Stellaris

Stellaris

Sith's Machine World Expansion
379 Comments
Cephalon Sithalo  [author] 4 Dec, 2023 @ 11:06am 
Oh yeah, I made this before Alloys. I have always wanted to update it. Guess thats a pretty good reason. Not today but within a month I'll try to have it going :LotusFlower:
Patrick Schlesier 4 Dec, 2023 @ 10:55am 
specialized foundry world need this
Cephalon Sithalo  [author] 16 May, 2022 @ 1:45pm 
What has broken that needs fixing specifically?
SMmania123 15 May, 2022 @ 1:44pm 
I think this needs an update to 3.4 @Cephalon Sithalo
Cephalon Sithalo  [author] 30 Oct, 2021 @ 10:08am 
I updated the mod. Once it updates let me know if that fixed anything.
Freedom-In-Moonlight 30 Oct, 2021 @ 9:16am 
No its machine world districts not showing up with alphamod installed only one shows up but it only has the housing bonuses no effect on jobs or anything like that and when I uninstalled alphamod and made a new game to test the machine world districts all showed up with the effects they were suppsoed to have on jobs and such
Cephalon Sithalo  [author] 30 Oct, 2021 @ 7:46am 
Is there a specific planet class that isnt working right? I just tested it and the Alphamod districts showed up as they should on Vanilla Machine Worlds.
Also I dont overwrite vanilla Machine World districts so there shouldnt be a problem there.
Cephalon Sithalo  [author] 28 Oct, 2021 @ 9:45pm 
I'll check it out sometime tomorrow or the next day
Freedom-In-Moonlight 28 Oct, 2021 @ 2:40pm 
Seems to be due to district changes may need to be a separate patch for compatability reasons
Cephalon Sithalo  [author] 28 Oct, 2021 @ 10:18am 
Link to the mod please
Freedom-In-Moonlight 28 Oct, 2021 @ 9:59am 
Currently Incompatible with Current Version of Alphamod Machine World Districts Not Available
Cephalon Sithalo  [author] 14 Jun, 2021 @ 8:44am 
Thanks, that means alot <3 :LotusFlower:
Freedom-In-Moonlight 14 Jun, 2021 @ 8:00am 
IRL comes first do what you can when you can I dont mind if it looks wonky more important to take care of yourself anyway
Cephalon Sithalo  [author] 13 Jun, 2021 @ 11:18pm 
Issues that keep sapping my drive.
Having to do a ton of copy paste replace.
Having to rework terraforming.
Color of ring parts not lining up with others.
Color of surface matching empire color for some reason.
Cloud shadow layer not working.
Cloud layer having... Idk city lights showing up ontop of them. But not on all of them and for no discern-able reason.

Once the update is out, expect the outerbits of the rings to become a mishmash between default colors and empire colors. The rings will be connected but they will be likely be a rather mishmash looking.

Also some of the "clouds" might have ugly large yellow city light blobs show up on them as they pass.

Its gonna look ugly but it will be connected at least.
Cephalon Sithalo  [author] 13 Jun, 2021 @ 10:13pm 
Idk when I will get the update out. Theres just been a bunch of minor things and I've got a few day vacation coming up in a couple so if its not out sometime tomorrow (and I have a fair bit of stuff to do tomorrow) then it wont be coming out for about another week or so.
Freedom-In-Moonlight 10 Jun, 2021 @ 1:12pm 
Thanks so much for looking at that was odd appreciate it!
Cephalon Sithalo  [author] 10 Jun, 2021 @ 12:49pm 
Ok, had Kreitani help explain how to do fix the graphical issue.

It's a fair bit of work but I'll try to get the update out within a few days.
Cephalon Sithalo  [author] 10 Jun, 2021 @ 10:22am 
Ok I've looked at fixing the issue...

