Stellaris

Stellaris

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Machines & Robot Expansion Continued
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185.243 MB
18 Feb, 2024 @ 3:13pm
26 Aug @ 9:49pm
44 Change Notes ( view )
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Machines & Robot Expansion Continued

In 3 collections by Openly Retro
Machine & Robot Expansion: Continued - Crossover Content
2 items
Machine & Robot Expansion: Continued - Vanilla Overwrites
2 items
Machine & Robot Expansion: Continued - All Versions
3 items
Description

Stellaris v4.0.* Compatible

Acknowledgements
This mod is a continuation of XVCV's "Machines & Robot Expansion" , which is/was loved by many. A great addon for Machine empire enthusiasts which I loved playing.

Unfortunately, since XVCV has left the Stellaris modding scene, the M&RE mod became unsupported.

This adaptation/continuation will continue to make the Machine & Robot Expansion compatible with the latest versions of Stellaris. In addition to bug fixes, new things are being planned!



Core features of Machine & Robot Expansion

This mod adds a variety of ascension perks, new playstyles, civics, traits, and much-needed love for Machines & Robots!

- Start as non-gestalt Robots (Mechanical Origin)
- Edit ruler traits, councilor traits, build leader with traits you pick
- Automated machine worlds that don't require pops to run, with 4 special planet types
- Switch from gestalt to non-gestalt Machines via AP, and back again
- Switch to/away from Driven Assimilator / Rogue Servitor / Determined Exterminator
- Machine Leaders revive after dying (backup trait)
- Ascend to a new bio-mechanical hybrid species
- Declare total war on the galaxy
- Psionic ascension; touch the Abyss ...
- Non-gestalt robots boost trade and empire-wide amenities with Virtual Reality servers planets
- Malware civic makes spy ops easier and adds new infiltration
- Boost your gestalt empire with Machine Learning civic
- Split open planets and mine them with Orbital Crackers

Added in Continuation:

- Release Machine vassals
- Automated Ringworlds
- Dismantle habitats (if your empire has any habitat tech)
- Extended Machines traits & Overclocked origin (thanks Legit Rikk)
- Reanimate defeated organic armies as a Machine empire
- Roleplay a fully automated pop-less Machine empire with the "World-Machines, Awakened" origin[github.com]

And more!

- 15 Civics
- 15 Ascension Perks
- 6 Origins
- 80 Technologies
- 45 traits

Documentation

WIP: Read the full overview of features here [github.com]

DLC Requirements

Required DLC:

- SYNTHETIC DAWN

Optional DLC:

- GALACTIC PARAGONS: Unlock Leader-Building GUIs and Ruler-Building GUIs
- UTOPIA: Unlock Mechanical Origin (non-gestalt Robot)

Some DLCs provide new things for modders to play with and as such some additional mod features may depend on those DLCs.

Contact

🐛 Add your bug reports here 💭 .

💡 Add your suggestions here 💭 .

Say hi (optional)

To chat anytime and follow development updates, and ask questions, visit the machines-robots-expac channel in the Stellaris Modding Den discord. Invite code is 9BkJVZqX Look for me, "Openly Retro"

Contact outside Steam workshop

If you have found this mod outside the Steam workshop, report a bug or share new ideas on the public code repo.[github.com]


What's next?

Ongoing:

- Carefully catalogue existing issues and develop fixes
- Address balance issues & player-reported issues

Planned:
- New origins and playstyles
- Adopt abandoned machine-based mods and assimilate them

Update schedule is 2-4 weeks based on bug reports, feature development, my stress levels afer my day job & other life stuff.

Artwork Credits

Full art credits are listed here

Translation Credits

- Korean: Thanks to y1224y1 and Horangye

- Chinese: Thanks FlantingCort, Krual, and the team at Doves Localization group



Mod Add-ons

- World Machine Origin Vanilla Overwrites, by Legit-Rikk which changes certain vanilla tradition picks to have bonuses for World-Machines
- World Machine Origin Gigastructures Buildings, by Legit-Rikk which adds the automated versions of certain Gigastructural Engineering buildings for use on World Machines.

Mod Compatibility

Known issues with other mods:

- Orbital Cracker doesn't block megas from Gigastructural Engineering
- This mod contains an updated version of mute's Extended Machines, if that mod is active, the version in this one will be disabled.

Overwritten Vanilla Files

Details of overwrites are in this document: OVERWRITES.md in the mod's github repo [github.com]
Popular Discussions View All (5)
12
26 Aug @ 9:50pm
PINNED: Bug Reports, Vol 2
Openly Retro
63
15 Jun @ 7:28am
World Machine Origin Feedback & Bug Report
Openly Retro
35
21 Aug @ 9:03am
Suggestions for improvements & content
Openly Retro
369 Comments
de Grizz 51 minutes ago 
did this mod have any sense for mechanist origin? for bio+robot coexist game
themikecraftfeed 17 hours ago 
Is it working with latest Stellaris version 4.0.22?
holden 27 Aug @ 1:47pm 
Absolutely love this mod glad to see it updated to 4.0 finally!!!!!!
Openly Retro  [author] 26 Aug @ 6:52pm 
@内塔尼亚胡 - I will look into this issue, of being unable to change portraits with that organic skin trait selected. thank you very much for reporting it.

@artedox - There are no overhauls in this mod of nanotech content. I have ideas and some brainstorms, but have not completed the plans yet.

@Zorelmo - I will definitely look into some ACOT building compatibility, it has also been requested by other players using this mod.

@Sma - The last time I checked, Mind Integration perk should work. But let me test again and see what happens. In the meanwhile please do report your issue in the bug report thread! that will be very helpful.
Openly Retro  [author] 26 Aug @ 6:45pm 
Hi all, to those who want to play with the 3.14 version of this mod, you can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3556722112
harozuken 26 Aug @ 1:36pm 
has anyone tried the broken ring origin since the update? I can't update my buildings on the ring because of requiring a Administration array. (I think its a base game bug but asking if anyone else had this issue)
Sma 26 Aug @ 12:23pm 
I'm so happy we have a 4.0 version - thank you! Before submitting a bug report, I wanted to check: is the Mind Integration perk expected to be working? In a current game, nothing seemed to happen on completion of the corresponding special project.
Zorelmo 25 Aug @ 6:11am 
the world machine origin is not compatible with acot buildings that add ressources (dark energy for exemple)
artedox 25 Aug @ 4:49am 
Are there any overhauls for how the nanotech ascension works? Nanite motherships or any perks?
Netriade 24 Aug @ 2:23am 
@Openly Retro i'd like that, can't get into the game with the new change in 4.0 ^^