterminators but that makes it worth crushing them for resources, I guess, lol.
Violent Beetle  [author] 21 Oct, 2017 @ 11:08pm 
Sort of. There's an event that makes them less receptive to your operations and if they become space-age, they will be exterminators.
mineben256 21 Oct, 2017 @ 3:17pm 
is there robot XCOM?
Violent Beetle  [author] 17 Oct, 2017 @ 7:01am 
@ToXen_92 So you to experiencing this. Looks like I over-estimated game's ability to handle machine pops. Will hopefully be fixed in the next update.

@boisegangpc There's a mission that would annex planet and convert them into robots, you need at least droid tech for it. Same may or may not happen if you invade them (Your chances improve with more robot techs you have). If they are your spacefaring vassals, probably nothing can be done - they are now fully fledged machine pops with all associated disadvantages.
ToXen_92 17 Oct, 2017 @ 5:21am 
Is it as planned that i can't build robot pops of primitive species which were integrated in my machine empire?
Boisegangpc 17 Oct, 2017 @ 5:13am 
Quick question- can I integrate a primitive machine empire without them dying off?
Violent Beetle  [author] 15 Oct, 2017 @ 3:58am 
Weird, I was positive machines would get it by default. I was positive that they did.

I'll see if I can reproduce this as a machine empire, then see if I can fix them.