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Space Dwelling Robots V1.3
   
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31 Jul, 2020 @ 1:48pm
18 Aug, 2020 @ 2:12pm
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Space Dwelling Robots V1.3

Description
Simple mod which creates a duplicate of the Void Dweller origin for machine empires under the name "Awakened Space Station".

A few of the changes made to the origin:
-Robots with the trait provided by the origin get a bonus to production on habitatlike structures(habitats, ringworlds, and machine worlds). However, they also get a 0% habitability penalty on any other planet, severaly penalizing the use of anything besides habitatlike structures.
-The starting buildings have been changed in order to make using this origin less masochistic.
-The arcane replicator has been split into smaller parts, which are put on all three default habitats. It is also possible to build new arcane replicators on other habitatlike structures which do not have them yet using alloys, minor artifacts, and influence.

Known bugs in v1.3:
-The biological void dweller pops created for machine empires with the Rogue Servitor or Driven Assimilator civic are shown as genetically modified versions of the non-void dweller versions.
-The biological void dweller pops created for machine empires with the Rogue Servitor or Driven Assimilator civic currently use the vanilla void dweller trait and as such require a compatibility patch to work with modded habitats. I'd suggest using the one listed below as a fix.


Since v1.2, robots using this origin will be able to live on structures from these mods in addition to vanilla habitats, ringworlds, and machine worlds:
+ Planetary Diversity - Planetary Habitats
+ Starborn: Improved Voidtouched
+ Dyson Swarm - colonizing space
+ Living Space
+ Habitation
+ Gigastructural Engineering & More
+ Ascendancy Ringworlds
+ Twinks Atlanteans

Credit for the list of modded structures goes to OldEnt, the maker of the vanilla Void Dwellers compatibility patch:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2066377400
I'd broadly suggest going over and checking out his mods.
13 Comments
Nyx (She/Her) 20 Oct, 2021 @ 2:28pm 
is this working in 3.1?
Ephe  [author] 18 Aug, 2020 @ 2:21pm 
...So I couldn't actually open this page yesterday for whatever reason, so I went on to look for a fix in the vanilla scripts myself. Man reading this would've saved me a lot of trouble.

Anyhow, I've pushed a ...kind of functional fix. It now actually creates biological pops, some of the necessary buildings, and gives different techs based on whether you're a special machine empire or not. That said, it uses the vanilla void dweller trait to do so currently. So it'll require a separate patch like the patch listed in the description to fix it until I can be bothered to add a special trait which fixes it myself.
DragoonBlade 16 Aug, 2020 @ 11:28am 
Don't know coding enough, but I got this bit of coding from a scripted trigger from the Gesault Void Dweller mod:
if = {
limit = {
owner = {
OR = {
has_valid_civic = civic_machine_servitor
has_valid_civic = civic_machine_assimilator
}
}
}
if = {
limit = { owner = { has_valid_civic = civic_machine_servitor } }
last_created_species = {
set_citizenship_type = {
country = root.owner
type = citizenship_limited
}
set_living_standard = {
country = root.owner
type = living_standard_organic_trophy
}
}
while = {
count = 4
create_pop = {
species = last_created_species
ethos = random
}
last_created_pop = {
clear_ethos = yes
}
}
add_district = district_hab_cultural
}
DragoonBlade 16 Aug, 2020 @ 11:28am 
if = {
limit = { owner = { has_valid_civic = civic_machine_assimilator } }
last_created_species = {
set_citizenship_type = {
country = root.owner
type = citizenship_full_machine
}
set_living_standard = {
country = root.owner
type = living_standard_hive_mind
}
}
while = {
count = 5
create_pop = {
species = last_created_species
ethos = random
}
last_created_pop = {
clear_ethos = yes
}
}
add_building = building_hydroponics_farm
add_district = district_hab_energy
}
}
country_event = {
id = gvd_fixes_squared.1 # Makes organics void dwellers
days = -1
random = 0
}
while = {
count = 10
create_pop = {
species = owner_main_species
}
}
set_planet_entity = {
entity = "habitat_phase_02_entity"
graphical_culture = event_target:void_dweller_owner
}
Ephe  [author] 16 Aug, 2020 @ 10:27am 
Hm, I frankly don't know a lot about how the Rogue Servitors work mechanically, so I'd need to look into that a bit more. I presume the reason they don't start with any bio-trophies is due to the artificial nature of how the habitats are populated, as it simply adds like 10 iirc main pops to each habitat like how the vanilla void dwellers origin does it.

Fixing this would probably require me to look into how vanilla does it for Syncretic Evolution, and then make some special exceptions for robots with the Driven Assimilator and Rogue Servitor civics. For now I'mma add that it's broken with those civics to the description, as I don't really have the time or motivation to fix it today, and then see if I can look into it sometime later.
DragoonBlade 16 Aug, 2020 @ 9:35am 
The Leisure districts exist, but none are built. If you do end up giving support for the civic be sure to make one of the three habitats have at least one of these built on either all 3 (with 1 Bio-Trophy each) or just one Leisure district built on one Habitat with 3 Bio-Trophy.
DragoonBlade 16 Aug, 2020 @ 9:32am 
This origin doesn't support a Rougue Servitor start as the Rougue Servitors start without any Bio-trophies at all (Meaning they can't grow any). I'm not sure about Driven Assimilators, but since they add a secondary species as well I would hazard to guess that they have the same issue. The Habitats do have the leisure Districts that give Bio-Trophy jobs though.
DragoonBlade 5 Aug, 2020 @ 1:37pm 
It works so far, but I haven't tested whether or not the negative trait activates when you colonize a terrestrial world. Will probably check either later today or tomorrow.
Ephe  [author] 5 Aug, 2020 @ 5:46am 
v1.2 *should* fix the issue you were having. However, it'll only update old pops to the right trait once resettled or somesuch, so keep that in mind.

That said, please do tell me if the issue persists.
DragoonBlade 4 Aug, 2020 @ 3:47pm 
Thanks!