Stellaris

Stellaris

Machines & Robot Expansion Continued
281 Comments
ParaNautic 2 hours ago 
There is a gen that converts food to energy, I am wondering if there could be a feature where we can "harvest" bioships for energy.
Xelan 7 hours ago 
@ParaNautic: There already was pre 4.0. Biomass reactor or something. I would assume that it's still there after the 4.0 update.
ParaNautic 12 hours ago 
Sweet, I was wondering, now that we have bio ships can there be a building that would take the biomass and convert it to energy? It would be a waste to have all the meat floating in space going to waste.
Morpheuss 20 hours ago 
Take your time, thank you very much for your work
Openly Retro  [author] 23 hours ago 
Hi everyone, I'm finally getting into the meaty parts of the 4.0 update. I have got a deeper look at the base game changes. Zones are a nice addition and we will be able to do cool things with them.

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.
harozuken 20 May @ 12:42pm 
Not sure if you take requests but with the change to pop jobs and such. for the voluntary work ascension for rogue servitor can you make the buildings modify bio trophy jobs instead of creating alternatives? Like a forge sanctuary will decrease bio-trophy unity output in exchange for alloys.
ParaNautic 11 May @ 9:47am 
Thanks, since I almost always play as a machine empire this mod is a must have :] plus the devs are putting a out a patch almost every other day it would be smart to take your time.
Morpheuss 11 May @ 4:44am 
Thank you very much to you, for your efforts
Arty Aeterna 11 May @ 3:34am 
@Xelan

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!
Openly Retro  [author] 10 May @ 6:49pm 
Hi all, I am working on a 4.0 update. It will be a couple of weeks. I will aim for the end of May. And of course will alert folks if I am done sooner. I am just putting it at end of May since World machines have to be fixed, along with Mechanical Worlds and Virtual Worlds.

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.
Xelan 8 May @ 6:17am 
@Arty Aeterna: you can manually migrate pops to reach the 20 required.
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.
Arty Aeterna 8 May @ 4:18am 
Would it be possible to make it so that with the awakend origin you still can construct the grand archive? or is it on purpose that you have not enough pops for the grand archive?
samsockeater 7 May @ 7:14am 
looking at the update, good luck on making the various planets and origins work
帕尔帕廷 7 May @ 2:51am 
Will there be any updates in the future?This is really a good mod.
harozuken 6 May @ 1:19pm 
Hey with 4.0 released is there an ETA for an update? been subscribed since day 1 and honestly a must play mod for me.
Jeor Mormont "the old bear" 17 Apr @ 1:01pm 
enjoy easter and the time off. i think everyone is waiting for 4.0 anyway
Openly Retro  [author] 16 Apr @ 3:44pm 
Hi everyone, a brief note I'm going to be away for a week until Apr 24 and will have minimal access to the internet. So please do continue to leave feedback & bug reports in the meanwhile, I just won't be able to respond for a bit until I get back.

@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 !! :)
Direktorkrennic 9 Apr @ 11:09am 
thanks for updating :)
samsockeater 6 Apr @ 7:19am 
how do the auto ringworld segments and stuff from this interact with the big onion rings in gigas? also good luck with the 4.0 update that sounds like it will make the automated machine worlds very very stroppy
Openly Retro  [author] 24 Mar @ 10:28am 
Hi MarcoMarco, thanks for your compliments! Glad to hear you are enjoying the new things. I'm aware of some issues with the World Machine origin blocking some things from other mods because of low pops ... I am working on some solutions. There's already a fix in place for building the Grand Archive and orbital rings. If you could let me know which things from ACoT aren't working, that will be helpful.

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.
Xelan 19 Mar @ 2:30pm 
@MarcoMarco: There IS a mod that adds support for auto-buildings for the giga mod. Take a look at the linked collections above. It even supports Maginot worlds since the last update, didn't try those yet though.
No idea regarding ACOT, didn't look for it since I don't use it.
MarcoMarco 19 Mar @ 1:14pm 
Hi love the mod, ive played with the original for years and yours is even better.
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!
Openly Retro  [author] 18 Mar @ 5:37pm 
Hi everyone,

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.
Openly Retro  [author] 18 Mar @ 5:29pm 
Hi Curdos -- I am not sure why a tech would show up that way / exhibit that behavior ... Improved Atomic Modeling is definitely not set up to be a repeatable tech.

Thanks Samsockeater for thinking about it and sharing your observations.
samsockeater 18 Mar @ 7:11am 
yeah i think its just you getting research tech options without having the pre-requisites, and sadly i've never found a way to, theoretically if you know what the pre-requisite techs are and can console them into being researched then you should be able to research it away - is how i got rid of a recurring fauna cloning tech when i had no access to the cloning tech (swapped to a RS and got the pre-requisites that way)

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
Curdos 17 Mar @ 7:10pm 
I'm not certain, but I'm having the same issue with the Negative mass Torpedo research from Gigas, so I suppose its a similar issue? Is there any way to get rid of it?
samsockeater 17 Mar @ 12:17pm 
did you get it form an event/rift? if you get a tech from a rift that your empire either lacks the pre-requisites or can't research ti just stays in your research options forever, same thing happens with the EHOF weapons in gigas
Curdos 16 Mar @ 9:47pm 
Is Improved Atomic Modeling intended to be a repeatable? Every time I've researched it, it comes back up as a guaranteed research option with some amount already completed.
Annihilation Angel 10 Mar @ 2:53pm 
does the ai use the stuff in this mod?
Furydragonstormer 9 Mar @ 9:03pm 
Ah, okay. Good to know that, thanks for the help
Openly Retro  [author] 9 Mar @ 8:29pm 
Hi Digital Toxin -- yes that is right, the WMC Fabricator must be built and then you fire it up via planetary decision. It will crank out World Machine Cores until you tell it to stop, or you run out of storage, or resources to make more. Also, if you'd like to join the Discord, I can send you a link via dm.