This looks like it will be a massive undertaking. I'll try to see what I can get done v.v
Cephalon Sithalo  [author] 8 Jun, 2021 @ 4:38am 
I'll see about fixing it after work thank you
Freedom-In-Moonlight 7 Jun, 2021 @ 10:54am 
Ok so I've been playing for a bit just an fyi that this isn't working with the current version of Gigastructural Engineering (3.0) upon terraforming a titanic ringworld segment the segment shrinks to a tiny size as with normal ringworld segments.
Cephalon Sithalo  [author] 3 May, 2021 @ 8:29pm 
Fixed Unity Districts planet modifier/triggered pm being borked. Thanks to LeafyGrove for pointing

Upped housing of habitat Alpha districts from 0 to 2.5
Upped housing of habitat Beta districts from 2.5 to 5
Upped housing of habitat Ceta districts from 5 to 10 (falls in line with how the ringworld housing is done)
Cephalon Sithalo  [author] 23 Apr, 2021 @ 9:59pm 
I try when Im not burnt out or when its a serious bug like that. Thank you :LotusFlower: <3
guest-QuomFvkF 23 Apr, 2021 @ 5:10pm 
And this is why this mod has been at the core of my games for years since I found it.
Not only does it add fantastic content to the game, fleshing out a system that Paradox doesn't care enough about, the author is top notch.
Keep up the good work :steamthumbsup:
Cephalon Sithalo  [author] 22 Apr, 2021 @ 1:04pm 
There we go that should be solved now. So sorry about that thank you very much for letting me know :LotusFlower:
Cephalon Sithalo  [author] 22 Apr, 2021 @ 8:29am 
Yes, this mod appears to completely break terraforming (even normal turns to ring tech segment). I have no idea why but Im looking into it.
guest-QuomFvkF 21 Apr, 2021 @ 5:36am 
My machine world conversions, be it from normal to machine world or from machine world to specialized (tested with energy and science), turn the planets into non-functional ring segments.
Posting the comment here since it happened with machine world -> science machine world first, and other terraforming seems to be ok.
Cephalon Sithalo  [author] 15 Apr, 2021 @ 8:49pm 
Updated for 3.0
Only had to fix starting systems (unless something else pops up :sweat_smile:)
starfirejordan 15 Mar, 2020 @ 6:13am 
so basiclly this mod can work for most vertions? neat
Cephalon Sithalo  [author] 20 Jan, 2020 @ 7:37am 
should do
Cephalon Sithalo  [author] 8 Oct, 2019 @ 10:38am 
Im not sure if I just forgot to make changes to jobs or if I just figured jobs where op enough with the numbers so left them the same.

Either way I just went through all jobs and shifted things around changing mults to adds and consistifying it.

Most things get a buff I think. Maybe. Numbers are hard here >>>;;;<<<
[TSS] Terrible Heresy 8 Oct, 2019 @ 10:34am 
No worries, it's still fun regardless.
I'll spam out those districts then to help burn through all this unity. More admin cap is nice when you go for galactic domination
Cephalon Sithalo  [author] 8 Oct, 2019 @ 9:47am 
Hmm... Methinks unity world could use a balance pass perhaps >>>;;;<<<
Ah I see. I have it set as "planet_culture_workers_unity_produces_add = 25.0" That had to have been a test number. That should be something much much smaller...

They do its just they provide less than 1 so the game doesnt register it.
"country_organic_trust_cap_add = 0.0025"
"country_admin_cap_add = 0.005"

Honestly I miss tiles with this. Made it so much easier to balance (also less laggy :P)

Also it would appear that jobs in general are rather borked. I need to go through them and fix them up real quick sorry :LotusFlower:
[TSS] Terrible Heresy 8 Oct, 2019 @ 9:18am 
Thanks, the districts are back now.
Sorry was all over the place regarding the unity.
Basically I have a 3rd tier unity world and my networked cooridinator job roles are listed as producing 2110 unity each. So with 3 districts (30 jobs) I'm getting over 60,000 unity a month which is enough to afford a new tradition each month.
I can self limit easy enough so not a big issue but as the other jobs that give organic trust cap and admin cap are both listed as providing 0 I'm unsure if they do anything currently.
Cephalon Sithalo  [author] 7 Oct, 2019 @ 7:50pm 
Sorry my bad. I split districts between planet and ringworlds and somehow the planet mineral bit wanted ringworlds instead. My bad.

