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Originally I said "end of May" for the 4.0 update for this mod but more likely going to be near middle to end of June, just looking at how much work there is with planets and jobs. And also leaving enough time for testing & fixes, and life stuff. The changes to the World Machine planets are going to be good, there will be no (intentional) nerfs. Auto-Server, Auto-CPU, Auto-Forge are being reorganized, and Auto-Ringworld is going to get some nice organizational improvements.
I reserve the right to extend my estimated date of readiness :P
@harokuzen that is an interesting idea. I will add it to my issue tracker. can you say a bit more, in the "Suggestions" thread? and mention some of the advantages / play style that you are looking at.
Thanks everyone for your support & patience.
For me it somehow always crashed when I tried to move pops as awakened machine to another world at 3.14 (might be a problem on my end/with my mod set tho)
@Openly Retro Ty! Will look forward to the update as I really enjoy this mod!
These planets have to be redesigned a bit since the base game supports only 4 districts. That is the part that takes a bit more planning and thought. I don't want to require people to use a UI with this mod so I am scaling districts to be 4 per planet.
I also have to fix a few things with Bio Mechanical pops, since the growth system is different now.
@Arty Aeterna -- I will submit a patch to Gigastructural engineering, to support building Grand Archive on machine worlds.. If you have that mod running it will overwrite the rules of this one. I will inform you asap when that's done.
But afaik it's intended to work normal even as awakened machine. Even worked at some point in 3.14, but then broke somehow, maybe due to another mod, not sure. I think it's on the to-do list of things to fix.
@samsockeater - the auto ringworld segments shouldnt block upgrading the tiers of ringworld but I have got a couple reports of issues in the past, so if you find anything amiss please do let me know
@Direktorkrennic - you're welcome, thanks for playing !! :)
I am thinking about a way to add more automated pop-less building variants for the various mods out there. I think it'll be fun though yes it is some work adding compatibility for them. ACoT is on my list, as well as Ancient Empires.
Also feel free to request anything, it's certainly not an imposition, it just takes me a while to get to everything as I'm only able to work part-time on the mod, after work and life stuff. I would like to hear your ideas when you have them.
No idea regarding ACOT, didn't look for it since I don't use it.
The only issues i have with the new automated origin is that the build speed in game seems a bit slow for the amount of construction needed. I dont think i noticed the output scaling with tech either which i imagine would tough or near impossible to manage, but makes the facilities lag behind a normal origins as boosts to pop output are so plentiful. And the inability to produce pops leaves slight compatibility issues with other popular mods like Gigastructures or Acot, as they require pops to work their jobs on some things
Pushing a compatibility mod to add automated variants of every building in every mod in existence would be near impossible. But a part of me wishes there was a compatibility for those two as they are very popular (Not requesting anything, just wanted to leave a review that captured my honest impressions) Amazing work! And in my opinion even better done than the original by a lot!
I have pushed up a batch of bug fixes, a good number of things have been fixed. Notable changes include:
- Bio-Mech cloning jobs contribute the proper amount to cloning speed, plus some bonuses!
- Cooling District bug has been fixed across World Machines
- Auto-Ringworlds don't use cooling districts any more.. there just aren't enough districts to begin with
- World Machine districts have been balanced a bit .. the Auto-Forge world had some pre-3.9 numbers that made it extremely strong. Now, Auto-Ringworlds should be more competitive.
There are other fixes, and also a couple of new things added by Legit-Rikk! Be sure to check out the patch notes.
Thank you very much for playing, for your feedback, and patience as I address bug reports. I am keeping an eye on the beta but there is nothing much to go on yet in terms of updating this mod for 4.0.
Thanks Samsockeater for thinking about it and sharing your observations.
think its a vanilla bug since i had it happen with a vanilla tech in my last run, rift given techs and archeology site given techs can trigger it
Furydragonstormer -- If you have an active save with the last version from XVCV, it should be compatible with this version. Assuming that you are on at least Stellaris 3.12.5. The main core of the mod is the same, I did not remove anything. If you have been playing a Bio Mechanical empire, you might get some duplicated modifiers on planets.
"No file chosen" -- yes, older versions of the mod didn't require it. XVCV stayed away generally from any features that would end up touching game rules and overriding vanilla things. I strayed a little bit into new territory since then.. I added an ascension perk for releasing Machine vassals, Merger of Rules helps resolve the vassal rule with other mods. There was a bug when recruiting Mechanical leaders with synthetic origin, and the fix required overriding vanilla rules that had changed during game versions (after TMA). There are a few others, but not many.
I don't think the older version of the mod needed this mod, but what additional features make this mod necessary?
I pushed up a large batch of changes, mainly addressing feedback & implementing ideas for the World Machine Origin.
Main things to note are Auto-Ringworlds have functional cooling districts now, sorry for the wait. Orbital ring can be upgraded on Auto-Machine Worlds, and there are Auto- versions of orbital ring buildings that are compatible with the machine worlds. These updates should be compatible with Gigastructural Engineering.
There are a lot more changes than I can list here, take a look at the patch notes to see them all.
I will be working on compatibility patches so you can automate the galaxy using your favorite mods.. Legit-Rikk has implemented a good amount of compatibility with Gigastructural Engineering already, check out his sub mod listed above.
Thanks for your support, feedback, and suggestions!
@samsockeater - Thanks for asking.. I will think about "ship cloning without bio-drones"
Using automated machinery
Thanks for your compliments, if you get ideas or find any other issues please do let me know! (and put in the World Machine discussion above so I can respond to you directly)