Stellaris

Stellaris

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Machines & Robot Expansion Continued
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182.037 MB
18 Feb, 2024 @ 3:13pm
10 May @ 5:58pm
40 Change Notes ( view )
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Machines & Robot Expansion Continued

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

Stellaris v3.14.*, v3.13.*, and v3.12.5 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 Github page.[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

common\economic_categories\00_common_categories.txt
- pop_category_drones
- pop_category_workers
- pop_category_specialists
- pop_category_rulers

Stellaris\common\game_rules\00_rules.txt
- can_release_vassal_from_species - allow for Multikernel AP
- can_colonize_planet - block colonizing habitats that are being dismantled
- can_species_be_assembled - pops with Bio Mech trait won't assemble

common\scripted_triggers\02_scripted_triggers_machine_age.txt
- is_individual_machine - return True for non-gestalt Machine bio-mech

common\scripted_triggers\05_scripted_triggers_traits.txt
- can_add_genetic_traits - true/yes for empires with the Bio-Genetics Mastery AP
- can_remove_beneficial_genetic_traits - true/yes for empires with the Bio-Genetics Mastery AP

common\traits\02_species_traits_basic_characteristics.txt
- trait_mechanical - Add habitability for Mechanical Worlds
Popular Discussions View All (6)
63
15 Jun @ 7:28am
World Machine Origin Feedback & Bug Report
Openly Retro
111
6 Jun @ 3:16pm
Bug Reports
Openly Retro
29
6 Jul @ 6:48am
Suggestions for improvements & content
Openly Retro
308 Comments
UncreativeName 8 Jul @ 4:16pm 
I am excited for the eventual return of this mod, but i also appreciate the QA testing
Nyawul 5 Jul @ 10:56am 
The stellaris players yearn for the factorio origin
Waka 3 Jul @ 3:16pm 
:steammocking:
Openly Retro  [author] 26 Jun @ 9:45pm 
As far as I can tell there is not yet a stable successor to "Merger of Rules" since it was discontinued. Like Willem said, it was a great mod that let many other mods work together. Inny, the author, had to do an seriously respectable amount of work to keep it updated. I am going to leave it as "required" until I finish the 4.0 update for this mod, then I will remove it as a requirement.

There are some mods out there for Phoenix 4.0 that do compatibility between mods for certain aspects of the game, which I am investigating.

I am going to mainly handle compatibility (meaning, taking care this mod won't break another if it's in your list) directly in this mod. I will address the largest mods and then other mods on request. So I will rely on you all to report issues.. and I will work with other modders to help them not break things in this mod.

"Crossover Content" will still mainly be separate mods, like Legit-Rikk's World Machine Origin Gigastructures buildings mods.
Willem 25 Jun @ 5:40am 
@Fransisco Merger of Rules made mods work together, but it's been put on indefinite hold because of Mod Creator's health. (AFAIK)
Francisco 25 Jun @ 4:20am 
Can you clarify what does this "merger of rules" is? I dont remember needing that mod before
Pietrooperv 23 Jun @ 7:40am 
machine pop assembly is truncated. 1.99 will always give you 1 pop per month instead of having a 99% chance of giving 2 pops.
Openly Retro  [author] 23 Jun @ 7:08am 
@Pietrooper I wasnt aware of that bug but I would be interested to fix it in this mod.. I just need more information
Pietrooperv 22 Jun @ 7:41am 
Does this mod fix the bug with machine pop assembly in 4.0?
Overlord 21 Jun @ 5:08am 
@Openly Retro Thanks for the update, I mostly play as Machine/Robot and it feels weird without this mod. Keep up the good work and no need to rush things, it is fine to do it on your own pace