Stellaris

Stellaris

Primitive Robots
Počet komentářů: 119
Toby 30. říj. 2021 v 1.06 
@demongo1154 this seems to be the most up-to-date version of the mod: https://sp.zhabite.com/sharedfiles/filedetails/?id=2459392937
demongo1154 29. říj. 2021 v 19.24 
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. led. 2021 v 12.59 
It works surprisingly
Violent Beetle  [autor] 15. led. 2019 v 15.17 
Valikdu 28. pro. 2018 v 15.23 
Me too
JenkoRun 26. pro. 2018 v 23.25 
Are you still looking for a native English speaker? I can help if needed
Violent Beetle  [autor] 6. pro. 2018 v 21.42 
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. pro. 2018 v 14.08 
Will this mod be updated for Le Gurin?
DerigarsChairman 14. srp. 2018 v 20.58 
Is it possible to make a mod that lets one robomod away gestalt?
Violent Beetle  [autor] 11. čvc. 2018 v 13.14 
Thanks
Ender 11. čvc. 2018 v 13.13 
test
Hariti Khatri 7. čvc. 2018 v 19.40 
Would be cool to see primitive cyborgs, primitive psychics, or primitive non-gestalt robots/synths.
FrostyCaveman 5. čvc. 2018 v 6.23 
This mod is awesome. Just had a primitive robot civ shut down forever because of an overflow. rofl
Catnapping Princess 27. čvn. 2018 v 2.51 
i can technically use this to make bionicle real
EteDec(Astral Overseer/Deci_Str) 26. čvn. 2018 v 2.39 
Are you going to merge 3 primitive mods?
Not an bad idea
Violent Beetle  [autor] 4. čvn. 2018 v 3.51 
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. dub. 2018 v 8.43 
You should mention invading primitive robots as Spiritualist will purge them and make the Spiritualist FE happy.
Violent Beetle  [autor] 26. bře. 2018 v 22.27 
Should be fixed now.

It's amazing it did anything at all.
Alb 26. bře. 2018 v 19.57 
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. bře. 2018 v 16.10 
Such a classic meme. Just waiting on the primitive hive minds and I can finally begin my journey in a new game
Violent Beetle  [autor] 2. bře. 2018 v 7.53 
I'm not familiar with this meme
MightNight 2. bře. 2018 v 7.23 
*insert Ainsley Harriott meme*
Violent Beetle  [autor] 2. bře. 2018 v 1.50 
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. úno. 2018 v 23.02 
Oh damn dude. Be careful alright? You are still needed here
Violent Beetle  [autor] 24. úno. 2018 v 23.00 
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. úno. 2018 v 22.59 
Everything alright bud?
Violent Beetle  [autor] 24. úno. 2018 v 22.45 
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. úno. 2018 v 18.19 
...also update plz lol
MightNight 20. úno. 2018 v 22.47 
Primitive Hive Minds :3
Violent Beetle  [autor] 3. led. 2018 v 8.56 
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. led. 2018 v 8.52 
Great! Thanks a lot ;)
Violent Beetle  [autor] 3. led. 2018 v 8.51 
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. led. 2018 v 8.29 
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  [autor] 3. led. 2018 v 8.24 
The problem, by the way, is that robots are trying to eat food.
Khardros 3. led. 2018 v 8.21 
That would be great! Hope you do remember ;) And thanks, if you do and if you fix it :)
Violent Beetle  [autor] 3. led. 2018 v 8.19 
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. led. 2018 v 8.03 
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. lis. 2017 v 7.56 
Ah, that's understandable.
Violent Beetle  [autor] 22. lis. 2017 v 7.54 
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. lis. 2017 v 7.47 
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. lis. 2017 v 12.52 
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  [autor] 2. lis. 2017 v 10.19 
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. lis. 2017 v 9.10 
Are there any special interactions if you're playing as a machine empire?
mineben256 22. říj. 2017 v 9.35 
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  [autor] 21. říj. 2017 v 23.08 
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. říj. 2017 v 15.17 
is there robot XCOM?
Violent Beetle  [autor] 17. říj. 2017 v 7.01 
@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. říj. 2017 v 5.21 
Is it as planned that i can't build robot pops of primitive species which were integrated in my machine empire?
Boisegangpc 17. říj. 2017 v 5.13 
Quick question- can I integrate a primitive machine empire without them dying off?
Violent Beetle  [autor] 15. říj. 2017 v 3.58 
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.