Stellaris

Stellaris

NCTribit's Robotics standardization
50 Comments
TheGaminODST 18 Feb @ 2:00pm 
Dead mod? Seems very useful
Bepiss 4 Nov, 2024 @ 2:17am 
Update man pls
hello,world 25 Jan, 2024 @ 3:07am 
您好,我查看本地化文件发现中文本地化文件夹内是英文本地化文件,请问是否是更新出差错了?
NCTribit  [author] 14 Dec, 2023 @ 1:04pm 
@Violonur
Думаю, тоже самое для органических поселений (только внутри типа) можно реализовать, но не уверен есть ли "подводные камни".
NCTribit  [author] 14 Dec, 2023 @ 12:52pm 
@Taipan.
Currentrly - no.
NCTribit  [author] 14 Dec, 2023 @ 12:51pm 
@gk234MLP
要使用中文(简体)语言,您需要在 Paradox Interactive 的启动器中切换设置。
NCTribit  [author] 14 Dec, 2023 @ 12:50pm 
@Bepiss
The "Robotics Standardisation" edict becomes available when the following conditions are met:
1. There are 2 or more robots (or machines for Machine Intelligence) in the Empire
2. the Machine Template System technology has been learnt, which opens up the possibility of modifying robotics.
Cost of the pointer: 25 influences
gk234MLP 14 Oct, 2023 @ 2:06am 
怎么使用中文
Taipan 24 Sep, 2023 @ 4:49am 
Is there some alternative for this for all species? I mean turn all humanoids into a main humanoid species, arthropods in one art, etc. Thanks
Bobibobibu 2 Aug, 2023 @ 11:58am 
The game crashes when I open the government tab again on the same day after using the edict. Not sure if it's mod incompatibility.
captain403 14 Jul, 2023 @ 11:40pm 
Works ok for me.
Bepiss 20 Jun, 2023 @ 3:52am 
Mod is not working, no option for this in Edicts menu.
Ramos.C 18 Jun, 2023 @ 4:52am 
Hi, Edict is not found in the Edicts menu, I have Different robot species in my empire
Taipan 13 Jun, 2023 @ 1:42pm 
Love you! Works fine on 3.8
Musashi 18 May, 2023 @ 4:39am 
It seems like it doesn't work anymore. I couldn't find the edict, no matter what
Musashi 16 May, 2023 @ 9:21am 
does this still work?
NCTribit  [author] 8 Apr, 2023 @ 4:36pm 
@Bepiss Mod must be work. I will check later.
Oya 25 Mar, 2023 @ 7:57am 
Fucking thank you holy shit.
Bepiss 24 Mar, 2023 @ 10:37am 
Update pls
Aenghus Og 31 Oct, 2022 @ 4:46am 
@r4d6 There are these 2 (both of them aren't maintaned anymore):
https://sp.zhabite.com/sharedfiles/filedetails/?id=922791015 (doesnt really work anymore) and
https://sp.zhabite.com/sharedfiles/filedetails/?id=1962029890 (still worked fine up till now, haven't tested it with the new toxoids dlc yet but should be fine)
Aether 29 Oct, 2022 @ 5:17pm 
Does anyone knows if there is a similar mod, but for organics?
Violonur 28 Sep, 2022 @ 3:14pm 
Здраствуйте как думаете насколько будет сложно реализовать тоже самое для органических поселений (только внутри типа) с условием включения: эволюцеонное мастерство и совместимости с чужаками??
Aregemoth 16 Jun, 2022 @ 5:17am 
Понял, буду играть с порядком загрузки модов, чтоб починить совместимость.
NCTribit  [author] 15 Jun, 2022 @ 4:01pm 
Мод работает, недавно все использовалось. Перепроверяю если у вас возникли проблемы. Напоминаю что должны выполняться условия из описания к моду.
Aregemoth 4 Jun, 2022 @ 2:02pm 
Очень жду обновления мода, крайне нужная фича.
MELEETANT 7 May, 2022 @ 7:48pm 
Мод еще работает? Указа не появляется.

И вопрос: Мод совместим с теми, что добавляют новые портреты роботов? В новом слоту. Не "Машины".
tiago_gomestrf 11 Apr, 2022 @ 12:12pm 
nice mod, i really needed this to clean my robot empire species
Steel Dragon 8 Dec, 2021 @ 1:06pm 
@NCTribit In response to your question regarding cost for the merger. Would it be possible to have it make an event that would show in the situation log and require research to complete?

Just like applying a template is done with modifying a species in the base game. As this feels very much like the same thing.

Not sure how difficult that would be but it would then have the same feel as any other species modification...Either way great mod
Botroas 10 Nov, 2021 @ 1:42pm 
@Anchovy Try this: Total Assimilation
Dr. Bashir 5 Nov, 2021 @ 4:03pm 
А, вот оно что. А можно тогда, пж, еще возможность превращать роботов в машин за машинный разум и обратно за нормальные империи?
NCTribit  [author] 5 Nov, 2021 @ 3:29pm 
@Недовольный котя, раса основателей (если она перешла в синтов) не учитывается и не принимает участия в объединении. Позже сделаю возможность их объединения, но делать это нужно с осторожностью иначе ее можно потерять.
Anchovy 5 Nov, 2021 @ 8:24am 
Life saver! Thank you for this mod!