As for the unity thing I do not really have a clue. Your unity output should have dropped fairly hard I would imagine. All I got was it was still enough to get a point to spend each month though :LotusFlower:
[TSS] Terrible Heresy 7 Oct, 2019 @ 1:09pm 
Not sure if this is a compatibility issue with other mods I'm running but when I terraform to mineral world 3 I lose the mining, alloy, etc districts and just have the nexus ones for housing. Was working fine until I hit the third tier so unsure what happened. Fortunately I had basic machine worlds with mining districts to stop my economy from tanking.
Also my unity world had jobs that produce over 8000 unity per job which meant I had over 1M unity per month. Demolished the districts back down to 3 but even that was giving me a point to spend every month.
Any thoughts?
Cephalon Sithalo  [author] 2 Oct, 2019 @ 11:33am 
Updated to add ringworld districts. Lots of space lots of resources lots of lag :P :LotusFlower:
Cephalon Sithalo  [author] 2 Oct, 2019 @ 8:25am 
Aw thanks. Updated for 2.3.* just to get that annoyance out of the way :LotusFlower:
Cephalon Sithalo  [author] 5 Jun, 2019 @ 6:18am 
But I do want to get ringworlds to have their 5 special districts for consistancy :LotusFlower:
sKREEEm 5 Jun, 2019 @ 6:08am 
Fair enough mate! :) And thanks!
Cephalon Sithalo  [author] 5 Jun, 2019 @ 5:58am 
Idk when but I do plan to update for 2.3 sometime soonish. I dont really want to mess with all the numbers of ringworlds right now though v.v :LotusFlower:
sKREEEm 5 Jun, 2019 @ 5:42am 
Hey Sith,

Don't expect an update right away but do you have plans to update to 2.3 in the near future?
Cephalon Sithalo  [author] 25 Apr, 2019 @ 8:34pm 
Oh woooowww thats a bit of a big oversight to say the least v.v my bad v.v

Fixed now... Idr what I was doing with it that high in the first place... Maybe testing to make sure it worked but even then surely I would have known that once I created the main tech v.v

But to be honest that is NOT a bug (nor is it a "feature") that was an oversight on my part. Developer mistakes like that are not bugs. They need to be fixed proper of course but I dislike when devs say they fixed a "bug" when that "bug" was just them not thinking far enough ahead or just having their numbers accidently wrong.

Like when the patchnotes for stelly said they fixed the "bug" that was having a blank world once you terraform from a machine world to a normal world. But when I was updating this mod for 2.2 I seen the code removes planetary features when you terraform but then doesnt bother to re-roll for them once they are terraformed back. Thats not a bug, that is a mistake :LotusFlower:
Dreams of Quiet Calamity 25 Apr, 2019 @ 7:36pm 
Just checked through the files themselves, and it looks like Ceta-tier Terra- and Mega-Tech drones seem to have a very minor bug, wherein they produce ALMOST EIGHT THOUSAND ENERGY EACH. A slight upgrade from 0.5 for Beta. I assume you meant to make it 0.75 but pasted it in the wrong place, or something.
Cephalon Sithalo  [author] 19 Apr, 2019 @ 10:39am 
2.2 Really hit the Science Worlds hard...

Added Descriptions and Icons thank you :LotusFlower:
Cephalon Sithalo  [author] 18 Apr, 2019 @ 10:05pm 
Gave the d_backup deposit an actual name and description now.

Tweaked events to possibly allow for proper conversion of districts. IDR if the conversion process worked proper before tbh. This might have just rejiggerd something that already worked into something else that also works v.v

Fixed Habitat Terraformation. Forgot to add the link to base Machine Habitat my bad :sweat_smile:

Gave Science Beta/Ceta worlds proper text.

Thx Biofatal Diapason :LotusFlower:
Cephalon Sithalo  [author] 18 Apr, 2019 @ 12:02pm 
Not sure how I managed to forget the base habitat terraform.

Thanks for pointing out backups bit. Ive now managed to properly create new districts that properly convert from vanilla districts.

I think.

Thats not directly related to localisation or anything but still :LotusFlower:
Cephalon Sithalo  [author] 16 Apr, 2019 @ 5:56am 
I take it you meant the Maintenance District of Military Machine World Alpha.

For some reason most if not all maintenance jobs for maintenance districts where labeled as nexusenance instead of maintenance. So worse than just broken text there was no actual job being applied

Thank you for pointing that out and corrected :LotusFlower:

Unless that wasnt what you found but I think it is lol
Cephalon Sithalo  [author] 6 Feb, 2019 @ 8:02am 
Woops thanks for that. Of course I would change it :3

Now requires Global Defense Grid instead thank you again :LotusFlower:
Crow.D 6 Feb, 2019 @ 7:08am 
Machine world exterminator tech needs interstellar campaign as prerequisite, but determined exterminators have no access to interstellar campaign tech. Would you change the prerequisite?