Stellaris
Primitive Robots
119 Yorum
Toby 30 Eki 2021 @ 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 Eki 2021 @ 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 Oca 2021 @ 12:59 
It works surprisingly
Violent Beetle  [yaratıcı] 15 Oca 2019 @ 15:17 
Valikdu 28 Ara 2018 @ 15:23 
Me too
JenkoRun 26 Ara 2018 @ 23:25 
Are you still looking for a native English speaker? I can help if needed
Violent Beetle  [yaratıcı] 6 Ara 2018 @ 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 Ara 2018 @ 14:08 
Will this mod be updated for Le Gurin?
DerigarsChairman 14 Ağu 2018 @ 20:58 
Is it possible to make a mod that lets one robomod away gestalt?
Violent Beetle  [yaratıcı] 11 Tem 2018 @ 13:14 
Thanks
Ender 11 Tem 2018 @ 13:13 
test
Hariti Khatri 7 Tem 2018 @ 19:40 
Would be cool to see primitive cyborgs, primitive psychics, or primitive non-gestalt robots/synths.
FrostyCaveman 5 Tem 2018 @ 6:23 
This mod is awesome. Just had a primitive robot civ shut down forever because of an overflow. rofl
Catnapping Princess 27 Haz 2018 @ 2:51 
i can technically use this to make bionicle real
EteDec(Astral Overseer/Deci_Str) 26 Haz 2018 @ 2:39 
Are you going to merge 3 primitive mods?
Not an bad idea
Violent Beetle  [yaratıcı] 4 Haz 2018 @ 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 Nis 2018 @ 8:43 
You should mention invading primitive robots as Spiritualist will purge them and make the Spiritualist FE happy.
Violent Beetle  [yaratıcı] 26 Mar 2018 @ 22:27 
Should be fixed now.

It's amazing it did anything at all.
Alb 26 Mar 2018 @ 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 Mar 2018 @ 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  [yaratıcı] 2 Mar 2018 @ 7:53 
I'm not familiar with this meme
MightNight 2 Mar 2018 @ 7:23 
*insert Ainsley Harriott meme*
Violent Beetle  [yaratıcı] 2 Mar 2018 @ 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 Şub 2018 @ 23:02 
Oh damn dude. Be careful alright? You are still needed here
Violent Beetle  [yaratıcı] 24 Şub 2018 @ 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 Şub 2018 @ 22:59 
Everything alright bud?
Violent Beetle  [yaratıcı] 24 Şub 2018 @ 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 Şub 2018 @ 18:19 
...also update plz lol
MightNight 20 Şub 2018 @ 22:47 
Primitive Hive Minds :3
Violent Beetle  [yaratıcı] 3 Oca 2018 @ 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 Oca 2018 @ 8:52 
Great! Thanks a lot ;)
Violent Beetle  [yaratıcı] 3 Oca 2018 @ 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 Oca 2018 @ 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  [yaratıcı] 3 Oca 2018 @ 8:24 
The problem, by the way, is that robots are trying to eat food.
Khardros 3 Oca 2018 @ 8:21 
That would be great! Hope you do remember ;) And thanks, if you do and if you fix it :)
Violent Beetle  [yaratıcı] 3 Oca 2018 @ 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 Oca 2018 @ 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 Kas 2017 @ 7:56 
Ah, that's understandable.
Violent Beetle  [yaratıcı] 22 Kas 2017 @ 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 Kas 2017 @ 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 Kas 2017 @ 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  [yaratıcı] 2 Kas 2017 @ 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 Kas 2017 @ 9:10 
Are there any special interactions if you're playing as a machine empire?
mineben256 22 Eki 2017 @ 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  [yaratıcı] 21 Eki 2017 @ 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 Eki 2017 @ 15:17 
is there robot XCOM?
Violent Beetle  [yaratıcı] 17 Eki 2017 @ 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 Eki 2017 @ 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 Eki 2017 @ 5:13 
Quick question- can I integrate a primitive machine empire without them dying off?
Violent Beetle  [yaratıcı] 15 Eki 2017 @ 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.