Now for an organic version... lol
Dr. Bashir 5 Nov, 2021 @ 3:25am 
Система машинных шаблонов изучена.
Империя машинная. Есть оригинальная раса машин и раса роботов с ассимилированных миров.
Указа нет.

ЧЯДНТ?
Bedge 2 Nov, 2021 @ 5:38pm 
thanks for this, as soon as we get one for biological species the list wont be laggy as fuck
Sex Defender 2 Nov, 2021 @ 9:12am 
Thank god, this mod is literally exactly what I've been looking for!

Strange question, but any chance you might do something similar with same-class species if you've taken genetic ascension? Always annoys me to see two different species with identical portraits and traits that are separate lol
Komissar Rudinov 2 Nov, 2021 @ 6:30am 
Very cool mod. Congratulations on 1000 subscribers.
Axneth Ironswift 1 Nov, 2021 @ 5:50am 
Oh my goodness I have NEEDED this, I have had some runs where I have 6 models of robos and my brain hurts from being unable to synergize them all as one type.
NCTribit  [author] 31 Oct, 2021 @ 6:19am 
If the players do not accept the use of Influence to transform robots, it is easier to remove the influence altogether or replace it with another adequate resource. Think about it, if there are no interesting suggestions, then in the next version I will remove the cost of influence on the menu call.

In my understanding, influence is used to make a decision to change the identity of robots (appearance and features do not count) and assign them to a specific species. In addition, influence is the yield equivalent of any resource.
Komissar Rudinov 31 Oct, 2021 @ 3:46am 
Yes, it is, but engineering research is less valuable than influence late in the game. A research project like species modification takes 1 month. 100 influence takes at least 5.
NCTribit  [author] 31 Oct, 2021 @ 3:44am 
Later, I will add the ability to include the founder race in the transformation. And about the cost of the decree or transformation in general, suggest your reasonable options.

Regarding the game log with the transformation research project, there are some difficulties here and in this case the flexibility of the function is lost. I don't know how Paradox is doing it now, besides, isn't it a waste of resources (engineering points) as with influence?
Komissar Rudinov 31 Oct, 2021 @ 3:35am 
This mod is for quality of life and to reduce lag. It does not make sense for it to cost resources (impacting gameplay) when it has no effect on the gameplay.
In any case, I didn't ask you to change it and I do not particularly care either way, I just said I didn't like it and I was changing it for myself. I am sovereign over files on my own computer. I can go into the files and change "influence = 100" to "energy = 100" if I want to, and I have.

On another note, I never liked that you can't give synthetic ascendants citizenship separately from artificial robots. Merging them with robots blurs the distinction even more. Considering how Paradox handles it, though, I suppose it's appropriate to merge them.
Marrow 31 Oct, 2021 @ 2:15am 
Best argument I can think of is that at no point does anything else anyone does to modify their species cost influence. Actually, the best argument I can think of is that your mod has been up for less than a day and it's all anyone is saying about it.

Would actually be hilarious if someone merged their founder species the wrong way, but how badly would that break gameplay? You'd still have a synth species. Only thing I could think is that it might wreck assimilation, which would obviously be unplayable.
NCTribit  [author] 31 Oct, 2021 @ 2:08am 
Only the founding synth race is not affected by the conversion, so you cannot merge third-party robots into your synth founders. This is done for several reasons, including ideological and roleplaying. Any other synths, not founders, are the same robots as ordinary robots of the empire. If it is so important for players to convert third-party robots into their original founding synth race, I will add such an opportunity, just be careful not to turn their founding race into the wrong ones and not lose it.
NCTribit  [author] 31 Oct, 2021 @ 2:01am 
I will look at the option of moving the transformation to an identical vanilla project in the players-log, however, it seems to me that this will have a worse effect on the entire fashion in general, among other things, it will force the player to use more buttons, which was required to be abandoned if possible.
NCTribit  [author] 31 Oct, 2021 @ 2:01am 
Several people wrote that the decision should not be worth the influence, but no one gave an argument for this. bring arguments and convince me.
The need to use unification appears at a stage of the game where the cost of 100 influence will not be so painful, if we are not talking about PvP multiplayer where every unit of influence (any resource) counts.
The question of whether the cost for transforming swarms into others should increase: when using influence - absolutely not, the value in influence should not increase, like other decrees for influence. When using other resources, it is possible, but in vanilla they use the size of the empire to increase, and not the number of inhabitants affected by the transformation.
Marrow 31 Oct, 2021 @ 12:52am 
As others have mentioned, should not cost influence. Instead, it should either be a special project that takes engineering research (similar to how modify species already works) or an assimilation type event. If you did want to keep the influence cost, it should be on a sliding scale based on how many pops are being converted.

Main issue, however, is that this still doesn't merge robots and synths. Synth empire still end up with synths and also synths and that's annoying as hell. You had one job.
Komissar Rudinov 30 Oct, 2021 @ 11:19am 
Great concept. Don't like that it costs influence, will change that in the files.
빚의 세례를 받아라 30 Oct, 2021 @ 4:15am 
fk holy god mode
SurrealMonk 28 Oct, 2021 @ 6:27pm 
THANK you, my machine empire was an utter disaster bc I had 15 different kinds of robots from all of my conquests and it lagged the species tab to death, this should help so much
captain403 28 Oct, 2021 @ 3:24pm 
Great mod! I don't think the influence should be needed, though.

Tbh, this merge function should be in the base game and used by default. But the devs have studiously declined to do anything like this, QoL be darned!