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.
Furydragonstormer 5 Mar @ 2:31pm 
Quick question, would swapping out the old version for this one on a current ongoing game affect the save file? Didn't realize the old one was abandoned and this is the latest version until today
Digital Toxin 5 Mar @ 9:53am 
Answered my own question! There is a planetary building that needs to be constructed first, THEN you can enact the planetary decision.
Digital Toxin 5 Mar @ 9:33am 
The discord link in the mod home page has expired. I was going to ask if I'm missing something to build a new WMC Core. I've got all 8 insights and done the three research items, but I don't see a planetary decision item to build a new WMC. Did I miss something and it's just staring me in the face? I didn't see anything in the FAQ about this, so I'm here asking for some help. Thanks!!
Kraegor 2 Mar @ 8:48pm 
I am also testing something else. When starting as Synthetic Ascended or Mechanical Heritage, it states you get +2 picks and +2 points. But it is only showing 0 points and 4 picks when picking it. In the base game, Synths get 1 and 5. So by math it should be listed as 3 points and 7 picks, but its not? Unless this is applied after the game start for species modding points? (I also posted this in bug forum) so either the description of the origin is wrong or I am confused.
Openly Retro  [author] 1 Mar @ 8:51pm 
Hi Kraegor, thank you for letting me know and I am sorry about the bug. I will investigate it ASAP.
Kraegor 1 Mar @ 2:07pm 
So not sure what happened.. but playing my first World Machine, Awakened origin went pretty okay. But my second playthrough.. I was attacked by a neighbor, claimed their systems and easily took them over... but the moment I took them over.. my homeworld.. reset? All progress and things on my homeworld disappeared, it went back to a green un-colonized world (it was still a world machine world though) and I had to "activate" the machine world. Once it did that, it was like I just colonized it again.
Openly Retro  [author] 24 Feb @ 8:26pm 
sdillonstrange -- that is very interesting, thanks for reporting your findings. I will think about a solution to address that.

"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.
No file chosen 21 Feb @ 7:25pm 
Hi, is it really necessary to have The Merger of Rules 3.14 to use this mod?

I don't think the older version of the mod needed this mod, but what additional features make this mod necessary?
sdillonstrange 21 Feb @ 12:34pm 
I started a run and in the lathe, the pops will just decline if there are more than 40, no regeneration. However, if a pop is set with the purge policy that force resettles them to the lathe, they will go to the lathe and another pop will be created. Thus, I can move pops off the lathe, set their species purge "rights" to lathe displacement, and they will go to the lathe and I will get a new pop. Next month, move them off the lathe and they get purged again and generate a new pop. Might not be intended, as that is kinda broken as I can get as many new pops each month as I have pops that are not my main species that I can purge.
Openly Retro  [author] 20 Feb @ 10:29pm 
@sdillonstrange I have not tested it, but looking at vanilla code for purge_cosmogenesis_lathe_resettle it seems possible the purged pop could get revived.
sdillonstrange 16 Feb @ 8:06pm 
How does corpse processing work with lathe purging? I could see both a situation where purged pops die and stay dead and a situation where the corpse gets processed staying alive. Which of these is the case?
Jeor Mormont "the old bear" 13 Feb @ 12:02pm 
these are really cool additions to the mod, O.R.
Openly Retro  [author] 12 Feb @ 7:52pm 
Hello everyone,

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!
Openly Retro  [author] 12 Feb @ 7:52pm 
@Nyawul -- I haven't done much in the way of supporting AI using the World Machines origin, so I think the AI might have some difficulty expanding on its own. It is on my to-do list, may take me a while since I have not done much AI modding yet.

@samsockeater - Thanks for asking.. I will think about "ship cloning without bio-drones"
xiaohuasakura 11 Feb @ 12:12pm 
the orbital_ring_construction_entity unable to upgrade
Using automated machinery
samsockeater 8 Feb @ 2:20am 
is there a way this mod could give machine intelligence the ability to get the Bio-techs needed for ship cloning without bio-drones or having to ascension perk into RS or maybe assimilator? is nice having pets and a space amoeba is less of a commitment than an entire species of creatures, beyond that bubbles should get friends
Nyawul 7 Feb @ 1:31am 
how well do released machine vassals do with world machines awakened? especially if you set the worlds up beforehand
Openly Retro  [author] 6 Feb @ 8:08pm 
Hi samsockeater, if you research the tech before the event chain finishes, nothing breaks.. though the tech should technically be given at the end of the chain and not before (I am going to fix that)

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)
samsockeater 3 Feb @ 12:01pm 
does the heuristic thing unlock something different to the tech that prevents blockers form appearing? and if you research that tech before completing it does this brick anything? the world machine origin is bloody cool